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About Mr.Rocket

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  1. I'd imagine you could make a script to do it. -also make sure to set to nogravity Aside from that there's Dehacked: Thing 101 (Soul sphere) Bits = 1 + FLOATBOB
  2. Mr.Rocket

    Doom Slayer Chronicles

    Before this gets derailed.. Incredible work bifurcator! 🙂 Can't wait to play it!
  3. Mr.Rocket

    Doom with PBR materials

    Wondering if anyone has yet tried using PBR with voxels? Of course voxels are cubic pixels but would such a rendering option like PBR help or make them look really bad? Oh and as always, awesome work btw Reinchard! 🙂
  4. Mr.Rocket

    No more infinity tall polyobjects?

    Alright, thanks for the info guys! 🙂 In this case we must be able to walk on top of the object, so my conclusion is either maybe using a model, or script a movable 3dfloor in.
  5. Just a quick question. Is there any sort of fix yet for infinity tall polyobjects? Or is there another way yet to achieve a polyobject besides the normal way of using void sectors? Thanks
  6. Mr.Rocket

    The Bad Place - Deathmatch

    Thanks guys! @Jon, Actually I haven't seen this particular one, and it's pretty good considering the time the mapping took place. It's a good concept with it being impossible to create any sort of floor over floor stuff back then, aside from the up coming doom legacy around that time. Thanks for the find! I actually looked around to see if there were any other reversions of "The Bad Place" before hand and came up with nothing. I suppose the wad I've just made here is somewhat special in that aspect of the Quake to Doom gender over 20 years later. :P There are some other Quake to Doom remakes out there having to do with specific maps which are actually pretty good and they all scream "hay don't forget me!" basically. And I wonder who all appreciates them today as we do. @Teder, Thanks man! I'll see what all I get done on The Dark Zone tonight, it's currently only about 2%. :) Cheers ~ Just a heads up, I don't plan on remaking all the Quake DM maps, just the ones I like most.
  7. Mr.Rocket

    The Bad Place - Deathmatch

    Thanks for the feedback guys! @Doomkid, ah good to hear! be sure to check it out with QStuff in Zan if you haven't. :) @Teder, Thanks! The Dark Zone will indeed take a little longer and there are a couple places in which I'll no doubt need to add poly objects in order to recreate the functionality. If at all possible, I'll try not to use them though. The rest will require some 3dfloor trickery, but it shouldn't be too time consuming. There's actually over 50 3dfloor control sectors in The Bad Place, which is a lot considering the size of the map. This was mainly due to the fact that there's several places where the areas needed to overlap but not exactly on top of one another. @Woolie Wool, heh if I were to do that it wouldn't so much be a remake anymore, aside from just the map layout. :) Not that I hadn't thought about it while drawing the maps first few linedefs, I had QStuff Ultra loaded as a resource while doing so. (which was really a big part of the reason behind making the map). And once seeing the models in game and seeing how the placement totally changed the game play, it forced me to continue with what I was doing.
  8. Mr.Rocket

    Old Doom Connector EXEs and Screenshots

    Small update, If you didn't know, there is a new primary URL for Game Connector: https://gameconnector.org/ Alternatively you can also do a search for Doom Connector, or simply type in it your address bar and it will take you to https://gameconnector.org/ The first/older connector.x10 address will also remain hosted. Cheers!
  9. Mr.Rocket

    DOOM Retro v2.6.9 (updated March 31, 2018)

    Hi, Will Doom Retro ever support network connectivity? Thanks
  10. Mr.Rocket

    Chocolate Doom

    Hmm, that's kind of strange. When I first ran it through batch file with the same commands you have there, I didn't hear midi either. Until I changed it to -warp 19 and then back to 20, then I had midi in map20. ~ weird..
  11. Mr.Rocket

    The Bad Place - Deathmatch

    Thanks guys! @Turbo Saber, Ah good! Feel free to make whatever adjustments to the items for Samsara if you want, just call it Bad_Place_Sam, or something. The item placements will be a little screwy do to the fact that the wad is meant to run with QStuff, which has random weapon spawn thing types. @Vorpal, well that's good to hear that I got you into mapping, I think? :) Hah, you may be referring to Plexydome? I'm not sure. It was a fairly abstract map, and well 3dfloors were new at the time so it was new to me too. I made a lot of maps around the time but never released them, other than a few small examples for editing docs etc. Oh yeah, aside from Mega4 and Mega5 of course, I did a remake of a Quake 3 map also. The Bad Place is a rather small layout as you know, but it is stacked and the teleports make for some slightly different surprise/getaway/surprise gameplay. If you have time, let me know how any play test goes. Btw I was thinking of perhaps mirroring the map with an outdoor area between the 2 and turning it into a CTF version also. - maybe And while I stay in the "Quake mind state", I may end up doing a remake of dm6, "The Dark Zone", if you remember that one. Thanks again!
  12. Mr.Rocket

    The Bad Place - Deathmatch

    The Bad Place 2-4 player Deathmatch map Single map Hi, I have recently created a small DM map entitled "The Bad Place". The Bad Place is a remake map based on the map in Quake, DM4 to be precise, and the name is the same. It was a fun little map to play in Quake and still is, so I decided to make the map for Doom. It's not exactly a replica or anything, that would be impossible I think, but it's pretty darn close! Requirements: OpenGL - is needed in order to see the models in QStuff Doom2.wad - it requires that you have the Doom2.wad as the primary resource wad, duh. Zandronum - Works best with. QStuff Ultra V2 - as the weapon and item placement is based around it. Downloads: QStuff_UltraV2.pk3 The_Bad_Place.pk3 Let me know if you encounter any bugs! And above all, Have fun!
  13. Mr.Rocket

    Interesting maps/wads made by young people

    Heck I'm so old, the actual Doom game didn't come out until I was around 18. I think I released my first map when I was around 20, to the local BBS.
  14. Mr.Rocket

    Eternity Engine 4.00.00 Völuspá

    I've noticed if I recap the framerate in Eternity on my laptop PC as the 2nd peer it helps a lot. In other tests if I lower its res to well, an original 320x200 size, it's pretty smooth over the network. It feels better than Prboom+ actually.
  15. Hi, I've created a Doom2 game dll for Game Connector. Which uses DosBox IPX emulation and xttl's new IPXSETUP.exe. I haven't publicly released the dll as of yet, but it won't be long. All that will be required is that you own Doom2. and of course all the above. Thanks xttl ! I don't think it would have been possible without you, well possible but not functioning as well as it is now! :) Cheers!