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Everything posted by fezzador

  1. I'm playing the megawad using GZDoom since K8Vavoom doesn't seem to work well with my nearly 10-year old ASUS laptop. I take it that K8Vavoom is more resource-taxing than good ol' GZDoom (it technically works, and it looks great, but the framerate takes a serious hit and makes it only semi-playable).
  2. fezzador

    Can't run PrBoom/GlBoom

    I just downloaded PrBoom/GlBoom the other day (mainly because I was under the impression that wads like Silent Steel would look better than they would with say, GZDoom), but after trying to run the ports I've run across several issues. First, it takes a long time to load. I have to wait at least 30 seconds before I click or hit a key, otherwise the screen fades and says "not responding". Secondly, if I'm trying to run a custom PWAD/PK3 file, it won't load and simply reverts to the main IWAD. My laptop is older, but it runs GZDoom just fine. Is it a setting I need to change? I can attach a recording of what I'm doing if that helps.
  3. fezzador

    Post your Doom video! [but don't quote video]

    The Grand Finale: E5M8 - Halls of Perdition!
  4. fezzador

    Post your Doom video! [but don't quote video]

    I hope everyone appreciates the SNL reference at the beginning of the video.
  5. fezzador

    Post your Doom video! [but don't quote video]

    John Romero's E1M4 remake on UV. 100% kills, items, and secrets.
  6. fezzador

    Post your Doom video! [but don't quote video]

    I know it's not particularly impressive but here's The Catacombs (Map 22) from a pistol start. Max kills, items, and secrets.
  7. fezzador

    Post your Doom video! [but don't quote video]

    So if Doom and MarioKart 64 had a love child...
  8. fezzador

    Post your Doom video! [but don't quote video]

    I can certainly add that to my "to do" list. Might be a while, but I'll certainly do what I can. Have you ever seen BigMacDavis' videos? He's not an "elite" player, but I have fallen in love with his voice. His walkthroughs have a certain "radio/television announcer" quality to them that keep me coming back for more. I wish I can make videos like his.
  9. fezzador

    Post your Doom video! [but don't quote video]

    I plan on doing a walkthrough for the remainder of Congestion, Claustrophobia 1 & 2, and if time allows, Mayhem and Congestion 384.
  10. fezzador

    Post your Doom video! [but don't quote video]

    As a disclaimer, I meant absolutely no disrespect to the map's author or the fans of this level (I know I said the map "sucks" at the beginning,but that really refers to the situation of starting with a pistol and not the level itself. It's well-designed and incredibly challenging.
  11. Does the Doom song "Sinister" utilize phrygian mode?
  12. fezzador

    Hated music tracks?

    I don't particularly dislike any of the Doom songs, but if I had to pick one, it'd be E2M4 since I can barely hear it. I don't mind ambient music, but that one just doesn't cut it. I love, love, love E2M6's Sinister though. Very nice use of phrygian mode.
  13. fezzador

    zdoom gripe

    I tried posting this in the zdoom forum but that place is rather dead so I'll see if this place gets a quicker response. Whenever I run zdoom, I keep getting these foreign-looking characters (vowels with diacritical marks, grave accents, greek-like letters, ect) instead of regular text. When I start it up I can type in there no problem but about a minute into the game it changes to these weird characters. how can this be fixed?
  14. fezzador

    Your most HATED monster?

    Maybe in zDoom, but in Vanilla they only shoot fireballs at you.
  15. fezzador

    zdoom gripe

    Grow up kids. Maybe it's not such a bad idea to try different places some of those zdoom forums haven't been touched in days.
  16. fezzador

    Your most HATED monster?

    Barons and Cacos. Both have way too many hit points (probably twice as much as necessary) and pose very little threat to a nimble player. Cacos are even slower than Barons, their fire-lightning balls aren't all that powerful, and don't have a real melee attack.
  17. I'm reviewing each level in the first episode because I'm bored and because I haven't done anything here for a while. I'm evaluating several aspects of each level and will come up with a composite score that isn't necessarily an average of the reviewed aspects. Here's a brief rundown of the review template: Difficulty: No-brainer. How hard a level is (UV mode only). Ambience: The feel of a level (i.e. fluidity, music, usage of environmental hazards) Architecture: Basic structure of the level. This measures how pleasing a level is to the eye, and also measures the placement of objects such as barrels and decorations Intangibles: Basically anything not covered in the prior 3 areas. Monster and ammo placement, general level enjoyment, crap like that. And here we go: Level 1 - Hangar Difficulty: 2 It's the easiest level of the easiest mission so anything above a 2 would be ludicrous. The only thing to really be careful of is the sergeants guarding the armor by the entrance, but once you nab the shotgun the level's yours. Ambience: 8 This level itself is nothing spectacular, other than being the introductory level to the greatest FPS of all time. It doesn't even remotely resemble a hangar. The slime pools, lift, and staircases serve little more than eye candy, merely demonstrations of the Doom environment. The music is great, ranks up with the Mario theme song as one of the most recognizable songs from a video game. Architecture: 5 If it weren't for the fact that it doubles as a fantastic deathmatch level (lots of open space yet plenty of places to hide - love that hidden 'sniping window') I'd rank this lower. Very bland map with little difference in either elevation or texture. Intangibles: 6 Monster placement is solid, some of the sergeants are rather sneakily placed (when you open the first door you know what I mean), but being the first level I suppose it should be straightforward and the surprise element would be best served for a later, more difficult level. Way too much ammo on the level, especially for the shotgun. There's probably 150 rounds worth on this level if you take the sergeants into consideration. It's abundant with health too. Overall: 8 It's not all that great of a map in itself, but as the introductory level it serves its purpose quite well. After facing the imps for the first time you're left wondering what other demonic beings are waiting beyond that exit switch? Next part of the review to come later.
  18. fezzador

    Knee Deep In The Dead Episode Review

    Level 2 - Nuclear Plant Difficulty: 3 Considering the relatively high amount of monsters, the vast majority of them are imps and pistol-toting zombiemen. And most of them are found out in the open at that. The closest thing to a 'scary part' is the dark maze with the flickering lights which eventually leads you to the chainsaw. Ambience: 6 The music is rather bland, lava pits are sparingly used, and the textures are pretty homogenous with some techy graphics thrown about here and there. Hardly anything in this level suggests it's an overrun nuclear plant but at least it makes good use of different light levels. Architecture: 7 Much more complex than its predecessor, it has many more staircases, lifts, and other nifty things than Hangar. There's several major parts to this level, each distinctly identified by its main wall texture and light level. All in all, it's still relatively plain. Intangibles: 9 This level's one of the most fun to play. There's an abundance of ammunition and health, and the monster placement is about as good as it gets. It's still very easy, maybe a demon or two could be thrown in to keep you on your toes. It's a deceptively large level, the secret areas account for about a third of the entire level. Overall: 7.5 Slightly disappointing for a second level, even on ultra-violence there's no monster more difficult than an imp and there's a surplus of ammunition, it's also the first place you can find a chaingun and a soulsphere (not that either of them are really necessary here). Just a fun medium-sized level with plenty of baddies waiting to get pelted with that 12-gauge.
  19. fezzador


    *raises hand* I suck with the mouse for some reason, guess I'm not very coordinated.
  20. fezzador

    Looking for an old Doom wad...

    I can't remember what the name of it was, I played it probably 5-6 years ago. It's obviously a modified version of the Doom 2 engine (300% red armor, spectres that actually walk through walls, etc) but if anyone knows where I can get this I'd appreciate it. Thanks
  21. Firstly: How do you merge multiple maps into a single wad file? I've never intended to make a multi/megawad before... until now, and I'm not sure how to do this. Secondly: How do you synchronize blinking lights? I want adjacent sectors to blink at the same time, but one of them seems to be just a bit off so it looks kind of weird. Thirdly: This might be the dumbest one of all, considering I've made quite a few maps: What's the easiest way to make a curve? I've made some manual curves but they're just too tedious, is there a shortcut that saves time? Thanks.