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About Vader

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  1. Hi Björn,

    Looks like you haven't been here for a long time, I don't know if you'll see this but I'd like to create a DEHACKED version of your Bruiser Demon - not an accurate version, obviously, but a mid-boss based upon it. I dig this enemy, it really is what the Baron should be now.

    Would it be fine for you ?
    (it probably is since the monster is on the Realm667, but it's more polite to ask)

    Thanks in advance for your reply,

  2. If you take a closer look at the individual sprites, you'll notice that it actually uses its hands to pull little triggers on the sides to activate the chaingun. It's really subtle and hard to see in the low resolution of the sprites, but it's there!!! Ok... I stop being a smartass now :P
  3. No, this is not meant to be a religious discussion :P I'm pretty sure most of you already heard about the infamous "swingshot-theory", and I've got to admit that although it has been proven to be wrong (I think one of the threads discussing this issue even showed that in a direct comparison between killing demons with two "normal" shotgun blasts versus two swing-shots didn't show a significant difference in terms of damage being dealt), I still believe that "swing-shots" do have an effect! Likewise, there're three other "doom-theories" that I believe in, but are propably equally unfounded (not sure if any of those have been discussed before though): -increasing pain-chance; I've been playing Doom(2) for 20 years now and after all this time I think I noticed that monsters are more likely to enter their pain-state the closer to death they are. Most notably the Cyberdemon. When fighting a Cybie with a SSG (wich I rarely do because it's boring), I seem to be able to interrupt its attack-sequence more frequently the closer to death it is. The last couple of shots (3 or 4) always seem to take it into pain-state. -lazy monsters; When playing, I always try to inflict as much infighting as possible (sometimes I try so hard that I die as a result :P), but I just can't get past trying when a setup theoretically allows for it. However, it seems to me that everytime I try to make enemies fight each other, the monsters behind another enemy just refuse to shoot most of the time, as if they are aware that they would hit a friend. For example; I lure a bunch of HK's in front of a Mancubus, but once the nobles are in front of the Manc, it has a hard time attacking me as it seems. But when I eventually die trying to cause infighting and restart the scenario with the intention to just shoot the crap out of the monsters without caring about infights, the Manc would fire at me like there's no tomorrow! This happens way too frequently to me to call it just a coincidence. -evading projectiles; This one is propably the most weird of the three, but I believe that trying to evade projectiles (even though they hit you) reduces the damage taken. I've noticed it numerous times while playing that an enemy projectile seems to deal much more damage if you run straight into it (because you try to evade some other attack for example), than a missile that barely hits you because you're trying to get away from it. I know about the random damage calculator and it might just be bad luck on my side, but on the other hand I've played way too much Doom to ignore this, as it seems to happen quite frequently (same goes for the other points I made). So yeah, I'm pretty sure none of those points are really true and there's propably nothing in the code that would confirm those theories, but still, I believe in those things and even my style of playing is influenced by those things to a certain degree. I know it's mostly my weird brain, but do any of you have similar theories that you believe in, even though they appear to be nonsense?
  4. Vader

    The DWmegawad Club plays: Back to Saturn X E2

    Even though not everyone got through BTSXE2 just now, I' d like to thank all of you for their feedback and dedication involved here. For me it has been a good source to gather ideas (especially from the FDA's provided) how to improve my maps and I'll make sure to work on them accordingly! Concerning map14; It seems that lot of people like this map and I just feel the need to clarify that most of the credit belongs to Mechadon! Dew pretty much summed it up already, but anyway: When I got the map from Mek, layout and gameplay was already done mostly but the map was pretty much mono-textured. My job was to settle on a texture theme and to add more details. After I've been done, mek did even more texture and especially lighting improvements. He did all the bug-fixing, a lot more layout optimizing and other stuff that makes the map what it is now too! Especially the various textures with windows in them were a late (but very effective) addition to the map by him. So yeah, my contribution on this map is pretty small and as I said above; Mechadon deserves 99% of the praise it got!
  5. Vader

    Things about Doom you just found out

    Propably old news for most of you, but I just learned that deaf/ambush flagged monsters still need to be woke up by a sound to actually ambush the player. That means that any deaf monster will remain dormant even if you break all hell lose right behind them, as long as two sound blocking lines are between it and the player. I always assumed that ambush monsters will immediately react to the player no matter what. I also recently noticed two things about Doom2's Map12: -in the room with the lowering bridge behind the blue door, there's a switch that raises the sector you get teleported to when going through the small warehouse south of the map. It actually makes the soulsphere secret much more rewarding because you can take out the imps before getting there and avoid getting scratched by them. Heh the switch isn't really hidden and I always actiavted it without knowing what it is for, mainly because I'm used to get to the soulsphere before entering the blue door. -This one is strange and propably a bug; the yellow door leading to the final Caco-elevator-room requires a red key if you try to open it from the inside. Funny thing is that there's no red key in the map, so you're locked in that room and forced to exit.
  6. Vader

    The DWmegawad Club plays: Back to Saturn X E2

    Well, you're wrong! In fact the map has been finished quite a long time before the first E1 beta was released to the public. I'm well aware (already when making the map), that the cratemaze theme is kind of controversial and would generate a lot of varied feedback and I won't deny that the map could be improved for the next beta in some areas. I'm perfectly fine with that, but stupid assumptions like yours just make me sad.
  7. Vader

    The DWmegawad Club plays: Back to Saturn X E2

    Heh, concerning the final fight in map06; I've been very indecisive about this one as well. Originally the fight had less reventants and only one archy on UV, but a couple of days before the beta release I decided to ramp up the difficulty in this spot, because some people have been saying that the map lacks teeth. I'll think about making that part easier for the next release again! Btw, concerning the teleport line near the BTSX secret; This one is kind of necessary, because beyond that line VPO-land begins. The only other option (without removing any of the architecture) would be to have an impassable line in the middle of a large, flat sector wich makes even less sense IMO. Thanks for the feedback everyone!
  8. Vader

    Pixiv Fan art part 10 billion

    Nice work! I love the Romero-head-mini-comic in particular; funny and really good looking at the same time. The image with the archy is also beyond awesome. I always wanted to make a group picture of all the Doom(2) enemies, but sooner or later I keep screwing up one of the monsters and loose interest in it afterwards :P
  9. Try this:script 6 (void) { if(CheckInventory("BlueCard")>0) ... I have a similar script in one of my maps and it works without problems with the ">0"!
  10. Vader


    I'm currently working on adding some light variation to the outside scene, but it appears to be a little more difficult than I expected... @Lotica: Those are (G)Zdoom 3d floors: http://zdoom.org/wiki/Sector_Set3DFloor Once you're familliar with how they work, you can do some really nice stuff with them! @Grazza: Ok, now it makes sense to me. In case I'm going to include a half-assed story with this map, I'll make sure to remember this :P
  11. Vader


    Heh, doesn't really sound norwegian to me... or is there in fact an island with that name? A quick Google search didn't give any results :P Basically that scene is just made of normal slopes with very few vertex slopes in between, so no UDMF trickery required. But yes, it's a little time-consuming to get it to look right!
  12. Vader


    Thanks Everyone! Torm: Those textures are custom, but it would be nice to have a feature like that.
  13. Vader


    Thanks guys :) I'll make sure to give you call once the map is in a playable state Mechadon, thanks for the offer!
  14. Vader


    Shameless cross-posting from zdoom.org ahead! I should really work on other things instead, but yeah: Paranoya is a single map in UDMF-format designed for Zdoom. Gzdoom will propably work just as well, but it is made with the software renderer in mind! When I started work on this map a couple of weeks ago, it merely was an exercise to get back into UDMF mapping after all the vanilla work I did for BTSX recently. However, I've been very happy with what I did so I decided to try finishing this map! This is a "zdoomification" of the third map from The Rebirth; Paranoya. This might be an old concept, but I don't care as long as working on it is fun :P There will be some new areas to explore and although a lot of detail has been added to the existing parts of the map, I'm trying my best to keep the general flow of the original intact. I'm also aiming for interesting gameplay (who doesn't) and especially try to avoid things that made some parts of KDIZD bad/frustrating, like bumpy details that get in the way, excessive switch hunts or nearly endless SSG-shooting-monotony. Anyway, enough talking, have some screenshots: Shots were taken without monsters because the gameplay is still in a very, very early stage. The map itself is about 80% done though, so I'm aiming to release a public beta sometime around next month! BTW, I'm well aware that "paranoya" isn't correct english, but I'd like to keep the name of the original map, even if it is spelled incorrectly. Another reason is that there's already a Paranoia.wad in the archives, but no Paranoya.wad :P
  15. Vader

    What Are These DooM Textures 2: Electric Boogaloo

    If you take a look at the model id used for the Mancubus, you'll notice that it indeed has some sort of Zebra stripes!