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Touchdown

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  1. Touchdown

    Doom Pictures Thread 2021

    [recovered_image_001]
  2. Touchdown

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

    DOOM 2 | Unloved | Single Segment UV-Max I'm adding an lmp file if you want to replay the demo in GZDOOM. Will only work in 4.5.0. unloved_uv_max.zip
  3. Touchdown

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

    DOOM 2 | Stardate 20x7 | MAP07: Lotus Keep
  4. Touchdown

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

    DOOM 2 | Stardate 20x7 | MAP06: The Other Side
  5. Hey, thanks for watching these videos. It always feels strange to hear a real person saying that they enjoy something that I do. I'm not used to that. O_O Anyway, that strategy of yours might be worth looking into, though I probably won't do that anytime soon because I'm still recovering from dealing with that map, heh. I didn't consider doing something like this simply because I wanted to avoid running past the Cybers as that seemed too risky. So I always tried to just destroy the Viles and leave Cybers for later without mixing staying in the square and running behind them. You probably won't see many demos using that because demo-recorders go for the record time so they won't implement a safer but slower strategy. One of the reasons I made those series was to show difficult maps being played from the perspective of someone who's not an unstoppable Doomgod spending hours optimizing the fastest strategies. Things that people do in the demos are often not very useful for "regular" players so it's always good to have some extra alternative strategies.
  6. Touchdown

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

    DOOM 2 | Stardate 20x7 | MAP05: Sphinx Rising
  7. Touchdown

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

    DOOM 2 | Stardate 20x7 | MAP04: Velvet Blood Mission
  8. Touchdown

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

    DOOM 2 | Stardate 20x7 | MAP03: Amethyst III
  9. Touchdown

    Faithless: Trilogy - BETA 1a released!

    Hey Jimmy. I gotta say this is a fantastic set of levels. It took me a while to get through them but it was worth it. I had a lot of fun exploring, looking for secrets and beating the challenges. It's a very successful fusion of Heretic and Hexen that merges all the good elements of both games. I guess I didn't realize how much I wanted a quality Heretic mapset until I got one and Faithless has definitely raised the bar for all the other potential projects for that game. Too bad this isn't a standalone game as I'd love to have tons of lore and backstories for all the locations because throughout the whole set I felt like it was only scratching the surface of its potential. Episode 2 was by far my favourite though I have to say it kind of stands out because it seemed like it's as big as the other two episodes combined. I really enjoyed the ammo scarcity and the fact that it takes a while to get the good weapons because it makes them feel like actual rewards. I could nitpick a couple of things I guess. Some situations were kind of mean, like getting dropped in a room full of enemies. Some secrets were either unindicated or extremely obscure. Some items were more of a curiosity than a utility and it seemed like it wouldn't hurt to get rid of them. Especially with the clunky Heretic inventory system. I also wouldn't mind changing the sounds of weapons and some enemies because some of the original ones are pretty bad. Minor things in general. The only thing that was really annoying me was the ever decreasing performance of some maps. I guess it has to do with weather effects? Levels like Willowwood and Dark Chapter started flawlessly but became borderline unplayable by the end of their respective episodes. Oh yeah, and some puzzles like the one with melting pillars were just kinda frustrating. For other ones involving memorizing the order of something I think it would have been better without insta-death for messing up because that just encourages save-scumming. Other than that great job, I had tons of fun playing it. You've already made my favourite D1 vanilla mapset and now my favourite Heretic set. Looking forward to whatever you'll do next time.
  10. Touchdown

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

    Stardate 20x7 | MAP02: Eastern Sun
  11. Touchdown

    Some walls become non-solid (cl9 / PrBoom+)

    No, it wasn't the lenght, I have 26k unit lines surrounding the level because it's mostly outside and nothing glitches out there. It's like there's literally some arbitrary radius and past that radius walls become walk-through in PrBoom. So far everything's fine, I keep all the out-of-bounds locations (monster closets, conveyor belts) relatively close the to the rest of the map and it works. I'm almost done with this one so hopefully nothing's gonna break during the final push.
  12. Touchdown

    Prodeus Kickstarter (Finished)

    Ha! People having polar opposite opinions of mine is nothing new for me. ;P I've just launched Q1 and Blood for comparison. Yeah, I guess Prodeus is very close to Quake actually, now that I compared them directly. Personally I just prefer the faster / sharper jumping in Duke3D where it feels like you're hitting the ground with more force. Maybe that's what feels right to me, a more impactful landing? Because I totally do not like jumping in Blood where it feels like you're landing on a cushion (same thing that I didn't like in Dishonored). I don't know, SOMETHING feels better for me in Duke3d. As a player I can only look at an example and try to figure out what feels right and what doesn't. As of right now I'd say that for me it's probably about sharp/quick "ascension" and impactful landing.
  13. While working on one of my levels I got a strange glitch that I've never seen before. I have a windy corridor outside of the main playable area (player teleports there) and while checking if the lenght feels right I suddenly clipped out of bounds. It turns out that from some point walls in that corridor were not solid anymore. I map for CL9, use ZDBSP extended node builder and test in PrBoom+ 2.5.1.5. The glitch doesn't happen in Gzdoom. I'm at 43922 linedefs / 79328 sidedefs. The area with the corridor wasn't that far from the center of the entire grid (I have points that are further away and everything works fine there). I tried splitting the corridor into two sectors but that didn't help. I ended up moving the whole corridor closer to the rest of the level and it works fine now. Any ideas on why that happens and how to avoid that? That might common knowledge but I've never seen that before.
  14. Touchdown

    Prodeus Kickstarter (Finished)

    I got into the Beta as well and made a video about it. Overally I'm enjoying it so far and can't wait for the full release.
  15. Touchdown

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

    Stardate 20x7 | MAP01: Sun/Moon/Stars
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