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About Arno

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  1. Thank you! I suspect you tagged @intacowetrust by accident, since he's the author of PsyDoom. The instructions as shared by @Master O is indeed a good place to start. If you're on Windows and you have the bundle from GOG installed, then the source port should be able to auto-detect the game files.
  2. Arno

    Doom Mapping as a way of releasing stress

    I definitly have the same experience. What I find relaxing about mapping is that it's relatively easy to fit a mapping session into the daily routine. It doesn't matter whether I have 20 minutes or 120 minutes available, there's always an opportunity to extend a work-in-progress map with an extra room or some Doomcute.
  3. My apogolies, but unfortunately I'm stepping out of the project. I thought I could make maps for two community projects, but I overestimated the amount of time I could spent on mapping. After some consideration, I decided to focus my efforts on at least finishing the Embryo map. Sorry! Still looking forward to check out the release of Hell on World Tour.
  4. I created a blockout of the whole map and I'm currently adding detail section by section. I was aiming to get the map ready for testing by end of October. So a public release on Valentine's day is fine for me.
  5. Arno

    Doom Year Zero coming from Bethesda

    There are quite a number of science fiction stories which feature a reset of the calender to Year Zero after an apocalyptic event. Like for example in the movie "2012". So it wouldn't surprise me if this unanounced game is/was meant as a continuation of the story after the events in Doom Eternal.
  6. It looks like both CyClones and Necrodome were released on GOG on June 28, 2023.
  7. I have a question about coop play: should each map contain coop starts? I think it can be fun to have this supported, but I can also imagine It's going to be hard to make coop work in a playable area of 96 x 96.
  8. I remember PlanetQuake as a pretty active community hub around the year 2000 for everything related to Quake, Quake II and Quake III Arena. It had daily news updates, plenty of hosted sites and a forum. But unfortunately, unlike Doomworld, PlanetQuake was company property, so they pulled the plug once interest in Quake faded.
  9. This is pretty awesome, as more people will benefit from the good work you've put in TFE. Plus, you'll have your name in the credits of a commercial release. Congratulations!
  10. Arno

    Who's your favorite villain?

    General Zod (Michael Shannon) in Man of Steel. He's convinced he's the hero of the story, burdened with the heavy responsibility to save his species. By any and all means necessary. Edit: now that I think about it, the type of villain that keeps on loudly proclaiming that they're really the good guy, thus committing atrocities in the name of "good", is my favorite kind of villain. Superboy Prime from Infinite Crisis and M. Bison from the Streetfighter movie come to mind.
  11. Actually, very few people played Catacomb 3D at the time of its release in 1991. It was published via a bi-monthly disk magazine with only about 30000 subscribers. After they had developed Catacomb 3D, both the id Software crew as well as their publisher Apogee gained an interest in creating more 3D games. So much that they decided to drop a third Keen trilogy and they choose to work on Wolfenstein 3D instead. So Catacomb 3D is mostly known for historical reasons. Its sequel, Catacomb Abyss, attracted some audience in 1992 because it could be freely distributed as shareware.
  12. I'm honestly surprised, in a good way, by the amount of support so far for a Catacomb 3D remaster. I don't think it will ever happen, but there are two features that I would love to see in such a remaster. First, a very user friendly level editor with Steam workshop support that allows you to mix and match enemies and textures from Catacomb 3D / Abyss / Armageddon / Apocalypse. Second, a brand new episode with a lot of beautiful art made by someone with a passion for EGA, and including some levels made by guest authors Tom Hall, John Romero, Jim Row and Mike Maynard. The last two worked on Catacomb Abyss, but are also known for creating the Blake Stone games.
  13. I've also finished the book now. What stood out for me the most is Romero's sheer enthusiasm at those moments where Carmack's technology and his design idea's came to life on the monitor for the first time. I think any programmer and/or game developer can relate to that. There are obviously also some darker sections in the book, but the main storyline is about just doing the things you love to get the most out of life. That's why I found it quite enjoyable to read.
  14. @WhiteMagicRaven Interesting! Apparently that is a different attempt to reverse engineer and port ShadowCaster to a modern OS. Based on Java. That looks pretty nice with already quite a bit of functional gameplay.