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About WH-Wilou84

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  1. WH-Wilou84

    [Heretic] Lost and Forgotten

    Pretty cool mapset, thanks for sharing. I've just completed it with ZDoom 2.8.1 and didn't notice any bug. I usually don't like ice/friction effects but fortunately you didn't use them too much here. Nice ending fight. :)
  2. WH-Wilou84

    [RELEASE] Eviternity RC1

    I'll be a contrarian as well, heh : could you please NOT nerf the Astral Cacodemon ? It's really good as it is to put pressure on the player while not being durable. Some kind of a glass cannon, and quite a scary one :) The underground cave area in map 29 in which you fight a pack of them was particularly intense and fun. I suggest reducing its numbers in lower skills instead... If it's not too late, of course. :)
  3. WH-Wilou84

    [RELEASE] Eviternity RC1

    Oh, haha - sorry then, I totally didn't read the first post and assumed Boom was the intended complevel. Thanks for the clarification.
  4. WH-Wilou84

    [RELEASE] Eviternity RC1

    Okay, epic stuff right here. Congrats on the release ! I'm currently playing Eviternity with PrBoom-plus. Seems like there's a few bugs on map 05 when using this port : - The radius of the new green Demon variant feels weird - The map can't be completed as you get stuck when entering the yellow portal (you end up being in front of another one, and are then unable to move). Aside from that, holy Molly, that's glorious. Excellent work, the maps are fun and great and good-looking and all, gameplay is solid, monsters and weapons are introduced in a classic fashion - much appreciated, and those textures are absolutely gorgeous. Props to Dragonfly and team for reaching your objective and delivering this wad in time !
  5. Congrats on the release, guys. From what I've seen, it's a great wad in the spirit of DTWiD. As expected, it's tough as nails with a lot of Sergents, Barons, low health, and mandatory crossings into lava. The only "non-id" concept I've seen so far is the Baron telefrag sequence on E4M3, which would feel at home in a modern wad (or in a TNT map 02 tribute of some sorts / Final Doom The Way TNT Did). Admittedly, it would have been tedious to kill the Barons the regular way so it probably is better as it is. E4M4 is a tough beast indeed - on Pistol start it's bound to be a nightmare. Fortunately, my stack was pretty high from continuous play (including a handy BFG9000 that saved my life on multiple occasions). E4M5 is no slouch either, heh... Exit was at hand but I decided to try and go for secrets, which led to my demise. Excellent stuff. :) dwironman_UDTWiD-RC2-Ironman-Endoctrined-wh.zip
  6. Here's my demo pack for this month (category 2 for TNT Renascence and 1 for TNT Resistence, which makes the whole thing a... category 2, I suppose). TNT-Ren-Ironman-Survived-wh.zip TNTRESIST-Ironman-joe'd-wh.zip
  7. WH-Wilou84

    The DWIronman League dies to: Doom 64 for Doom 2

    Here's my run, category 2. I've never experienced the "real" Doom 64, but I've played the Absolution TC many years ago with the Doomsday Engine and liked it a lot. It felt like a good mixture of Doom and Quake with its particular, dismal, unsettling atmosphere. Some of the monster designs, unique to this game, were appealing to me, such as the Demon and Cacodemon with chains on its arms, while others looked even goofier than Doom II's (Mancubus, Arachnotron). As for Doom 64 For Doom II, I've played it a few weeks back and enjoyed it greatly as well. It is exactly what it says on the tin, i.e. a faithful rendition of Doom 64 with classic Doom II assets (and a nicely done custom boss just to end things properly). There are some maps I'm not willing to play again for now, such as 24, but other than that, the pack is really solid. There's a lot of nice gameplay ideas in there (puzzles, combat scenarios, etc.). Props to Midway and to all who participated in creating Doom 64 For Doom II. D64D2-Ironman-DamnTheseCrushers-wh.zip
  8. WH-Wilou84

    Post your Doom textures!

    Deus Vult II may contain what you're after.
  9. WH-Wilou84

    Dehacked codeptr Spider Mastermind

    If your map is Boom compatible, the best way to lower a floor when the Mastermind dies is probably to give her the KeenDie action, then have a voodoo doll "script" including a conveyor belt, a door tagged 666, and a linedef behind that door that would lower said floor.
  10. WH-Wilou84

    4 Seasons of DOOM (on idgames)

    Looking at the wad with Slade confirms that the sky texture you used doesn't tile well. It looks like the Plutonia E2 sky, which is composed of four patches (SKY2A, SKY2B, SKY2C and SKY2D). You have to import all the four patches into Seasons.wad, and then edit your TEXTURE1 lump (with Slade) so that the SKY2 patch becomes a collage of the four parts of the sky, just like in Plutonia.wad : Pay attention to the parts I highlighted in green, as you'll have to add patches to your SKY2 texture and play with the X offset so that you have the full version of the sky. I can provide additional info if needed, but there's a thread about that already IIRC.
  11. WH-Wilou84

    4 Seasons of DOOM (on idgames)

    I've played the whole wad (so please send me my duly earned $100), with ZDoom 2.8.1 on Ultra-Violence skill. Overall, I liked it, it's a great little wad. Yeah, the maps are more open and expansive than in Oscillation, but I never got lost and the objectives (locked doors and colored switches for the most part) are always presented upfront. The highlights here (for me at least) are the various traps and "choregraphed" fight sequences that take place in key parts of every level. If you liked this kind of stuff in Oscillation, then download this wad right now. Map 02 was a bit dim for a "summer" map I think. Somewhere near the ending, I even got spooked by a Revenant coming from a very dark tunnel in some tech base. Not really what I was expecting for such a setting, to be honest :) Other than that, the map is nice and the ending sequence is particularly brutal and memorable - if we ever play this wad in some kind of Ironman event, many players will die here. :) On the other hand, with its yellow, brown and red tones, map 03 clearly evoked autumn, and map 04 is winter all the way with snow and ice contrasting with the black structures. Map 04 also has a nice gimmick at the very end with lava melting the ice and snow (maybe alluding to the warmth of a homely fireplace). The only criticism I can give here is that some areas and corridors are monotextured and plain-looking, particularly in the indoor parts of maps 02 and 04, but there's plenty of cool eye-candy in there as well (map 01 being the prettiest map by quite a large margin). Keep going Forli !
  12. WH-Wilou84

    4 Seasons of DOOM (on idgames)

    Finally took some time to try this wad, and I'm glad I did : map 01 is gorgeous from the get go, with large and detailed natural landscapes. Plenty of room for exploration, too, and I didn't find many secrets (aside from the secret fight with the Masterminds and the new flamethrower marines). As regards to the custom monsters, so far I've only seen two of them (the marine and the Shadow). The marine is pretty cool as a new glass cannon, these kinds of enemies are always fun to fight against. The Shadow still has some leftover blue pixels on some of its frames, you might wanna check that (it's particularly visible in this wad thanks to the new palette). Really liked the huge crusher room. :) Judging from what I've seen so far, this is like a fine brew between Avactor and Combat Shock 2. I'm curious to see what's next ;) Edit : got this visual glitch here on map 02 :
  13. WH-Wilou84

    What are you playing now?

    Almost done with XUMP, great stuff so far. Highly recommended for Hexen fans out there (I'm sure they exist).
  14. WH-Wilou84

    4 Seasons of DOOM (on idgames)

    Looking good, definitely gonna try this one when I get the chance (along with Paul977's latest map, Tango's wad, etc.). Too many wads, too little time... :)
  15. WH-Wilou84

    Doom Streams

    Protip : the shield in the Cyberdemon arena on map 21 can be activated an infinite number of times, but the mechanism can get delayed if you press the switches too often or too soon. Good luck, you're not out of it yet. :)