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Everything posted by Impie
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Holy crap, I....don't think I've ever actually visited this site (Realm667). Odd that the chasm wad doesn't load as a resource in doombuilder 2. Says it's blank. Anyone else have that issue?
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That can't be right. George Washington was twelve stories tall according to the history books. AND made of radiation.
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Archvile that resurrects everything as Revenants (NEW CONTENT!)
Impie replied to scifista42's topic in WAD Releases & Development
I haven't even played it and I'm already laughing my ass off. -
Not 11 feet tall on average. Considering all the stuff people already said about its height comparison to other critters, the revenant never stands up fully erect: it's always hunching forward or backward as it does its awkward little skelly-dance, so it's actually taller than a simple sprite comparison would suggest. If you take the side-view of it's straightest pose (walking animation, frame 3) and compare it to Doomguy's second walking frame in side-view (also the straightest he ever stands), the revenant is nearly twice as tall as Doomguy with its legs slightly bent. If we accept the height approximation of Doomguy (5'7"), that makes the average revenant about 11 feet tall. There's also the fact that its fleshless head is bigger than Doomguy's helmet. These things were never human to begin with.
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Do you have a link to that one by chance? Didn't know there was one.
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MAYhem 1500. 34 maps! Playtesting and stuff this month!
Impie replied to TMD's topic in WAD Releases & Development
Here's my entry, Castle Bathory. It does have a new level tune, but I can remove it if need be. Wasn't sure what the consensus was on that. Crashes in choco-doom due to the number of linedefs (total map lines are around 1440). The premise is you're trapped in the castle of the vampire Lady Bathory, and have to slay her while there's still daylight left. It's somewhat nonlinear, and there's a big difficulty jump from normal to ultra-violence. I'll try to play some of the other maps so far and share my thoughts tomorrow. -
MAYhem 1500. 34 maps! Playtesting and stuff this month!
Impie replied to TMD's topic in WAD Releases & Development
That looks fuckin' sweet, dude. Can't wait to bumble around in it. -
maps intended for jump, freelook and crouch
Impie replied to duh's topic in WAD Releases & Development
lol I think you summed up the whole map right there. -
Did he ever put these in a loadable resource, or do they only exist as tilesets?
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I recently found out you can leave numbered markers on the automap. I've been playing Doom since 1994 and never knew this.
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MAYhem 1500. 34 maps! Playtesting and stuff this month!
Impie replied to TMD's topic in WAD Releases & Development
I'll go ahead and assume you mean the one called "Statistics plugin." (I am indeed using DB2) -
The first maps of both Batman Doom TC and TVR! involve riding trains.
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MAYhem 1500. 34 maps! Playtesting and stuff this month!
Impie replied to TMD's topic in WAD Releases & Development
Decided to have a go at this, since I've never used the Gothic set before. http://i.imgur.com/S40i0Ej.png http://i.imgur.com/MXayyXo.png http://i.imgur.com/T2E1kA8.png I thought the map had gotten out of hand, but apparently I've only used about 700 lines so far. Not sure how to count them other than by checking the number on the most recently created linedef. -
maps intended for jump, freelook and crouch
Impie replied to duh's topic in WAD Releases & Development
I remade the Alone in the Dark house in Doom, which requires jumping. Hope it satisfies your urge. It works well together with Pirate Doom. -
[Wolfenstein: Blade of Agony] Achievement Ideas? (p13)
Impie replied to Tormentor667's topic in WAD Releases & Development
I call false advertising. It says Wolfendoom, and the maps aren't endless bland corridors. Can you make the footsteps only play when the player is moving at max speed? Looks pretty slick, man. Looking forward to the beta. -
COMMUNITY CONTEST!! Romero-signed D!ZONE Collectors Edition
Impie replied to Buckshot's topic in WAD Releases & Development
Damn, if the deadline were the end of the month, I totally would have joined this. I think most of my maps are Doom 1-esque. -
If I used action scripting I could probably have cleared the front door and allowed you to leave the manor that way, but I wanted to use stock doom stuff. So the return teleporter is partly for the sake of being a completionist, I guess (and providing extra rockets). If you're playing the latest version, there IS a SSG; two if you play on easy.
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UPDATE: Derceto is finished and ready for testing and such, if anyone is interested in a sprawling haunted mansion map based on Alone in the Dark. Limit-removing source port is required, as is jumping. I didn't use ACS or anything fancy -- just plain Doom 2 textures and effects. Get the wad here. Screenshots from Version 1:
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Anybody know if theres a PSX music & sound wad?
Impie replied to Drilbur's topic in WAD Releases & Development
Search idgames for one. There should still be one hosted there. -
impossible to connect to archives.gamers.org with filezilla
Impie posted a topic in WAD Releases & Development
It's always been a rarity for me to be able to connect with an ftp client to upload wads, regardless of the time of day I try to upload (I'm on Mountain Time in the US), but lately it's just been impossible. I got tired of getting the "too many connections" message when I tried to upload, so I double-checked the faq, and saw that apparently if I make a site entry for /idgames, plug in the host, and set the connection limit to 1, I should be fine. Nope. The only difference was that it failed to connect after 20 seconds instead of 5 during the login attempt. Didn't even make it far enough to get a failed upload. So I changed the site settings again, switching from "anonymous" login to "ask for password". Next time I tried to connect, it worked right away, without asking for a password. Well, it let me connect anyway, so who am I to complain? Still fails to upload anything. Apparently one connection is too many simultaneous connections. I'm at my wit's end here. -
So I was planning to do something silly with one of the old Sailor Moon Doom mods from the 90s for my youtube playlist, and I found a weird issue that's been driving me nuts: the custom sounds in the wad don't play. The graphics replacements work, but the sound replacements don't: it just uses the stock Doom sounds. And yet, when I open the wad in XWE, the custom sounds are all there! What the hell? I was wondering if anyone had the same sound issue with other old Doom wads, and if they know what the cause is, and if there's a way to fix it. Does it have to do with the source port used?
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Fixed the wad and ended up remixing it. I combined three Sailor Moon Doom mods into one, and even made some new weapon pickup sprites from scratch. Get it here.
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Yeah, I read a few threads about it, though I've read he's gone on hiatus before (unless I'm high and inventing memories), so hopefully he's fine.
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impossible to connect to archives.gamers.org with filezilla
Impie replied to Impie's topic in WAD Releases & Development
Or have you been talking to yourself THIS WHOLE TIME?!? I'll give cmd.exe a try next time and see if there's any difference. Havent tried a non-GUI interface yet. -
Thanks for the feedback! I originally had some Alone in the Dark music for the level tune, but thought better of including an mp3 in this version. I'm as sick to death of D_RUNNIN as anybody, so the current version has a creepy tune from Anvil of Dawn added.