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Posts posted by TheShep
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I was asking about this on stream and at least two people said that it's really good. It has two episodes out so far for anyone wondering.
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Kind of cool I'd say.
(bottom right)oh yea and the link if you're interested: https://www.youtube.com/theshep
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On 4/2/2024 at 11:51 AM, Li'l devil said:Tormentor667 Community Project: every map is overdetailed to ridiculous degree.
Gothic99 Tribute Community Project.
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On 2/9/2024 at 3:28 PM, General Rainbow Bacon said:Your #3 is interesting. Would we include negative space on the outside too? Just the inner negative spaces would make maps pretty small.
Here's another one: A mapset with an inverse relationship between monster count and difficulty. The first maps would have a lot of monsters, but be very easy, and each subsequent entry would be harder and fewer monsters. The final maps being nearly void of monsters, but somehow get incredibly difficult.
oops all archviles! (probably a good CP?) -
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i've been playing junkfood 1, and i've liked it when i run into your maps. i'll have to try this soon.
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Glad to have played this during its RC phase. Still hoping to get that final map done. Now I can use the /idgames version to do so :)
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There's also another bug toward the end of map17 where you can't go back up... it's in the area with 4 cybers and tons of imps and the BFG. The lift to get back up is also HOM'ed and broken. let me go get a screenshot.
this lift or stairs or whatever this should be was broken.
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interesting! i'm gonna have to have an E&F wad day with all your wads. maybe some weekend in the future!
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13 hours ago, Arwel said:Amazing, thanks for doing stuff like this!
❤️💚💙🧡💜
Not sure if a bug or just me, but in MAP17 I'm stuck in this area: https://imgur.com/a/7qmLNNl
I'm using dsda-0.27.3
I'm having that same bug right now on MAP17. the HOMed area has the white key and is unaccessible.
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Regarding the final thoughts, what I always say when I run into something that's "OP" or "turbochad" or what have you, I'm like "this isn't for me" and also as you said (paraphrasing) "if we don't do lavish experiments in Doom, then what more can we really do that's not already been done?"
So for those who go for crazy platforming, or super slaughter encounters, or magnum opuses (opi?), don't dial it down because the norm is "UV pistol start;" leave the dialing for the other difficulties, or just re-iterate "hey, there's other difficulties ya know??" especially if it's truly built differently for those difficulties.
Anyway, for tldr; more experimentation, and don't worry about the naysaying. There's plenty of wads that cater to straightforward encounters to play through. -
7 hours ago, Clippy said:Hey guys thanks again for giving this a whirl I'm still surprised I haven't really had any major issues to fix this is still the version I posted on release day
One issue however is the custom icon of sin alert noise I added seems to get cut off sometimes even though we change the sound priorities but maybe there's not much that can be done on that in lesser than GZ ports
Anywho with how well this is going I'll probably send it to the archives sooner than later
I'm also going to start my own full reveal playthru series since so many people had so many questions about my silly Maps and over the top secret hiding haha here's the first episode
hell yea i'll be watchin soon
forgot to mention this crately met my expectations...
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I have a gnarly backlog, to include the original PD, so I'll wait for final release. Cheers on the beta!
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I wonder what my dad would've posted 30 years ago when he helped me mod doom when i was 8 years old... with Barney pinkies, Energizer bunny sargeants, Bill Clinton cacodemons, shoulder-mounted chicken launchers... ?? (He's still around, just not a gamer, even with his gaming laptop, lol.)
Probably nothing quite as awesome and detailed as this. Thanks for sharing!
___RUST1.WAD___///___THE_INFERNAL_MACHINE___///___DOOM.1___COMPLEVEL.1___
in WAD Releases & Development
Posted
Dope, finally browsed DW now to grab this bad boy. May likely play it directly after Hell's Bane.