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Everything posted by Espi
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Version
192 downloads
After making a large map with slopes, scripts, all new resources and whatnot, I felt like making something very basic. Also used this opportunity to get some maps that were gathering dust finished and released; a very old episode 2 project (although I have released e2m1 of that project before as e2m1er.wad), and a project for EDGE that got to 1½ levels (Rust). The maps were converted to use vanilla resources only (except for the sky). E2M5-E2M9 however are brand new levels for this release. The wad is tested to be vanilla compatible, though during mapping it has mainly been tested with ZDoom for convenience's sake. Also found to work with Eternity. But as it is vanilla compatible, any port should work. -
Version
649 downloads
A set of four levels, which all push the limits of the good ol' vanilla Doom. If your computer refuses to cooperate with doom2.exe, I recommend Chocolate Doom: http://chocolate-doom.sourceforge.net/ Has also been tested and found functional on ZDoom. Other ports may or may not break some effects. I really don't recommend playing this on a 3D-accelerated port. -
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Good to see you active and mapping again.
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I always liked the secret gray area at the end of the slime tunnels for some reason.
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Figured I'd give a go at drawing the Doom monster cast to work on improving my left hand. Dunno if I'll ever do them all, but here's a start: Former Human Shotgun Guy Lost Soul
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Well then, I have succeeded, because he is supposed to look tired. =p He's in the process of being possessed, and his mind is almost gone.
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Any chance of setting up a donation scheme on your site? Because fuck, I'd pay for this program.
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They're both huge, sure, but not similar in size. Chicxulub is much larger.
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http://www.doomworld.com/idgames/index.php?id=10749 , apparently.
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Well that was amusing. It's doable, if you just utilize the doors that the monsters can't open for infighting. The cyberdemon was quite problematic though, I had to skip killing him and just exit, 'cause his splash damage kept winging my health off.
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Well, the people in the article, naturally.
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How about banning useless emotional knee-jerk reactions by hysterical people instead?
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If you could have changed ONE thing about Doom, what would it have been?
Espi replied to TheeXile's topic in Doom General
All this talk about the chaingun reminds me that it's one thing that has annoyed me from the start: it does not have the firepower of a fricking chaingun, not to mention that it isn't even a chaingun, but a gatling gun. And definitely not a fancy modern one, but an ass-old hand-crank operated one. Screw the palette, I'll go with replacing the "chaingun" with something that actually matches the effectiveness of that weapon slot. -
Try updating your video card drivers?
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If you could have changed ONE thing about Doom, what would it have been?
Espi replied to TheeXile's topic in Doom General
Now that you mentioned it, I'd have to go with optimizing the palette. There's many duplicate colors and unnecessary shades. Is the violet range even used for anything but the commander keen sprites? What was its purpose in Doom 1? -
Lightning striking a mud puddle.
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The arch-vile maze, Hunted, in Plutonia when I first played it. I can't think of any other maps that have creeped me out, besides Doom itself back when it was new.
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I used to play kb only for a while, using the default setup. I used the right side shift etc, until Duke Nukem 3D and Quake, which is when I moved to the left side, with a and z for looking up and down. Shortly after that I moved to using keyboard and mouse though. As far as I can remember, the first game I tried it in was Jedi Knight.
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Yes. In map30-schemes I however tend to take the lift and only aim horizontally, doing it "properly".
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Does this count?
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I've an old computer with 98 SE on it, and haven't had any problems running old-ish DOS games from Windows.