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About Traysandor

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  1. Telefragging traps, or teleporting exploding objects being thrown into a player's way. Examples include: - Exploding barrels being teleported into the player's way - Gibbed corpses (Zombiemen killed by an exploding barrel sent through a teleporter) or "Boss Spawn Cubes" attempting to telefrag the player (Or a voodoo doll) - Instant kill telefragging traps (Player telefrags a voodoo doll, see also TNT Map30) Because what makes players ragequit faste than seeing their insides turned to mush in an instant? ;p
  2. Weapon mods...

    And if you want to just run around being ultra overpowered as all heck, then my comrade look no further than our dear friend Russian Overkill. Note that this requires a copy of GZDoom to run, but you can throw it in with your slaughtermap megawad of choice and blast away! Direct download: https://www.mediafire.com/?0j9d88096oaw0dq (Disclaimer: I don't own nor do I have anything to do with the mod whatsoever)
  3. Can't play .WADS on ZDoom

    If you're still having trouble with ZDoom, it might be time for you to hire a newer source port. GZ/QZDoom are more or less a continuation of ZDoom features with advanced 3D modelling and other features, while Zandronum and ZDaemon are your main choices if you're looking for online multiplayer (Zdaemon for more of a classic feel, Zandronum for a more modern feel with advanced .wad and .pk3 support)
  4. GZDoom Darkness issues.

    After knowing what to look for, I took a browse through the options, and found Enhanced Nightvision buried within one of the GZDoom menus and disabled it.
  5. GZDoom Darkness issues.

    The only real problemI've ever noticed with the GZDoom engine is when playing in Windowed mode, in that utilizing gamma correctoin also maked the entire screen brighter, not just brigtenening things up in-game. Also, picking up the Light Amp Visor (Or using IDBEHOLDL) results in an awful green tint which I'm similarly unsure on how to fix.
  6. Hellebarde [Megawad] - final version on /idgames

    After playing through the first handful of maps, aside from some minor issues with the midis, I will say it looks, feels, and plays pretty good. Clearly a fair bit of testing went into the balancing and gameplay elements. I died a few times, but that was to be expected. Some of the end level bosses can be lured out and skipped though, even though I've taken the time to pump each and every one of them full of lead and rockets. (If there was a minor tweak to that, I'd say have the exit to the level blocked until you kill the "Boss monster", then you can exit)
  7. Hellebarde [Megawad] - final version on /idgames

    I could think of a few ways to make Map30 a better (And more difficult) map overall compared to its current presentation. As for midis and taking music from other places, just be careful with that. Might not be a bad idea to take a listen to the track in each stock midi player that source ports make use of. Also, no one wants a megawad that's like 90~100 MB where most of that space is because of the songs used in the wad. I can understand if a lot of that is because of details, scripting, and other assorted advanced source port effects though.
  8. Hellebarde [Megawad] - final version on /idgames

    Looks good, but to be honest, I did a warp to Map30 just to see what it looked like, and dear god... the midi to that map was just dreadful. Sure the original tracks may sound badass, but not all of them translate well to midi doom format. The transfer to the midi format butchered some parts of the song pretty badly. Keep that in mind for your future projects.
  9. Did "The shores of ZDoom" authors lose interest?

    I'm guessing probably because of all the coding and scripting shenanigans, besides just banging out some maps using (Insert Doom map builder here). Plus the more people that work on a project, there's always potential for issues to arise in varous forms. Since Episode 1 was more than just putting a fresh coat of paint and calling it a day. IIRC, a lot of maps were rebuilt from the ground up... though I'd have to replay the original since it's been years. I still think though if the project would probably need to shift to QZ/GZDoom to see any major new (re)development.
  10. How much storage has DOOM-related stuff took up on your computer?

    Doom Superfolder has 9.4 GB. Mostly of classic wads and older stuff from the 2000s and 2010-era ZDoom days ide540 (Yes, I still use an older version of IDE, it works) weighs in at 10.8 GB, and that's after I deleted older updates of multiplayer maps, mods, and map/bugfix patches that were no longer being used on various servers.
  11. Is armor pointless?

    You could technically go without armor, but you'll quickly find that the 33% damage reduction (50% for Megaarmor, until it either wears out, or you replace it with a standard 100% armor) often makes the difference between tanking a hit and winding up face-down on the ground, dead. Also, if you don't have any armor whatsoever, taking a Cyberdemon rocket to the face will kill you instantly, even from maximum 200% health. Whereas a rank 1 armor will (barely) let you live that hit if you roll the maximum 288 hp damage value to the face. It's usually better to ride out a Megaarmor as long as you can (Picking up bonuses will count as Megaarmor damage protection), then grab regular armors until you can find another blue to replace it with.
  12. So I got the chance to play through the rest of this mod tonight, and I found it pretty interesting, neat concepts and hard-as-fuck boss fights. Some thoughts though, in the spoiler section below:
  13. So far I've been through the first couple maps - the dungeon, the theme park, and the nightclub. The dungeon I found the key but none of the doors I checked would open. Theme park, I did the bumper cars once, the shooting minigame twice, then bumper cars again but softlocked after that. In the nightclub, I shot my way through the place but didn't see a key anywhere (Even after enabling idbeholdl and looking around with max lighting) (So far I'm just using the console to noclip around broken obstacles. Also, I ran out of ammo in the nightclub level and had to cheat up more or face an endless loop of death trying to melee hitscan enemies)
  14. The zip file worked much better. Been playing through, interesting idead, though for some reason I'm either missing key pickups or a scripting issue isn't making them spawn in. On an unrelated note, the bosses in this mod are really hard. At least compared to what I'm used to seeing in Doom mods, I suppose.
  15. I tried to download this out of curiosity, and my antivirus nuked the file from orbit before I could install it. Thanks, AVG, you're a pro. =p