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Doomkid

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About Doomkid

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    wadist oldschoolexual

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  1. Doomkid

    I'm Also Looking to Play and Record Your Maps

    Linearity seems to be my main hurdle in SP mapping, and sure enough there's more grey than I realized now that you've pointed it out. There are some splashes of color but they're too few and far between. Looking forward to the end, you're getting close!
  2. Doomkid

    Super Mario 64DooM (PROOF OF CONCEPT WAD)

    Simply recreating a Mario64 map in Doom would be an incredible feat, even when working with Hexen format or UDMF. I think it would be possible, just very tedious. If you get even one map done reasonably well for this, I'll like it a bunch. Edit: So I just checked this out, as SteelPH said you should remove any iwad assets from the file internally. That aside, it looks like you've got the beginnings of a decent Bobomb Battlefield remake here. The scale is a little off but of course it's incomplete. Genuinely hoping you continue to work more on this. Personally I'd like the see the maps simply converted with the Doom enemies/gameplay kept. Recreating the missions for each star and even the hub aspect seems tedious, I'd rather gun through demons and find keys on familiar Mario64 turf, that sounds awesome.
  3. Doomkid

    What improvements over Doom 2016 are you expecting?

    Glad to see some people talking sense. Doom invented online mutliplayer/deathmatch, I'd love to see that fact represented in the new one. MP in Doom 2016 had pretty much no staying power and was just generally too different to what 'Doom multiplayer' is perceived as. It might have worked better under a different name but it was just too distinctly different. Give us classic deathmatch and classic co-op. A max of 4 people in co-op and ~12 in deathmatch would be just fine. None of this weapon loadout bullshit, everyone starts with a basic machine gun or something and must find the better weapons throughout the map. I'd be all over that shit. I'll say to the "get rid of multiplayer" fools what I said to them 2 years ago before D2016 came out: GTFO ya loonies, multiplayer action has always been a part of Doom's DNA.
  4. Doomkid

    Could a intelligent animals play doom

    I want to play Doom with a monkey, sign me up
  5. Doomkid

    Rest in peace, ALMN

    Yet another Doomer friend lost. @ALMN was a part of the "annoying kids of Doom Connector" crew with myself and others way back when.. It's terrible to hear that he's gone. Rest in peace man, it's awful to see you go, we were deathmatching and stuff just weeks ago..
  6. Doomkid

    Liking posts

    You get a soulsphere. That's all you get. That's all anyone gets!! That's how it was back in my day, con sarnit!
  7. Doomkid

    Liking posts

    I dislike this multiple orb shit to be honest - I don't get the point, is it in case you like a post, but only a little? Or perhaps you want to convey a medium amount of 'likeage' with a megasphere? The gradient fucks with me. It's exactly like giving a post a 'star rating' which is just bizarre. I never give anything but soulspheres, I don't want to rate how much I like something, it defeats the purpose of simply having a "like" button in that your level of likeage almost seems to warrant an explanation.. "Why is this only a soulsphere's worth of likeage?!" To me, the whole point of a like button is simplicity, conveying a message to a poster with the ease of a single click. What's worse, in your notifications, it just says "X reacted to a post" in a very generic way. It doesn't even tell how how they reacted which further pushes the point that multiple reactions are poopy. On top of all that, I can no longer like posts with my mobile phone, as touching the soulsphere just makes the other spheres appear without any way to select them. I don't know how I managed to stretch such a minor thing into a post this long. Still, the multiple reaction stuff just seems weird to me.
  8. Doomkid

    I'm Also Looking to Play and Record Your Maps

    Excellent feedback that can certainly be learned from, especially about the red key on map07. So many things here that I didn't pick up on at all during testing!
  9. Doomkid

    I'm Also Looking to Play and Record Your Maps

    The end of map05, as soon as you opened the door and got killed with 0 warning - That was such hilarious bullshit! There really should have been a bit of a gap but he's right there at the door as soon as you open it. As I was getting close to releasing this wad, I was thinking of making a manual of sorts in the DW thread specifying the stats and attacks and whatnot of each enemy, but decided against it. Watching your playthrough, I'm realizing I definitely should have done that. Good stuff!
  10. Doomkid

    I'm Also Looking to Play and Record Your Maps

    I'm liking your playthrough man! I have the same thing with the HUD as well even in deathmatch, I always use the full HUD to keep track of my ammo and health. Hope you continue with it, I'm enjoying watching it.
  11. Doomkid

    I'm Also Looking to Play and Record Your Maps

    @HAK3180, I'd like to see you give Doomed in Space a shot: It does have custom weapons and enemies, but they're really just slight alterations to feel a bit more "future-ish". The gameplay remains pretty much in line with classic Doomy stuff. The only thing stopping it from running in PrBoom is the railgun but it works perfectly in GZDoom. Crouching and jumping are disabled entirely, I wanted it to have a distinctly oldschool feel. Most people beat it in about 1-2 hours so it should fall within your preferred time limits. I know a bunch of people are throwing requests your way but if you do get around to it I'd certainly enjoy watching!
  12. Doomkid

    My Dexter wad for ZDoom and GZDoom

    This Hans guy is hilarious! That Dexter map looked pretty decent, not groundbreaking certainly but decent detail and atmosphere. The "buying weapons" idea is cool but it's executed kinda poorly, you just end up farming imps and such boringly until you can buy a few powerful guns. You get to a point wheres there's 2 archies above you with almost no cover, you gotta peek out, shoot, and then run back into the tunnel to not get hit. Rinse and repeat, it's a pretty poor fight setup. Overall it's very much a middle of the road Doom map. A touch above average in the visual department, a touch below average in the gameplay department. This guy's attitude cracks me up though, his post history is gold. I'm keen for him to serve us up some more gems! I haven't got figures but yahooing "doom wad" and such back in the day, Doomworld would pretty much always be on the first page. The site has always been essentially impossible to miss for people interested in playing or making wads. Anecdotal I know, but it's an anecdote you can get from most any long time Doomer..
  13. Doomkid

    Wad Editor?

    Slade will work perfectly for adding new graphics, sounds and music, but isn't ideal for mapping. For that, you'll probably want GZDoom Builder
  14. Doomkid

    What Video Game Are You Currently Playing?

    Playing through 2 games atm: Donkey Kong Country 3 and Earthbound, both the SNES versions. Having a great time, both fantastic so far, I'd say I'm about 1/3rd of the way through each of them.
  15. Smash Brothers isn't a fighting game? What the hell is it then, a puzzle game? Gtfo here scrub rofl Agent6, to me that's the defining MK stage. I always loved the moon in the background and deep blue color, seeing it revised in the newer games was great. Like Ajora, I always found SF more fun than MK, but always preferred the MK stages. Edit: Added a pic just to appreciate how faithful they were when making the new version of that classic stage
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