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Everything posted by Doomkid

  1. Greetings fellow Doomers, I've been working on a little something the last few months! (Updated!) Download!! Rowdy Rudy's Revenge: a 10 map partial conversion. 100% vanilla, heavy on the dehacked. The Story: When it was founded in 2055, the UAC was a force for good. Their research led to the development of teleportation, extreme advances in medicine and leaps in interstellar travel. In 2080, the leader of the Cult known as 'The Protectors' spoke to then president of the UAC. There was an instant change from that day forward. The president suddenly announced a new project to open a gateway to the so-called 'spiritual realm'. Some employees of the UAC questioned this decision and left, however many remained. As time went on, less and less time and funding went towards egalitarian causes and more was funneled into the Spiritual Portal Project. Rudy and his brother Jamal are ex-marines, doomsday preppers and conspiracy theorists. While the UAC and The Protectors have tried to keep quiet about their recent project, a few have inflitrated UAC bases and leaked information. The Protectors and the UAC had plans to finally open their 'spiritual portal' in the middle of the city. Jamal went to the site, armed to the teeth, but was brutally killed along with several hundred others when their attempt to open the portal failed, resulting in a massive explosion. Since then there have been reports of almost zombie-like people wandering the streets and attacking civilians, many of them dressed hoods and capes worn by The Protectors. Rudy is overcome with anger at the loss of his brother. Using his knowledge of UAC operations, he makes his way up into the hills to a secret base. He plans to take them down by force and kill anything they throw at him, avenge his brother and save the world from any more destruction caused by the UAC or The Protectors. Ultimately, he must find the heart of their operation and destroy it. Good luck! New Enemies and Weapons: While Rowdy Rudy's Revenge remains largely a classic-Doomy experience, there are a number of changes to enemies and weapons. Here is a detailed list so you know what to expect when you play. Cultist HP: 30 This is your basic cannon fodder. (Sprite created by Raven Software, Neoworm, Tormentor667) Shotgunner HP: 40 (Sprite created by Mark Quinn, Vegeta, Ghastly_dragon, MagicWazard) Weak Chaingunner HP: 60 Only drops a clip rather than a chaingun. (Sprite created by HorrorMovieGuy) Tough Chaingunner HP: 90 Your classic chaingunner. Blind Pinky HP: 150 He cant see but he sure can smell. (Sprite created by HorrorMovieGuy) Toxicacodemon HP: 400 This little bugger makes his way into a lot of my wads. Spits a Baron's toxic ball. Flame Caco HP: 580 Spits waves of fire and small fireball projectiles. Very deadly up close. RPG Zombie HP: 140 Fires a revenant's homing missile, high pain chaince. Plasma Guy HP: 90 Behaves like a weaker arachnotron. (Sprite from anubis.wad) There's also a bayonet weapon and repeater-rifle instead of fists and a pistol. They both deal more than twice as much damage as their original counterparts and the rifle is 100% accurate! Perfect for all the snipers out there. Further credits: The texture resource used here is "High Resolution Textures w/o the High Resolution", converted by 40oz with thanks to Kurikai for maintaining the JDTP. Various graphics have also been lovingly borrowed from Freedoom, mainly a few HUD elements. The weapons are from blackglov.wad by Grimm, the Alpha Dooms and Complex Doom, with further edits and recoloring done by myself. The playpal lump comes from the original DBZ Doom. Various graphical resources were borrowed from older versions of Skulltag.wad. The HUD sprite of Rudy's face was based on Zharkov by Xaser with recoloring and further editing by myself. The mapping, dehacked work, endoom screen and many various graphic edits were done by yours truly. A warm thankyou to mr.crispy, Revenant100, Doom_Dude, Firedust, TheOrganGrinder, iori, SOSU, Gaia74, kristus, Juza, valkiriforce, Komenja, rdwpa, R13, RonLivingston, galileo31dos01, glenzinho and nax for playtesting, bugfixing, feedback or otherwise participating in the release thread somehow. Well, what are you waiting for. Get fragging! Please let me know what you think, all feedback is greatly appreciated!
  2. Maddog where did you go man! I miss our vanilla games! We should DM some time, all of us. A 3 man vanilla FFA would rule.
  3. Doomkid

    Are there any hotel-related maps?

    Map 16 of rot90fix.wad is a city map with a hotel (and theatre), Doom Barracks Zone also has a few city maps with hotels.
  4. Doomkid

    Any DMP2019

    Interesting rules, I’ll try to make a map for this. Nothing wrong with shaking it up a little.
  5. Really glad you posted this when you did, I’m just putting the finishing touches on now. Right off the bat I can think of quite a few spots too heavy on the shotgunners and chaingunners. I was afraid of overusing the rpg and plasma guys but they really are a minority here, too much so. Also th bit about concerned barons made me laugh my ass off, I’ll replay it all again to identify those particular spots and make them less tedious. Excellent review, very helpful.
  6. As hard as it is to find classic style games on the endlessly more convenient source ports, I’m afraid playing through DosBox is a really rare thing to see.
  7. Doomkid

    When are the servers most active?

    Your facts are hurting my feelings Decay
  8. Doomkid

    ZDS #594 - Exitrun!

    This sounds way fun!
  9. If you mean through DosBox, this should help: https://www.dosbox.com/wiki/connectivity After that starting/joining a game using SETUP.EXE that comes with Doom and Doom2 is simple. If you get stuck somewhere let me know. I’m not sure, bond would be the man to ask. A Spanish video would be excellent, I know following a walkthrough is probably a pain in the ass for people who don’t speak English natively!
  10. Welcome to the Multiplayer subforum! Things to post about here: • Multiplayer community events (FNF, ZDS, Odamex Nitro, etc) • Multiplayer oriented WAD projects • Clans - Recruiting, clan scrims, etc. • Competitive & casual match scheduling • Questions and inquiries about gamemodes, multiplayer source ports, server hosting, etc. • Anything else that has to do with multiplayer Dooming Posts about specialty stuff - Strife, Hexen, Heretic, Zdoom wars, Chex Quest, and whatever else are definitely allowed. If it has anything to do with the doom engine + multiplayer, it's valid. DOOM Online tutorial - Table of contents: • Setting up your mutliplayer DOOM browser (Zandronum, ZDaemon and Odamex) • For ZDoom users • For DosBox users • For Chocolate Doom users • For Splitscreen (Doom Legacy) users Related links: Multiplayer Classic Doom Discord channel Doomshack IRC Chat Video Tutorial:
  11. Doomkid

    Experiencing Nirvana

    Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way). This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this. The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that. Also, lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
  12. You’ve been a huge help man, the detailed comments are exactly what I needed to put the finishing touches on this and get it uploaded to idgames soon
  13. Doomkid

    The Official 'Trying to Find a Specific WAD' Thread

    There was a build of brutal Doom a few years ago that had this though I don’t remember which one it was.
  14. Doomkid

    Problems With Custom MIDI/MUS In MS-DOS Doom

    I’ll look into this later if no one else does, I had a midi I tried to use do the same thing once. Messing with the tempo and header info in the midi just minorly seemed to fix it which I know is bizarre (I didn’t actually do anything of substance). Maybe it will work here too.
  15. So I just wanted to make a thread giving a shout out to old friends who randomly vanished from the community. I thought some of you out there might also have buds who just randomly stopped showing up, this is to let them know we're wondering where they hell they are, if they ever peek here. DarkRevenge / TheBrokeGamer Cryosabre Morbidtwatt Hoa2002 DMboricua Grimdoomer666 Chaindude Radnsmash Proximity Zero Alvis ExWizard RabbitLord Andy Tran NetNomad Madcat Mayhem ItalianStallion Saph This is basically my only chance with finding out where the hell any of these people went. I'm curious to know if you guys have some buddies who just disappeared without explanation?
  16. Doomkid

    1000 Line Community Project - No map slots left

    I’m not surprised this filled up fast! Looks like 2019 will be a great year for megawads
  17. Thanks Doom_Dude, I had no idea I had been so generous on HMP once again on map08. (This is the big flaw of me only testing my maps on UV..)
  18. Doomkid

    doom episode 2 :(

    E4 is like all wood and marble isn’t it? Pretty visually cohesive iirc though it’s been a couple years. I don’t think the story actually supports this but for me E4 was the even deeper depths of Hell, almost like an optional detour to the truly angriest corners of the place. I loved the challenge and overall vibe. E4M8 is balls though I must admit.
  19. I’d be lying if I said anything but BFG9000. Clearing out a room full of opponents with a single click (and just knowing some of them are raging about it) never gets old..
  20. Doomkid

    I need training maps

    Rule #1 of shoot.wad: Don’t talk about shoot.wad Fonze is right though, pick from any of the great deathmatch wads out there, boot it in Zandronum and add some nightmare-skill bots. This will train you not only to aim but to dodge which is probably even more important in tricky Doom situations anyway.
  21. map07 (and map16) use a midi that very much blends into the midi used in map14. 7 has the “calm before the storm” feel while 14 is where the action kicks in. My friend Sam was the main brain behind these tracks and obviously they were written to be placed back to back but it didn’t up that way, I can’t remember why. The wad is actually 90% original tunes but the music got no comments, let alone anyone noticing a motif shared between the midis, so I figured it was hardly worth investing any more effort into doing it again. I really like the idea though and Icarus pulls it off perfectly. I’ve found myself humming that main melody before more than once!
  22. It’s not a big deal at all unless the midi is irritating or it’s used in too close proximity. NRFTL, while great, is super short yet has the audacity to use one of the less interesting Doom2 midis twice and back to freaking back, iirc. That just struck me as boring and lazy, even if a minor thing. What I usually do is use a midi once per wad, then if I love it enough for whatever reason it might appear a second time in a newer wad. I got ‘double mileage’ out of some old midis I made by using them once in one of my single player mapsets and then again in doomkid’s deathmatch. I love hearing a good midi but not multiple times in one sitting.
  23. Doomkid

    DHMP - Doom High-res Model Project

    The animation still has some of that stiffness that Doomenator brought up earlier in the thread but it still looks smoother here than in older 3D model packs. I really don't care about the stiffness anyway, I like the look of these so far and I think it would be fun to revisit some old wads I haven't touched for a while with big, bold, detailed 3D models. I really like how smooth the chaingun is as it slows down after firing and how the barrels can land in any position, it's a nice touch. Something seems off about it's muzzle flash sprite too but I can't quite put my finger on it. Keep up the fine work, I'd love to see this completed.
  24. Doomkid

    Through this world,there no mercy.

    man your idea is really good for a doom like game and with some doom influence i think its a good idea to plan every aspect of youre game before you make it and then when you being to start the process of putting the game together which is to say making levels enemies weapons and graphics music sound effects and so on that once you know what you are going to use for all of those you then really can say you have an idea for a game and that is a good place to start from before you get the big companies like bethesda machinehead acclaim ljn wizardworks teamtnt and more then once it goes beyond the ideas and planning phase you enter the part where u assemble a team of highly trained and skilled modders mappers developers and all around game design gurus and you get than team together and you say right we have an idea here for a video game which as a type of electronic entertainment developed many decades ago and so once you have that team you can derive ideas from the best games ever made (from mario,tetris,halo) to dr jekyll and mr hyde even though they aunt all first person shooter action games they still contains lost of good ideas and themes music and sound effects and even despite theier age many still have very impressive graphics if you really consider the hardware for the time so what im saying is its good you have ideas and a team and resources to use because there is lots of inspiration to be had out in this great big world many people have created many things which u can look to for guidance now with all of this said if you are going for a doom like influence i must really strongly suggest and recommend that you create a really fun game that is nice to play and has a good story and good game mechanics and is overall fun and you have a very good and basic name for your game and i must say i respect that and am impressed by your ideals and ideas and i would definitely buy this game because it sounds like it takes a lot of influenza from doom quake geard of war serious sam duke nukem painkiller goldeneye perfect dark wolfenstein 3d and more classic that are similar to those such as the ones which i have listed and even if it will take 11 years or 111 years i think that your plan and your ideas are ready for this world and that we will use dollars that we earned either at a job or through inheritance or through dealing illegal narcotics to legally purchase this game from the vendor of your choice be it steam gog ebgames your local flea market or another vednor which is currently not coming to mind but either way you will make it and put it up for sale somehow and somewhere and people will use their aforementioned funds to acquire your software and run it on their platform of choice be it a personal computer tablet console or perhaps another device that will be developed before then that changes the face of technology and sweeps the nation and changes the cultural zeitgeist either for the better or for the worse and thats not even to mentioned the changed felt globally and by all of humanity i think this game is a really interesting idea and i am fascinated by it and would really like to hear more about it preferably include a lot of hyperlinks too so i can use my hand to move my mouse which pute the cursor on the screen over the link i wish to click then i click the link and it takes me to the url that u specificed when u made your post in the first place about your game which by the way sounds quite original and revolutionary despite taking many obvious notes and inspiration from the greats of both the past and the current era of gaming not just limited to the realm of fps but some good games to include on this list would be (doom,duke nukem,wolfinstein) thanks very much for sharing your plans and your ideas and they have really given me a lot to think about and turn over in my mind
  25. Doomkid

    It's Coming

    wow jeez i thought we had been friends for many many years but i actually hate you deeply now