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Everything posted by BaronOfStuff
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Things about Doom you just found out
BaronOfStuff replied to Sigvatr's topic in Doom General Discussion
For the flame 'trail', yes. The rest (that is, the front of each fireball) all seems to be created from that damn Revenant missile again, although given the sprite names for that projectile ([FATB] & [FBXP]), it's safe to assume that they were originally going to be used as Mancubus (Fatso) missiles. The only exception to having a Lost Soul sprite as a base is the 'back' of the fireball, which appears to be nothing more than [FBXPA0] with the detail taken out (or if you prefer, a blood-red Baron fireball): This next one isn't something I've just found out, but is something that's bugged me for as long as I can remember. The Hellknight's hooves magically turn grey - the colour of a Baron's hooves - during the second frame of attack [BOS2F*], when in every other frame they're brown: Oh, and there's those two damn pixels of red blood on both of these initial death frames, [BOSSI0] & [BOS2I0], just above their right shoulders: -
Things about Doom you just found out
BaronOfStuff replied to Sigvatr's topic in Doom General Discussion
I expect that it simply goes through it's usual explosion frames and disappears. Speaking of projectiles, the sprites for Revenant missiles are not completely original artwork, just very cleverly edited Baron fireball sprites -- with the sole exception of the second exploding frame [FBXPB0], which is a scaled-down copy of the second exploding frame of a Caco Fireball [BAL2D0], which in turn is a scaled-down second exploding frame of a Rocket [MISLC0] (which was later recycled as the exploding frames for a Mancubus Fireball). Oh, and while I'm here, this frame [MISLC0] is itself a scaled-down section of a Cyderdemon death frame [CYBRM0], which was then also scaled down and cropped for use as the final frame of an exploding Barrel [BEXPE0]! If you look closely, you can just about see the top of the 'hooves' at the base of the Barrel. Ugly image displaying all this shit: ...and breathe. -
Also, Cyberdreams would like to have the latter half of MAP14 back: Once again, compare: with Come on, you can do better than this. You didn't even change the mapslot, you used a MAP14 for your own MAP14.
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They are Oblige-generated maps, specifically from a v3 release. Compare: http://img3.imageshack.us/img3/1395/01ddmap23.png with http://img807.imageshack.us/img807/9320/02randomoblige1.png Even 'your' MAP25 begins in a room with distinctive Oblige architecture: http://img827.imageshack.us/img827/3705/03ddmap25.png compared with http://img845.imageshack.us/img845/8846/04randomoblige2.png So all in all... 0/10 must try harder.
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Oh what the hell is this. Are you really trying to pass off a bunch of Oblige maps as over a third of your MegaWAD?
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What did you call the monsters before you knew their names?
BaronOfStuff replied to CyberMonsterDude's topic in Doom General Discussion
I first got this on PSX, so after reading the manual instead of doing schoolwork in class, I knew the names of pretty much everything. Still, didn't stop me and a friend shouting out random names during our many link-games: Zombieman: Pistol-ponce Shotgun Guy: Shotgun zombie Heavy Weapons Dude: Angry Chinaman Imp: Chocolate Men Demon: Horny Pig (often followed by a "Hurr...") evenant: Skeleton warrior Pain Elemental: Shit-dispenser Lost Soul: God-damned-motherfucking-son-of-a-bitch!! (Or similar: yeah, only after it killed either of us by surprise) There were others, but those are the ones I remember most. Then I finally got round to buying the PC version (after years of shareware clowning around), and stopped using nick-names altogether. -
Another victim of that damned 'error 9: subscript out of range' right here. Which really sucks, as some Vista users have DB working! :( *EDIT: No, wait, never mind that fix I posted. I couldn't save anything anyway D:
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Can't speak for the SP experience, but playing through a 2P co-op game was far less than satisfying. Things start off well enough but for some inexplicable reason Aro's design methods slowly begin to fall apart (did he lose interest?), and for the last ten or so maps everything takes a tumble and it's just a string of irritating shitfests and grinds. Too many narrow spaces, bullshit obstructions, stupid guessing game traps and just plain poor monster/item placements throughout.
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Good stuff. Don't let the title or average build time mislead you into thinking that this will be some sort of an ugly walkover; it actually looks quite good in that respect and some of the fights throughout are exceptionally harsh for their size, and will savagely kick you in the balls if you drop your guard for even a second. Unfortunately it ends on something of a weak note; MAP30 is a bit 'meh' overall, but still engaging.
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No amount of hi-res texturing can save this. The levels are simply too big and bland for the most part, and I mean 'big' as in 'oversized sectors'. It's not entirely awful to play, but the sense of scale is just so completely cocked-up that it results in way too much running across vast empty areas. The levels make you feel like a midget, and that's really not a good thing here. The cheap and constant hassle from faraway Hitscanners just becomes mind-numbingly tedious too. 2/5