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Found 16 results

  1. SuperArjunaButt

    Passage

    Uhm, ok? I get the idea of setting a Doom level in a Target; there are plenty of levels and other games with such an A E S T H E T I C, but other than follow reindeer around and stumble upon random damage sectors, I'm not getting much out it. Maybe take some more time to flesh it out?
  2. Guest

    DMINFO: DooM INFO.c processors

    Version

    12 downloads

    DMINFO is a set of four command-line utilities on Unix and Windows (source code included) to generate information about objects in the executables of DOOM/DOOM ][, Heretic, Hexen, and Strife. DMINFO, HTINFO, HXINFO and SFINFO are C programs built together with the respective games' INFO.c (and as many original .c/.h files as needed to make it compile) to directly extract information from the mobjinfo, state, sprite and sound tables for any thing and mobj. The info is ready to be used in thing Data tables on DoomWiki.org. Additionally, they can generate weapon-specific information, the pain chance table, and a table of monsters with their pain chance and hit points. This is not a full-fledged package like my previous tools: there is no README or manual page, nor much in the way of comments in my utilities' source code (*info.[ch], dmunix.h, print.c, maps.c, stub.c). All other included source files are taken / adapted from the games' original code bases.
  3. Guest

    DMINFO: DooM INFO.c processors

    Version

    8 downloads

    DMINFO is a set of four command-line utilities on Unix and Windows (source code included) to generate information about objects in the executables of DOOM/DOOM ][, Heretic, Hexen, and Strife. DMINFO, HTINFO, HXINFO and SFINFO are C programs built together with the respective games' INFO.c (and as many original .c/.h files as needed to make it compile) to directly extract information from the mobjinfo, state, sprite and sound tables for any thing and mobj. The info is ready to be used in thing Data tables on DoomWiki.org. Additionally, they can generate weapon-specific information, the pain chance table, and a table of monsters with their pain chance and hit points. New in v2.0 are the wikified tables of thing types (options +n & +c), a completely restructed codebase that centralizes common code, support for Strife: Veteran Edition, and many improvements and bug fixes. This is not a full-fledged package like my previous tools: there is no README or manual page, nor much in the way of comments in my utilities' source code (*info.c, print.[ch], maps.c, stub.c, common/*.c). Several other files (things.[ch], levels.[ch], wads.c, wstructs.h) are adapted from DMMPST. All other included source files are taken / adapted from the games' original code bases.
  4. StormCatcher.77

    Deimos Abandoned Base #79

    The passage of this map was for me a real test of strength. 2.5 hours of continuous gameplay - not a joke. Although if I so often did not stray because of inattention, it would be possible to drop 40 minutes, probably. In general, the impression is good. There are no details in architecture, but the very monumentality of the locations, the complexity of the level structure and the total amount of work (4 years, wow!) instills respect for the author. Locations are large and harmoniously pass into each other, forming one of the most intricate labyrinths in my memory. It was very difficult for me to understand how to take the blue key. I remember ... no I do not remember how I took it ... it's just something ... :D The problem is that the map locations are rather empty, and the gameplay is monotonous and not difficult (which did not stop me a couple of times to be killed ...) . I remember that I got into a few classic traps, but that's all. Visual techniques that the author uses are well known and time-tested. Standard textures are applied competently, the samples from the first part of Doom complement them well. The battles are pretty straightforward. In researching a huge (incredibly huge) base, we most often encounter groups of zombies, and they are often scattered over long distances and cause a lot of problems in the open area. While the player did not find the chaingun, you have to hide and shoot with a pistol. The author did not confine himself to the "technobase" theme alone. We have to go to hell again, and then come back. The map's locations do not resemble each other, so the map does not get bored to the very end. The number of secrets is amazing. At the first passage I found quite a bit, but really ... I'm not going to soon return to this base ... I recommend to everyone who likes long research expeditions to the abandoned UAC bases. First Demo Attempt GZDoom 2.4.0, 02:25 h In my collection: - Visuals (3 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (3 / 5) - Difficulty (3 / 5) - Overall Rating (3 / 5)
  5. Version

    3 downloads

    HFDE/h is a full featured PWAD editor for id Software's HERETIC based on DEU 5.1-5.2 by Ralphael Quinet and Brendon J. Wyber. Basicly I took DEU 5.2, and hacked it; giving it a brand new interface, some new features, and of course support of heretic. Since DEU is the most powerfull editor available, I picked it to work with. Originally HFDE (the DOOM registered version) was designed for my own use, hence the interface is how I like it.
  6. Guest

    Rise Of The Triad Music WAD

    ROTT was awesome in every essential aspect of a game, including music. I like to use this WAD in Oblige'd levels, since it's a nice break from the same ol' Doom II music. --Kagemaru H.
    G = Use Radio or Next, H = Select. In Doom your ears are your friend. In this little map your ears can equally be your enemy as you try to discern between background ambience and real monsters. Its made easier sometimes when they teleport all around you :o) The storyline does slow down gameplay a lot and takes getting used to, but I enjoyed the change. Reminds me of Half Life. Some say its not Doom but if you’ve played tons of WADs, any variation is appreciated. 5/5 for quality. Hope the quantity follows.
  7. Version

    6 downloads

    Little map, hi-tech design like Doom2 map01, corridors, rooms, but still lots of openings... makes it very high-frag! Ok from 2 to 4 players.
  8. Guest

    H#969.WAD

    Version

    10 downloads

    s H#969.WAD is a Hexen conversion from #969.WAD [MAIN .WAD and NHOUSE.WAD as well], the Ultimate DOOM version. This first wad (level) was drawn and reconstructed to match the house I've lived most of my life... BEWARE.....
  9. Guest

    supr2sg1.zip

    Version

    0 downloads

    I finish all the levels in doom2 speedy Gonzales style (starting from scratch, finish a level on hurt me plenty, under par) This is for the people out th- ere who are having a problem with their SG title, If you look you will see that I don't have the sg title yet, that is because I am waiting for my challenges, I do however have a Doom 1 Incubus and a Doom1 Grand- master. Here are the times for all the levels E-----Easy M-----Medium EM----Easy/Medium H-----Hard MH----Medium/Hard
  10. Guest

    Velocity CTF X

    Dude, I don't get this... a bunch of empty maps... Lucky for the Doom community, I know that I am the one who doesn't understand this. 5/5 because I know the voters posting and not only do I know I can trust (certain ones') judgement, I know that I am trying to play this single player. I don't think that's intended, and good job, author, for doing something original (e.g., anything capture-the-flagg-is h). :D 5/5
  11. Guest

    Ghouls vs Humans

    its something unlike doom that attracts players who dont even like doom earning itself a cacoaward *clap* *clap* A $ $ H 0 L E
  12. Guest

    Doom: The Lost Episode

    This is dated May 2009. It's a bit like the Beatles' "Anthology" or Arthur C Clarke's "Lost Worlds of 2001", i.e. a grab-bag of leftovers. In practice E5M1 is an eye-gouging non-euclidean abortion that would give H P Lovecraft nightmares and it was a terrible mistake to start this way. E5M4 is just as bad. The rest of it doesn't add a great deal to the aforementioned Console Doom and it left me cold.
  13. Guest

    Zaero: Episode 1

    This is excellent ! We're waiting for you to continue this very good work. Levels and music are impressive, and your new monsters are really cool ( Cacolich, humm :) ). Great gameplay which reminds me of the first episode of Doom. 5 / 5 -- William H. aka Wilou84
    Awesome. I was playing in those days and god, when I first played it... wow. Iirc. I just had gotten sound blaster to work in my 486 and my tears were still running from Xwing with starwars soundtrack but then the DooM immersion... played it 4+h per day, if possible even more often. And I still love it. Probably the best (3d shooter) game ever. And I miss these old days.
  14. Version

    4 downloads

    mostly small arena type maps, urban/sci-fi style, lots of metal walls. I have added monsters for single player fun and frustration.
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