Catpho Posted July 4, 2018 (edited) Xenomorph Base is a short episode for Doom 2 designed for limit removing source ports made by various members of Doomer Boards. Download SiFi270's fix for limit-removing portsFetching info... Screenshots: MAPLIST MAP01: Anywhere but Here by joe-ilya MAP02: Beacon by 40oz MAP03: Spiral Edge by supercupcaketactics* MAP04: Rotten by Phobus MAP05: Forty And Two by glenzinho MAP06: Necroplasm by 40oz *(There seems to be a intercepts overflow bug, or a bug that makes everything noclip, in this map on Crispy Doom 5.2) Previous projects: Reveal hidden contents -Monuments of Mars -Circle of Caina SP -Forest Swords Read more: http://doomer.boards.net/thread/1330/ti-limit-removing-xenomorph-base?page=1&scrollTo=14319 Edited August 28, 2019 by Catpho 23 Quote Share this post Link to post
mun Posted July 4, 2018 Interesting theme this time, love those gloomy textures. Hopefully I'll be able to play this soon. 1 Quote Share this post Link to post
Big Ol Billy Posted July 4, 2018 Almost de-lurked to jump in on this one. Good looking stuff. Doomer Boards has been putting out some killer projects in terms of quality, consistency, and polish—and at a pretty impressive pace. 3 Quote Share this post Link to post
galileo31dos01 Posted July 4, 2018 Cool, a mapset starting with "X" :P (BTW I'm pretty sure Fabian got rid of intercept bugs after 5.0 or so... I may be wrong) 0 Quote Share this post Link to post
wintertowns Posted July 4, 2018 Fun stuff, you guys are killing it. Really liked this and Circle of Caina. However, there seem to be some issue with prboom+ 2.5.1.4 in map 3, as the player noclips and doesn't affect enemies, projectiles or pickups. One can still take damage from melee attacks, and it's not possible to clip trough walls. It seems to work normally in gzdoom 3.3.1 though... 0 Quote Share this post Link to post
fabian Posted July 4, 2018 (edited) On 7/4/2018 at 6:38 PM, galileo31dos01 said: (BTW I'm pretty sure Fabian got rid of intercept bugs after 5.0 or so... I may be wrong) Expand The INTERCEPTS limit has been removed, i.e. it does not do any harm anymore to exceed it, but I still have to emulate its effects on gameplay for demo compatibility (https://github.com/fabiangreffrath/crispy-doom/issues/227#issuecomment-336409143). Edited July 4, 2018 by fabian 0 Quote Share this post Link to post
SuperCupcakeTactics Posted July 4, 2018 Okay guys I finally took a look at it in SLADE and for some reason the REJECT and BLOCKMAP in my map was moved under MAP04 when going from the alpha version to the final.... I fixed that so here's a link: Xenomorph Base FIXED 2 Quote Share this post Link to post
SiFi270 Posted June 13, 2019 (edited) My DBP marathon continues, and as with Circle of Caina, one map (map04 in this case) had an unfortunate oversight that I created a patch for. Long story short, a hidden (but not secret) radiation suit was inaccessible with vanilla compatibility. There was also an issue with the berserk secret that I couldn't work out how to fix, but that should be okay because it's still entirely possible to 100% the level without resorting to any weird tricks. There's a nearby spectre that somehow keeps the secret elevator from lowering, but after you get the blue key and it teleports away from that spot, it'll work as intended. DBP_04Fix2.rarFetching info... Edited June 13, 2019 by SiFi270 3 Quote Share this post Link to post
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