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What kind of custom DEHACKED monsters do you enjoy?


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5 hours ago, Nikku4211 said:

I know that ACE by itself allows anything to happen, you're basically just running another .exe at that point. I was talking specificially about KGSWS' own ACE Engine, not about the potential of ACE by itself.

But that's the same thing? ACE Engine is not a port not an executable hack - Its more like a framework. A map set made for ACE Engine could support practically every source port feature, provided the author codes such changes in. Are you perhaps thinking of a definition or a standard which would make an ACE Engine mapset one made for ACE Engine, in the same way that MBF-compatible WADS target a specific feature set?

5 hours ago, Nikku4211 said:

DEHExtra might provide much of the same, but not all of the same. It still doesn't have Fusion's codepointers, and it's still not compatible with it.

Perhaps i should rephrase. What extra's do Fusion's codepointers bring over what is now defined in the DEHEXTRA standard?

5 hours ago, Nikku4211 said:

Sure, some other ports might have their own methods of doing what Fusion does, but they still generally do them very differently, perhaps too differently to have compatibility with Fusion. And again, I'm aware not many maps currently exist for it now in 2021. After all, not many people made maps for SMMU (or early Eternity) either, but that didn't stop ZDoom and some of its derivatives from getting FraggleScript support.

ZDoom became popular because it was far easier accessible than most ports. Today GZDoom is more of a mod-friendly engine that can run Doom than Woof, which is a source port with enhanced features for Doom itself. 

They are similar but their target is not quite the same.

5 hours ago, Nikku4211 said:

DEHExtra support would be nice on top of what Fusion already adds, though. If you want to add DEHExtra to Fusion, you might as well add it to DOS Boom(which is a more limited PrBoom+ that deserves some DOS-compatible love), DOS MBF(same situation as DOS Boom), DOS SMMU, and perhaps even CDoom.

I severely doubt the amount of interest that would be for these things, primarily because DOS is a niche platform these days and because there are better alternatives on Windows (Like Woof). 

What might work is a port of Fusion to Windows, and then implement those features on top of it. But how different would that be from Woof or Crispy Doom at that stage?

 

CDoom is Carlos's thing, i doubt you would get any confirmation.

5 hours ago, Nikku4211 said:

How? By uploading it to /idgames?

Yes, ofcourse! But i suppose you need to contact Len Pitre first.

32 minutes ago, TheNoob_Gamer said:

https://www.wad-archive.com/ is a reasonable alternative.

WAD Archive does host several WADS not covered by /idgames.

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4 hours ago, Redneckerz said:

I severely doubt the amount of interest that would be for these things, primarily because DOS is a niche platform these days and because there are better alternatives on Windows (Like Woof). 

"Better" can be relative in this case. What really matters is your intention as a game developer.

I would love to see DEHExtra implemented on DOS ports, that would be phenomenal for stand alone\indie releases - one that could be released for GZDoom but also as an alternate DOS title (think of games like Xeno Crisis that was released on Steam but also for the Sega Genesis - or Retro City Rampage that have an actual 486 version of the game). Making games for old hardware is fun, I have a lot of interest on that possibility and DEHExtra would make a big difference in that regard.

Edited by Noiser

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On lundi 9 août 2021 at 8:01 AM, Nikku4211 said:

Sure, some other ports might have their own methods of doing what Fusion does, but they still generally do them very differently, perhaps too differently to have compatibility with Fusion.

Yeah, that's the issue.

 

Fun fact, when I created the Doom Wiki page for Fusion, like 11 years ago already WTF, I was in a DEHACKED support mood -- that was at about the same time I suggested various patches to ZDoom to enhance and restore compatibility with MBF's DEHACKED enhancements, like the infamous MF_BOUNCES flag. So when I looked into Fusion, it was with the intent of adding support for its features in ZDoom, too!

 

But I changed my mind after looking at it more closely. Far too much hardcoding, like the whole thing about specific transparency tables for each vanilla actor... It just didn't fit cleanly into the de-hardcoded, generalized, abstracted interface to modding that ZDoom pursued. That the transparency table are non-trivial to support in OpenGL (though it's probably easier now than in 2010, what with shaders) was also a contributing factor; but mostly it was the fact there was this huge mess of reserved lump names so as to support some obscure feature in a way that, sure, was very flexible for the vanilla material, but also just didn't give a shit about anything that went beyond vanilla.

 

On lundi 9 août 2021 at 8:01 AM, Nikku4211 said:

After all, not many people made maps for SMMU (or early Eternity) either, but that didn't stop ZDoom and some of its derivatives from getting FraggleScript support.

That was to support Doom Legacy maps, actually. Not Early Eternity or SMMU maps.

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5 hours ago, Noiser said:

"Better" can be relative in this case. What really matters is your intention as a game developer.

Oh totally. This was a general statement. Nevertheless, actual DOS game development is surprisingly rare - And such a pity. DOS FPS games were full ingenuity, but also heavy assembly based - Something less usual today.

 

Quote

I would love to see DEHExtra implemented on DOS ports, that would be phenomenal for stand alone\indie releases - one that could be released for GZDoom but also as an alternate DOS title (think of games like Xeno Crisis that was released on Steam but also for the Sega Genesis - or Retro City Rampage that have an actual 486 version of the game). Making games for old hardware is fun, I have a lot of interest on that possibility and DEHExtra would make a big difference in that regard.

Maybe Woof/DOS? The compiling environment and the extenders you need might be a boon though. Cross-compilation is not really that easy, far as i know.

 

21 hours ago, Nikku4211 said:

Thanks for this :) Ill update Fusion in short time with this.

Edited by Redneckerz

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10 hours ago, Redneckerz said:

But that's the same thing? ACE Engine is not a port not an executable hack - Its more like a framework. A map set made for ACE Engine could support practically every source port feature, provided the author codes such changes in. Are you perhaps thinking of a definition or a standard which would make an ACE Engine mapset one made for ACE Engine, in the same way that MBF-compatible WADS target a specific feature set?

 

I know it's not a port or an executable hack. I am merely talking about the engine KGSWS got running via ACE.

 

To me, ACE itself is just the method KGSWS used to get his engine running, but I wasn't talking about the method, I was talking about the coded engine that KGSWS got running. Yes, I know KGSWS could support any source port feature he wanted, but again, I was talking about the ACE Engine we have right now. Not the ACE method itself, which could be anything because it's just custom x86 code running through an exploit, but the engine itself from KGSWS that we have running because of ACE.

 

10 hours ago, Redneckerz said:

Perhaps i should rephrase. What extra's do Fusion's codepointers bring over what is now defined in the DEHEXTRA standard?

I actually can't really find anything listing DEHEXTRA's additional codepointers, but I do have a text file from Fusion listing the codepointers it has, including Boom's, MBF's and its own.

11 hours ago, Redneckerz said:

ZDoom became popular because it was far easier accessible than most ports. Today GZDoom is more of a mod-friendly engine that can run Doom than Woof, which is a source port with enhanced features for Doom itself. 

 They are similar but their target is not quite the same.

Yeah, I get it.

11 hours ago, Redneckerz said:

I severely doubt the amount of interest that would be for these things, primarily because DOS is a niche platform these days and because there are better alternatives on Windows (Like Woof). 

 What might work is a port of Fusion to Windows, and then implement those features on top of it. But how different would that be from Woof or Crispy Doom at that stage?

 

I know most people aren't interested in DOS, and would rather completely separate Doom from its MS-DOS origins, which is understandable. I'd like for there to be a Chocolate Boom or a Chocolate MBF, that preserves all the bugs of the original DOS ports, because even Woof has its differences from the OG(not talking about the dog sprites, by the way).

 

So yeah, a WinFusion would be nice, whether it'd be Chocolate Fusion or PrFusion+.

11 hours ago, Redneckerz said:

CDoom is Carlos's thing, i doubt you would get any confirmation.

Yeah, I don't think Carlos is active anymore... It's a shame, too, because I can't get CDoom to run in DOSBox, DOSBox-ECE or DOSBox-X.

11 hours ago, Redneckerz said:

Yes, ofcourse! But i suppose you need to contact Len Pitre first.

I don't think he's active anymore either. I mean, who even uses Outlook.com (originally Hotmail) nowadays? I've tried to search up his name with Doom and I can't really find anything, nor can I find any signs that his website has been updated after 2005.

8 hours ago, Noiser said:

"Better" can be relative in this case. What really matters is your intention as a game developer.

I would love to see DEHExtra implemented on DOS ports, that would be phenomenal for stand alone\indie releases - one that could be released for GZDoom but also as an alternate DOS title (think of games like Xeno Crisis that was released on Steam but also for the Sega Genesis - or Retro City Rampage that have an actual 486 version of the game). Making games for old hardware is fun, I have a lot of interest on that possibility and DEHExtra would make a big difference in that regard.

This.

 

My intention is to embrace Doom's roots as a DOS/4G game, and pushing Doom's DOS ports (and Chocolate-style ports) for this reason. I understand a lot of people won't see the point in doing this, but it is something that I really like to do with my WADs and DEHs and BEXes.

 

This is coming from the same person who also made a few tiny tech demos for the SNES, another popular 1990's computer.

8 hours ago, Gez said:

But I changed my mind after looking at it more closely. Far too much hardcoding, like the whole thing about specific transparency tables for each vanilla actor... It just didn't fit cleanly into the de-hardcoded, generalized, abstracted interface to modding that ZDoom pursued. That the transparency table are non-trivial to support in OpenGL (though it's probably easier now than in 2010, what with shaders) was also a contributing factor; but mostly it was the fact there was this huge mess of reserved lump names so as to support some obscure feature in a way that, sure, was very flexible for the vanilla material, but also just didn't give a shit about anything that went beyond vanilla.

Oh, interesting.

 

Yeah, the thing about vanilla, as well as early Doom source ports like Boom, MBF, and Fusion, is that so many things are hardcoded, and when there are ZDoom-derived ports where everything's been dehardcoded, then yeah, support would be an issue.

 

I guess it'd be better to try to use tweaked versions of the closest equivalents the ports have to what Fusion does then.

 

Reserved lump names? Fusion has those?

8 hours ago, Gez said:

That was to support Doom Legacy maps, actually. Not Early Eternity or SMMU maps.

Oh, okay, cool, but still, how many people make maps for Doom Legacy that aren't for SRB2?

4 hours ago, Redneckerz said:

Oh totally. This was a general statement. Nevertheless, actual DOS game development is surprisingly rare - And such a pity. DOS FPS games were full ingenuity, but also heavy assembly based - Something less usual today.

Yeah, it is a pity.

 

I really do miss how inventive DOS FPSes were.

 

Heavy assembly-based? Or heavily pure C-based?

4 hours ago, Redneckerz said:

Maybe Woof/DOS? The compiling environment and the extenders you need might be a boon though. Cross-compilation is not really that easy, far as i know.

Yeah, if only people were actually interested in cross compiling with DOS for retro-style source ports like Woof and Pr.

4 hours ago, Redneckerz said:

Thanks for this :) Ill update Fusion in short time with this.

Oh, cool, thanks.

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12 hours ago, Nikku4211 said:

I actually can't really find anything listing DEHEXTRA's additional codepointers, but I do have a text file from Fusion listing the codepointers it has, including Boom's, MBF's and its own.

You know, I'm kind of surprised this isn't documented in full on Doomwiki (likely due to the fact the format has very few original codepointers - it seems most of the interesting stuff is in the Things section). I guess I will try to take a deep dive in Whacked4/Extended Dehacked and see what I can contribute.

Edited by TheNoob_Gamer

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20 hours ago, Nikku4211 said:

 

I know it's not a port or an executable hack. I am merely talking about the engine KGSWS got running via ACE.

Then i am not sure what you mean with engine. Its the same Doom renderer, the exploit is run from a savegame or a custom WAD with instructions.

Quote

I actually can't really find anything listing DEHEXTRA's additional codepointers, but I do have a text file from Fusion listing the codepointers it has, including Boom's, MBF's and its own.

Interesting, thank you!

Quote

I know most people aren't interested in DOS, and would rather completely separate Doom from its MS-DOS origins, which is understandable. I'd like for there to be a Chocolate Boom or a Chocolate MBF, that preserves all the bugs of the original DOS ports, because even Woof has its differences from the OG(not talking about the dog sprites, by the way).

Well, there is Pooch, which is essentially a Chocolate MBF? Its author @Gibbon recently joined DW.

Quote

So yeah, a WinFusion would be nice, whether it'd be Chocolate Fusion or PrFusion+.

You would have to explain the obvious benefits to make that worthwhile though - Fusion died because it was not a standard like Boom was. Maybe an SDL port would already be something, i am not sure.

Quote

Yeah, I don't think Carlos is active anymore... It's a shame, too, because I can't get CDoom to run in DOSBox, DOSBox-ECE or DOSBox-X.

Carlos is still working on CDoom, there are 2021 builds. I have ran them aswell in DOSBox, so i am not sure what is going on on your setup that it does not work.

Quote

I don't think he's active anymore either. I mean, who even uses Outlook.com (originally Hotmail) nowadays? I've tried to search up his name with Doom and I can't really find anything, nor can I find any signs that his website has been updated after 2005.

Hotmail is part of a hoist of other addreses like live.com and so on. Have you tried mailing him?

Quote

Heavy assembly-based? Or heavily pure C-based?

Assembly. Back in the day video cards weren't as performance and CPU reliance was more prominent than it was now.

 

As for inventive, Rex Blade allowed you to program your own minigames - ingame. It has an Asteroids example. Its fascinating.

 

8 hours ago, TheNoob_Gamer said:

You know, I'm kind of surprised this isn't documented in full on Doomwiki (likely due to the fact the format has very few original codepointers - it seems most of the interesting stuff is in the Things section). I guess I will try to take a deep dive in Whacked4/Extended Dehacked and see what I can contribute.

I was not aware of this document. Interesting information, though!

 

Then again DEHEXTRA has a lot of things missing as does MBF21. Please, anyone that actually works with the spec, augment the details. Specific detailing on proper execution of these details is not my forte and i prefer these are filled in by either those who designed the spec or those who have worked enough with it to know its ins and outs.

Edited by Redneckerz

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14 hours ago, Gez said:

Nowadays nobody, but back then? Many. Some of these maps, such as Hi-Tech Hell 2 - Alien_Tech, Ni'mRoD - IXNAY on the HOMBRE, Phobia, and Twilight Warrior, even got awards!

Yeah, I already knew about Ni'mRoD and Twilight Warrior, though I never knew the latter was for Doom Legacy.

1 hour ago, Redneckerz said:

Then i am not sure what you mean with engine. Its the same Doom renderer, the exploit is run from a savegame or a custom WAD with instructions.

It doesn't officially have a name, but DoomWiki calls it the ACE Engine. This is what I'm talking about.

 

To be fair, it has heavily changed the Doom engine, so I guess it fits enough.

1 hour ago, Redneckerz said:

Well, there is Pooch, which is essentially a Chocolate MBF? Its author @Gibbon recently joined DW.

Oh, that's awesome. I never knew about this. I wonder if it also has a mode for emulating the Boom glitches that MBF actually fixed...

 

Anyways, downloaded, ran it, and yes, it's awesome.

1 hour ago, Redneckerz said:

Carlos is still working on CDoom, there are 2021 builds. I have ran them aswell in DOSBox, so i am not sure what is going on on your setup that it does not work.

There are 2021 builds? Never knew that. Where are they?

2 hours ago, Redneckerz said:

Hotmail is part of a hoist of other addreses like live.com and so on. Have you tried mailing him?

No, I have not. Oops.

2 hours ago, Redneckerz said:

Assembly. Back in the day video cards weren't as performance and CPU reliance was more prominent than it was now.

Yeah, I know that, but despite that, Doom's source code is still in C, though.

2 hours ago, Redneckerz said:

As for inventive, Rex Blade allowed you to program your own minigames - ingame. It has an Asteroids example. Its fascinating.

Oh, awesome, never heard about this Rex Blade. It uses a custom engine, right?

2 hours ago, Redneckerz said:

Then again DEHEXTRA has a lot of things missing as does MBF21. Please, anyone that actually works with the spec, augment the details. Specific detailing on proper execution of these details is not my forte and i prefer these are filled in by either those who designed the spec or those who have worked enough with it to know its ins and outs.

^ This.

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59 minutes ago, Nikku4211 said:

I wrote that. Its called an engine by the author, but its better phrased as a loader and a framework, in my opinion.

59 minutes ago, Nikku4211 said:

Oh, that's awesome. I never knew about this. I wonder if it also has a mode for emulating the Boom glitches that MBF actually fixed...

Its a direcg MBF port of WinMBF, so it wont have a mode to unfix the glitches.

 

If you want, PrBoom 2.02 is a direct port of Boom 2.02 to Windows, with no other enhancements. Its old, but it works, if you want a barebones take.

59 minutes ago, Nikku4211 said:

There are 2021 builds? Never knew that. Where are they?

Here.

59 minutes ago, Nikku4211 said:

Yeah, I know that, but despite that, Doom's source code is still in C, though.

It relies a lot on assembly to speed up routines.

59 minutes ago, Nikku4211 said:

Oh, awesome, never heard about this Rex Blade. It uses a custom engine, right?

^ This.

It does use a fully custom engine like most DOS shooters do.

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4 hours ago, Redneckerz said:

If you want, PrBoom 2.02 is a direct port of Boom 2.02 to Windows, with no other enhancements. Its old, but it works, if you want a barebones take.

I had no idea PrBoom's first version was actually more accurate to Boom, with no MBF support. I remember last time I used OG PrBoom, it was horribly inaccurate to the point where my abandoned Baldi/Hell Girl-style WAD only ran on it and not on classic DOS MBF.

 

I've tried it, but it keeps saying that the fullscreen mode isn't available.

4 hours ago, Redneckerz said:

I wrote that. Its called an engine by the author, but its better phrased as a loader and a framework, in my opinion.

Oh, okay, cool.

4 hours ago, Redneckerz said:

Here.

Wait, that's the same version I have. I thought the 2021 builds were completely different versions of CDoom.

4 hours ago, Redneckerz said:

It relies a lot on assembly to speed up routines.

Oh cool, never knew that.

4 hours ago, Redneckerz said:

It does use a fully custom engine like most DOS shooters do.

I knew it.

Edited by Nikku4211

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26 minutes ago, Nikku4211 said:

I had no idea PrBoom's first version was actually more accurate to Boom, with no MBF support.

They are two separate ports.

26 minutes ago, Nikku4211 said:

I remember last time I used OG PrBoom, it was horribly inaccurate to the point where my abandoned Baldi/Hell Girl-style WAD only ran on it and not on classic DOS MBF.

I am not sure why not, except that PrBoom runs on Windows and DOS MBF on a modern sydtem has to run thru DOSBox. 

26 minutes ago, Nikku4211 said:

I've tried it, but it keeps saying that the fullscreen mode isn't available.

No idea what this means.

26 minutes ago, Nikku4211 said:

Wait, that's the same version I have. I thought the 2021 builds were completely different versions of CDoom.

Look at the timestamp.

 

CDoom did appear in completely different versions tho.

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7 hours ago, Redneckerz said:

They are two separate ports.

What? PrBoom 2.02 and its later versions?

8 hours ago, Redneckerz said:

I am not sure why not, except that PrBoom runs on Windows and DOS MBF on a modern sydtem has to run thru DOSBox.

PrBoom+ seems to have the same issue as DOS MBF when it came to running on that WAD.

8 hours ago, Redneckerz said:

No idea what this means.

I tried to run PrBoom 2.02 with the -fullscreen parameter like I'd do on Pooch and WinMBF, but in the command prompt, it said the fullscreen mode isn't available right before booting the game in windowed mode yet again.

8 hours ago, Redneckerz said:

Look at the timestamp.

  

CDoom did appear in completely different versions tho.

Yes, I saw the timestamp. No idea what's changed, though.

 

I already know about the different versions of CDoom. I read the article years ago. I just thought the 2021 builds were more versions.

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1 hour ago, Nikku4211 said:

What? PrBoom 2.02 and its later versions?

Yes, PrBoom 2.02 is not MBF, its literally a straight Windows port of Boom 2.02. 

1 hour ago, Nikku4211 said:

PrBoom+ seems to have the same issue as DOS MBF when it came to running on that WAD.

You said it ran on it, it being OG PrBoom. It was horribly inaccurate according to you, but it ran. DOS MBF didn't run it.

 

The same issue also exists in the latest UM build?

1 hour ago, Nikku4211 said:

I tried to run PrBoom 2.02 with the -fullscreen parameter like I'd do on Pooch and WinMBF, but in the command prompt, it said the fullscreen mode isn't available right before booting the game in windowed mode yet again.

It is a build from 1998-1999. I am surprised it even launches properly.

1 hour ago, Nikku4211 said:

Yes, I saw the timestamp. No idea what's changed, though.

Some source code changes.

1 hour ago, Nikku4211 said:

I already know about the different versions of CDoom. I read the article years ago. I just thought the 2021 builds were more versions.

Alright.

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11 hours ago, Redneckerz said:

You said it ran on it, it being OG PrBoom. It was horribly inaccurate according to you, but it ran. DOS MBF didn't run it.

 

 The same issue also exists in the latest UM build?

Yeah, it ran, because I only tested the WAD in PrBoom 2.5, and therefore did the zombie quirk in a way that only works in PrBoom versions like 2.5, when I should have done the zombie quirk in a way that works in DOS MBF and PrBoom+.

 

I did not test it in the UM branch, because the UM branch did not exist back in 2018 when I was making the WAD.

11 hours ago, Redneckerz said:

It is a build from 1998-1999. I am surprised it even launches properly.

Yes, but since fullscreen doesn't work, and the window is so tiny with no scaling at all(plus wrong aspect ratio due to Windows being Windows), it is hard to play like this.

11 hours ago, Redneckerz said:

Some source code changes.

Okay, now I'm curious. What do they change?

 

I'm not good at C code, nor am I good at reading C code.

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2 hours ago, Nikku4211 said:

Yeah, it ran, because I only tested the WAD in PrBoom 2.5, and therefore did the zombie quirk in a way that only works in PrBoom versions like 2.5, when I should have done the zombie quirk in a way that works in DOS MBF and PrBoom+.

Very well 

2 hours ago, Nikku4211 said:

I did not test it in the UM branch, because the UM branch did not exist back in 2018 when I was making the WAD.

A beta existed in 2017 and devbuilds did exist back then.

 

Nothing stops you from testing it now.

2 hours ago, Nikku4211 said:

Yes, but since fullscreen doesn't work, and the window is so tiny with no scaling at all(plus wrong aspect ratio due to Windows being Windows), it is hard to play like this.

Which is why, generally.... You use a recent build.

2 hours ago, Nikku4211 said:

Okay, now I'm curious. What do they change?

Far as i can remember there was no detailed changelog. 

2 hours ago, Nikku4211 said:

I'm not good at C code, nor am I good at reading C code.

I see.

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12 hours ago, Redneckerz said:

Nothing stops you from testing it now.

One thing, actually. Lack of interest. Baldi is no longer relevant in 2021 for the most part, and I have lost interest in this one project as I've started work on other Doom projects.

 

Hell Girl was cool, though.

12 hours ago, Redneckerz said:

Which is why, generally.... You use a recent build.

Yes, too bad the 100% Boom-based PrBoom 2.02 doesn't have a recent build.

 

Does it?

12 hours ago, Redneckerz said:

Far as i can remember there was no detailed changelog. 

Ohkay.

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13 minutes ago, Nikku4211 said:

That was the OG PrBoom version I was just talking about that was horribly inaccurate.

This is getting tiresome. You were asking if PrBoom 2.02 had a recent build. This can mean two things:

  • A more recent build of 2.02 without any additions. The answer to that is no.
  • A more recent build of PrBoom. The answer to that is Yes, version 2.5.0 is the last version under the PrBoom moniker.

Its still very much like 2.02 though.

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1 hour ago, Redneckerz said:

This is getting tiresome. You were asking if PrBoom 2.02 had a recent build. This can mean two things:

  • A more recent build of 2.02 without any additions. The answer to that is no.
  • A more recent build of PrBoom. The answer to that is Yes, version 2.5.0 is the last version under the PrBoom moniker.

Its still very much like 2.02 though.

Yeah, I meant the top.

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  • 1 month later...

 

On 8/5/2021 at 5:10 AM, Chip said:

I find it strange that there are only 2 entries on the Doomwiki for Fan-made monsters, one of which being the MBF Dog, and the other being the Bruiser Demon. I feel like some Monsters are notable enough to have their own entries by now, and seeing that DOOM Zero and REKKR were added to the Unity Port, I feel like their custom monsters should have their own Wiki pages since they are official now. 

 

I think we should create entries about custom monsters now, I was pretty disappointed when I first discovered this catagory.

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Skimming through the thread, I havent seen anyone bring up the amazing dehacked work in the Rowdy Rudy wads.

The flame trooper/flame caco are so unique. 

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16 hours ago, Theperson said:

Skimming through the thread, I havent seen anyone bring up the amazing dehacked work in the Rowdy Rudy wads.

The flame trooper/flame caco are so unique.  

 

Yeah, the fiery critters from Rowdy Rudy are awesome. But my favourite monster from Rowdy Rudy 2 is the Psycho Imp. Those nasty buggers are very agile and pretty hardy for theit small hitboxes. And crowds of Psycho Imps feel comparable to revenant squads.

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