ChronoSerge Posted January 30, 2014 Doominator2 said:Nah, he was just spamming each letter of the alphabet on the alphabet thread. ;) Damn I should've thought of that! 0 Quote Share this post Link to post
Luke Dacote Posted January 30, 2014 Platinum Shell said:One thing I really wish Doom 2 would have kept would be the intermission screens. They were cool as fuck, especially on a young, imaginative mind. Same here. The fact that Doom 2 doesn't have intermission screens makes the game feel like just a bunch of levels, rather than an actual journey. Just knowing your basic geography in the game, added to the atmosphere. In fact, if it's possible, I think it would be great if someone made a mod for Doom 2 which split the 32 levels into episodes and gave us intermission map screens. 0 Quote Share this post Link to post
Gez Posted January 30, 2014 Doominator2 said:how did sigvatr get banned? If you look at his post history, it should become blatant soon enough! 0 Quote Share this post Link to post
Doominator2 Posted January 30, 2014 Gez said:If you look at his post history, it should become blatant soon enough! Haha I see now! 0 Quote Share this post Link to post
NuMetalManiak Posted January 30, 2014 Imma 'senior member' now! A lot of you forum regulars are becoming senior members so fast it's starting to scare me. I don't really post that often myself. On topic: I found out that Herian 2 is actually compatible with PrBoom+ (thanks TimeOfDeath!) 0 Quote Share this post Link to post
Zed Posted January 30, 2014 Fellowzdoomer said:What's after member? Evil Member, at 666 posts. At 667 is Forum Regular. You probably shouldn't pay so much attention at post count, just remember what happened to joe-ilya after spamming that alphabet thread. By the way, I just found out there's a massive HOM at the beginning of MAP01 (thanks joe-ilya for pointing it out). 0 Quote Share this post Link to post
Koko Ricky Posted January 31, 2014 Luke Dacote said:Same here. The fact that Doom 2 doesn't have intermission screens makes the game feel like just a bunch of levels, rather than an actual journey. Just knowing your basic geography in the game, added to the atmosphere. In fact, if it's possible, I think it would be great if someone made a mod for Doom 2 which split the 32 levels into episodes and gave us intermission map screens. The lack of an intermission screen made "Thy Flesh Consumed" feel a bit tacked on, too. Which it was. Granted, Doom 2 came out a little under a year after the first, but surely an extra week of work could have made an intermission screen possible. I think this would be a great project to implement. A "Thy Flesh Consumed" intermission screen would be cool as fuck too, but considering how awkwardly it fits in the Doom canon (where the hell does it take place, anyway?), this would be no easy task. 0 Quote Share this post Link to post
Gez Posted January 31, 2014 GoatLord said:A "Thy Flesh Consumed" intermission screen would be cool as fuck too It exists. 0 Quote Share this post Link to post
Avoozl Posted January 31, 2014 But it looks like a photo of a real life autumn field with trees along with pixel art tacked on, it looks kind of odd. 0 Quote Share this post Link to post
Gez Posted January 31, 2014 The official intermission screens are the same odd mix of pixel art and touched up photos. Especially Hell. 0 Quote Share this post Link to post
_bruce_ Posted January 31, 2014 The custom made intermission screen looks extremely good regarding that it's user made content. Slightly too blurry - nonetheless I'm impressed. 0 Quote Share this post Link to post
Guest Unregistered account Posted January 31, 2014 I'd just expect an official Thy Flesh Consumed intermission map would just be an alternative hell style level. As far as I can tell, the whole of episode 4 is just more hell levels. 0 Quote Share this post Link to post
joe-ilya Posted January 31, 2014 Hurricyclone said:A lot of you forum regulars are becoming senior members so fast it's starting to scare me. I don't really post that often myself. Dude, It was a year ago since I signed in, why not? 0 Quote Share this post Link to post
Avoozl Posted January 31, 2014 Joe667 said:I'd just expect an official Thy Flesh Consumed intermission map would just be an alternative hell style level. As far as I can tell, the whole of episode 4 is just more hell levels. Perhaps the Thy maps represent an ancient part of hell that the demons stopped using for a time, and since Doom Guy fucked up their current hell the remaining demons who weren't killed nor sent to earth had no choice but to fall back there to try and stop him again. 0 Quote Share this post Link to post
axdoomer Posted February 1, 2014 I found this in E4M6, it was the first time I played deathmatch in this map. 0 Quote Share this post Link to post
mrthejoshmon Posted February 1, 2014 Arachnotrons beat barrons at infighting. 0 Quote Share this post Link to post
4shockblast Posted February 1, 2014 mrthejoshmon said:Arachnotrons beat barrons at infighting. Made a quick test level. If the baron can't come close to the arachnotron that the arachnotron usually wins (regardless of who starts the infight). If both move around freely, though, the baron wins (also regardless of who starts the infight). Didn't do very extensive testing, though. 0 Quote Share this post Link to post
LigH Posted February 1, 2014 This avatar of 4shockblast ... is it a ... DOGEFISH?! :o 0 Quote Share this post Link to post
Fernito Posted February 1, 2014 Avoozl said:Perhaps the Thy maps represent an ancient part of hell that the demons stopped using for a time, and since Doom Guy fucked up their current hell the remaining demons who weren't killed nor sent to earth had no choice but to fall back there to try and stop him again. Well, for me TFC takes place on earth, as the orange sky is the same we can see in the ending screen after beating the Spiderdemon. 0 Quote Share this post Link to post
4shockblast Posted February 1, 2014 LigH said:This avatar of 4shockblast ... is it a ... DOGEFISH?! :o Yeah, the latest fish thread inspired some creativity in me. 0 Quote Share this post Link to post
joe-ilya Posted February 1, 2014 There's ICKWALL7 but there's no ICKWALL6, I found it by looking at the ICKWALL collection while I was texturing MAP11 of DOOM0. 0 Quote Share this post Link to post
The_MártonJános Posted February 2, 2014 LigH said:This avatar of 4shockblast ... is it a ... DOGEFISH?! :o Sorry for playing it, but I can't resist... :D Spoiler wow so fish much flippers very swimming such gill do like #fishe 0 Quote Share this post Link to post
TwinBeast Posted February 3, 2014 Doom64 Lost Souls explode (like Rockets) when shot from the Pain Elemental, but can't move. No wonder I get a lot of damage when I hide behind a thin wall when the Pain Elemental dies. Now I finally know why. 0 Quote Share this post Link to post
Fellowzdoomer Posted February 3, 2014 The cyberdemon and spidermastermind broke the first law or robotics. 0 Quote Share this post Link to post
LigH Posted February 3, 2014 No. They are cyborgs, not robots. They have biological brains, able to make decisions. The wrong decisions... ;) 0 Quote Share this post Link to post
Shadow Hog Posted February 4, 2014 Recompiling ZDoom to run at 1000Hz leads to some interesting results. 0 Quote Share this post Link to post
Maes Posted February 5, 2014 Shadow Hog said:Recompiling ZDoom to run at 1000Hz leads to some interesting results. Any details on what exactly was changed? I once tried to recompile Mocha Doom to run at "just" 70 Hz, but took care to alter e.g. projectyle speeds, player movement, distance checking etc. to take the doubled TICRATE into account. The result? Gameplay was indeed smoother, yet different than what you get from an "uncapped fps" source port. There also were noticeable problems with wallrunning/collision checking, and it was very easy getting stuck in the walls, like you can see in the vid. Also, whoever did the recompiling obviously took care of Doomguy's movement, but not the monsters', and I think I can understand why: at least in my attempts I defined the speedup in terms of a TICRATE multiplier, so for 70 Hz, all movement distances/speeds would be halved and all delays would be doubled. Of course, this stumbles into a problem if movements go below 1 integer map unit, unless you hack the code in several places to allow you to define fractional movement amounts, so monsters and other stuff can only get so slow. 0 Quote Share this post Link to post
Gez Posted February 5, 2014 Quite evidently, what was not changed includes how gravity is applied every tic. 1000Hz Doomguy jumps like a neutronium balloon. 0 Quote Share this post Link to post
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