TheWolfman00001 Posted July 23, 2019 (edited) 2 minutes ago, Urthar said: Here you go: MGUN.zip (It doesn't work in ChocolateDoom, but it tested fine in CrispyDoom and ZDoom, so I guess it should be ok.) Oh my god man, you are a lifesaver. Thank you so much! :D I can't wait to play with this beauty Edited July 23, 2019 by TheWolfman00001 0 Quote Share this post Link to post
Bridget Posted December 17, 2019 Hey, I'm excited for the new episode you're working on. I played a few levels and wanted to let you know that it was some of the most well-balanced, white-knuckle action I've had in a while. I only died once on the first map but was able to single-life most of it on UV. That trap with the shambler and the hordes of imps and zombies on map03 is brutal. I'm picky when it comes to WADs on UV because I like to feel like I could have survived the encounter my first try if I was desperate and instinctive enough. The fact that I didn't die several levels in but had so many close calls makes this a new favorite that scared the shit out of me. 3 Quote Share this post Link to post
NaturalTvventy Posted December 18, 2019 I played this a while back, but just revisited it and am loving it. Non-linear gameplay, beautiful aesthetics, enjoyable combat with lots of clever surprises, great use of DOOM and BOOM tricks which demonstrate an expansive knowledge of engine... and I'm only on the third level. Amazing work. Professional grade stuff here. 4 Quote Share this post Link to post
Jawohlf Posted January 2, 2020 I just gave the QCDE version a quick look, and it feels amazing. Really captures the Quake vibe, and I love how it feels like an alternate version of the original game. Just one question, though: can the QCDE version use the HUD from the Truecolor version? 0 Quote Share this post Link to post
Urthar Posted January 2, 2020 28 minutes ago, Jawohlf said: Just one question, though: can the QCDE version use the HUD from the Truecolor version? Not really, QCDE has it's own ammo and weapon types, along with other mechanisms that pretty require having it's own custom HUD. Thanks for giving it a go, the QCDE version required me to translate Doom encounters into the Quake bestiary, which often had mixed results. I came to the conclusion that if I ever made an actual Quake mapset, I'd want to create a custom Imp type of monster. 0 Quote Share this post Link to post
Lingyan203 Posted June 23, 2020 (edited) Will this ever be uploaded to /idgames? If I'm bumping, I'm truly sorry. Edited June 23, 2020 by Lingyan203 0 Quote Share this post Link to post
RottingZombie Posted August 31, 2020 Is this a known error? Texture missing on this lift. GZDoom 4.4.2 0 Quote Share this post Link to post
RottingZombie Posted March 7, 2021 I just started playing through this again, and now it dawns on me that those textures I posted about above are probably intentional? If so I feel like an idiot :D. Looks good at a distance as a light. Up close it reminds me of a missing texture image for some reason. 1 Quote Share this post Link to post
Urthar Posted March 7, 2021 A lot of Quake texture have various dithering effects. I guess because even software Quake had mipmapping so it never created any rendering artifacts. But yeah if you're stood right next to that particular light texure it can look like the default missing texture in GZDoom. 0 Quote Share this post Link to post
Dr.Ferret Posted March 26, 2021 Hey, I was wondering, is it possible to make an addon where you replace all the doom sprites with quake sprites? I use quakers doom with this mod and I think it would be even cooler if you changed the sprites so it can be doom if it was made in 1994 0 Quote Share this post Link to post
JXC Posted February 21, 2022 We need an MBF21 version of this WAD! 0 Quote Share this post Link to post
Average Posted May 7, 2022 Apologies for the bump but DotB doesn't work for me when using Woof! The game loads but when I start a new game it crashes with this error: "I_SignalHandler: Exit on Signal 11" I haven't had any issues with other sourceports so I thought I should share in case someone has a workaround. 0 Quote Share this post Link to post
NightFright Posted May 7, 2022 (edited) You should post this in the Woof thread, ideally with a demo and savegame that goes along with it. I had an error like this in another pwad and the issue originated from the port. But if you say it already bugs out when starting a game, you can skip the demo and savegame part... Edited May 7, 2022 by NightFright 1 Quote Share this post Link to post
Average Posted May 7, 2022 Thanks for the info. I wasn't sure if it was a DotB quirk or a Woof! issue. I'll make a copypasta post in the Woof! thread. 0 Quote Share this post Link to post
tmustaine Posted February 10, 2023 (edited) This is one of the most excellent sets of DOOM maps I've played in YEARS. Extremely well done. So many wonderful tricks and techniques to integrate Quake'isms into a set of wonderfully designed DOOM maps. I giggled like a child when the Shamber first appeared. Many thanks for giving this gift to all of us! Edited February 10, 2023 by tmustaine 27 Quote Share this post Link to post
Catpho Posted February 10, 2023 ... Is that actually Tom Mustaine??? 4 Quote Share this post Link to post
tmustaine Posted February 10, 2023 4 hours ago, Catpho said: ... Is that actually Tom Mustaine??? Um, yup! Hi! 8 Quote Share this post Link to post
roadworx Posted February 11, 2023 ... welp, time to replay perdition's gate 1 Quote Share this post Link to post
DoomGappy Posted October 15, 2023 (edited) Hey, I've been playing this and I found a very small texturing error in map03. I don't even know if the wad is maintained or if it's worth reporting, but the back side textures on the beginning of the map are flipped in one side. It's a very minor thing, but still And here is me playing map 01: Which caused me to rant about how Doom is the best game ever here: Edited October 15, 2023 by jo2ukegappy 0 Quote Share this post Link to post
june gloom Posted November 10, 2023 (edited) I actually want to report that the QCDE version does not work on the new version (3.0 beta) of QCDE. It seems to work on 2.7 but I didn't test it further than making sure it ran. Related, would the True-Color version work with Quake1Stuff? Edited November 10, 2023 by june gloom 0 Quote Share this post Link to post
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