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Showing content with the highest reputation on 10/30/23 in all areas
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Escape [Boom]
76shombones and 17 others reacted to Plut for a topic
One short Boom-compatible (complevel 9) underground prison map requiring OTEX. Initially intended as MAP01 of a 4-map wad inspired by Unreal (1998), but I dropped it because I didn't enjoy working with the techbase aesthetic. Difficulty settings are not implemented. There's also the beginnings of MAP02 if you want to see it. Download18 points -
TAS (tool-assisted) demos: part 2
megasphere308 and 11 others reacted to ZeroMaster010 for a topic
doom2 map09 uv-speed in 25.77 yt: https://youtu.be/GbTDjVXDWro lv09x025.zip12 points -
Old Teaser Video On Youtube (screenshots below) Download maps only https://www.dropbox.com/scl/fi/mqtf19ge18a8w8lxv3qum/DEMSOLMapsV1.wad?rlkey=sip7fuzpqze9jpeerdjccggym&dl=0 Download Full mod pack, gzdoom, textures, maps etc ready to go (just add your Hexen.Wad file into the iWADS folder and run the batch file) https://www.dropbox.com/scl/fi/e6wmh3wldbsw14hp3hzho/GZHexenDemonsSoulsMaps.zip?rlkey=yl6fomcac0etg2obfdiwyh8g5&dl=0 Also try it with Wrath of Cronos, Hexarcana, Brutal Hexen RPG etc UDMF for Hexen I've only tried it in ZDoom so far, but it probably will work with most source ports, I don't do anything that's not native to Ultimate Doom Builder. Update Well it's been nearly two months since I first started working on this - I've come to the realization that this might take me a while, so I will start releasing updates each time a map is made. But there is about an hour's worth of gameplay now in just these 5 maps depending on which mods you like to you use. Having said that, if anyone out there is inspired to contribute to this project by all means don't let me hog it all - there's another 5 episodes that need to be mapped, it might be a fun community project! Progress: Nexus - 90% World 0-1 Tutorial area 1 - Fully Playable beta World 0-2 Tutorial area 2 - Fully Playable beta World 0-3 Tutorial area 3 - Fully Playable beta World 1-1 Gates of Boletaria - Fully Playable beta World 1-2 The Lord's Path - Fully Playable beta Wolrd 1-3 Inner Ward 0% Wolrd 1-4 The King's Tower 0% Credits Also special thanks to ChubzDoomer, Bridgeburner on youtube, and all of the folks on the forums here for making tutorials and answering my noob questions about mapping. This is my first ever set of maps for anything Doom related, although I have created some stuff in Unity, Half-life and original Quake in the over the last 30 years or so. Ultimate Doom Builder is simply amazing. It took me about a week or two to get my head around it and get a good workflow going but it is really designed for maximum output once you get going! I never feel like I'm fighting the editor, I'm just creating, so thank you everyone who is involved in that project!11 points
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[NOW ON /IDGAMES/] TNT Goes Boom! - 32 Map Vanilla TNT Evilution Replacement
Valboom and 8 others reacted to The_SloVinator for a topic
https://www.doomworld.com/idgames/levels/doom2/megawads/tntgb Idgames version is out!9 points -
dsda-doom v0.27.1 [split - zoom removal / endoom again]
Classic SSG Enjoyer and 7 others reacted to Andrea Rovenski for a topic
I personally like playing with the screen small sometimes because it reminds me of how i played as a kid. I dont really care about it being removed, though, and I think dsda-doom is pretty rad and I'd love to offer my endless gratitude for kraflab and co. for their work on the port. I think a dsda-doom-like port more for non-runners is something someone should take up, though, because there's an obvious gap in the market as these threads seem to demonstrate. (not it) DSDA-Doom is so good. I wish we had it when I was a kid!8 points -
NaNoWADMo 2023 - The month-long mapping challenge!
knifeworld and 7 others reacted to Maribo for a topic
Never explicitly signed up in the thread but ended up impulsively making some maps anyway:8 points -
What if the beta, hitscan arachnotrons were the ones in the final game?
Doomkid and 6 others reacted to baja blast rd. for a topic
Some mapsets have used hitscanning spiders. Purely in gameplay terms, they don't feel especially remarkable as enemies (Rowdy Rudy 2's tiny spider mastermind is hilarious though). In real maps, they tend to be less dangerous than chaingunners because they eat up a lot of space, are worse at sneaking up on you, aren't that mobile, get hung up on infighting (which is a lot more relevant than with the usual fragile hitscanners), etc. One chaingunning spider would be more dangerous than one chaingunner, but the relevant comparison is more a few to several chaingunners to one chaingun spider, since the chaingunners are more fragile and can be used more frequently. There are even many situations where a single chaingunner might amount to more danger than a chaingun spider, like if you have a chaingunner roaming around that catches you by surprise. thiccyosh described them as 'clunky chaingunners' which feels right. Their clunkiness makes it harder for them to be 'obnoxiously' dangerous unless an area has literally no cover or hiding. You can design dangerous setups around them, but that takes more effort so unlike with chaingunners they are less often accidentally overbearing.7 points -
I'm glad people are enjoying this. I did some testing for UV. It was a real pleasure to see how Tango goes about his creative work, very inspiring, esp. considering when I played Paradise yrs ago I remember thinking 'it can't get better than this'. It did! I am enjoying watching videos of runthroughs as well to see how people dealt with the encounters and adventuring with what is very familiar ground to me now. Some of the best stuff I've played this year and as a supercharge superfan, definitely *the* set to play if you're new to it.7 points
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Alcazar [6 Halloween Boom Maps]
Paul814 and 5 others reacted to General Roasterock for a topic
Alcázar is a collection of six Halloween-themed, Boom-compatible maps by @Ravendesk, @Jizzwardo, and myself, inspired by the Wormwood series. The maps range in style from tight combat challenges to medium-sized slaughter, intended as a love letter to a delightfully eccentric series of WADs. Map list: Additional Credits: Screenshots: _______________ Download: idgames _______________6 points -
dsda-doom v0.27.5 [2023-12-03]
DuckReconMajor and 5 others reacted to dsda-dev for a topic
Updated to v0.27.2 (same link in first post) - Added dsdademo header if using mapinfo in legacy formats (important for future compatibility if anyone ends up doing this) - Fixed -dsdademo desync6 points -
Miscellaneous demos (part 5)
Searcher and 5 others reacted to trashgarbage for a topic
Sorry about that, I forgot to put the txt in the zip. cl7-41994.zip6 points -
Garden of Plagues by Sneezy McGlassFace This is cool. The background MIDI and the everpresent green slime and feeling of being in the dour bowels of some ruins do contribute a lot to an oppressive atmosphere. One of the map's strongest qualities in this respect is the feeling of 'tiered-ness' to the way the various areas are oriented relative to one another. In the knotted pretzel-like layout, with the way one slime chamber pours into another the map kinda feels like this endless procession of descents to the bottom of something, and like it can keep going. Screenshots naturally undersell the map's appeal then. Action is rooted in modern 'tactical setpiece slaughter', but it does have a certain looseness to it that might be appealing if you don't want that type of gameplay to feel overly choreographed. Sneezy is more than willing to use more extensive, complex spaces that make it basically impossible for fights to feel too scripted, with chaotic enemy placement rather than more cleanly delineated armies of species. Save one traditional rev hallway, the larger fights feel more like they're dumping in clumps of fun enemies for the weapon you have -- and at that, they do a good job of being made of satisfying-feeling compositions. There's even a sense of looseness to the nonlinearity. I once ended up taking the route to the rev hallway fight without the rocket launcher, which... yeah, reload save. There's a lot of vicious little tiny fights too, going up a lift and fighting three revenants in a tight box, or having to deal with viles in areas with unstable, precarious cover, which is the sort of one-vile fight I often like -- you have to figure out where in the room to hide rather than using the obvious pillar. These little battles suit the emptier, quiet spaces well, imbue them with a much greater sense of danger. You can definitely see the Mucus Flow inspiration in the resource cache rooms, a few reviving turrets, the tech-hallway stretch, and the slime, but the inspiration overall is light outside of some more apparent notes. Much of the map is dominated by green slime, but there are also two other liquids -- brown slime and hurt floor blood. And it's neat how these have different personality types where they are introduced. Green is sort of the status quo. A shift to brown later on indicates sheer treachery, and then blood is home to the action climax of the map. Getting an idea from that, which is using different liquid types during different moods of the map, like water might be healing/safety, green slime (I don't feel right calling it 'nukage' in maps like this) might be sparse, resource-starved combat, black slime might be puzzly exploration and mystery, lava might be guns-blazing action. Or whatever. Matching theme to gameplay style is one of those big ideas I find interesting.6 points
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Surprise, I felt like playing some wads. This runs from now until 12/31. If you join in, play these in basically any order you feel like it. There's no 'one map a day' rule; there's 33 maps though so you can do that. Garden of Plagues by Sneezy McGlassFace One Mucus-Flow inspired Boom map. Sigma by Didy One adventure-centered Boom map. Night on Doom Mountain by Cannonball One long, difficult Boom map. The Settlements by dashlet Three Boom maps that explore surreal environments. Glaive 3 by EANB Ten short, action-focused limit-removing maps. Fucking Hostile Psychoholic Slosh by Peter Schiecke Six fucking hostile psychocolic slosh vanilla maps. Jaded by lunchlunch Three challenging MBF21 maps (one long map and two short bookending maps). Gravity by Eternal Two scenic maps for strong limit-removing ports. Hundreds and Thousands by finnks13 Six short Boom reality maps (take any damage, you die). And finally... Bonus by unknown ??? Revealed at a later date Bonus by unknown ??? Revealed at a later date Thank you to the lovely person who gave me suggestions for some of these. They insisted that I pick one of my maps so one of them will be a later bonus. Both bonuses will be short ones.5 points
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Ultimate Doom demos [-complevel 3]
Searcher and 4 others reacted to 4shockblast for a topic
E2M8 co-op 2P Tyson in 1:34 (player 1: me, player 2: @GarrettChan). https://www.youtube.com/watch?v=-bODpSYXJ5I t2m8c134.zip5 points -
The DWmegawad Club plays: Sign of Torment
LadyMistDragon and 4 others reacted to Pechudin for a topic
MAP30: In the End So, I think most people expected this but yes Johnny, you were, in fact, the Demons. A bit underwhelming but I think the story was not really the strong suit of the WAD (at least the explicit part of it). The closing words were somewhat tainted by the inappropriate usage of "fucking" - not because I think the word is not to be used in a Doom WAD, but because it just did not feel like it fit. But yeah, it seems that this entire ordeal was a sort of training for the Entity (or whoever they are) to turn the protagonist into a sort of an Avatar of Destruction. Perhaps they saw something in the prisoner, some quality and decided to test them. World ends I guess? The WAD as a whole So, a replay of SoT somewhat lessened my initial thoughts of it, but I still think it's a worthwile play. When I tested it what drew me in was the unorthodxy of it, and also the technical stuff - as a mapper this greatly interested me. This is a wad of extremes - great dedication to the theme (sometimes to the WAD''s detriment I'd say), impressive trickery and combat that has high highs and dreadful lows (that 64-unit maze in MAP15, I think, was ugh). In the age of the highly polished stuff this willingness to experiment was something admirable I'd say. The strongest part of the WAD was the middle bit I'd say. Kain hit his stride with ligh-on-the-eyes color scheme, dreamy MIDIs, more engaging combat (MAP32 being my absolute favourite) and bigger handle on the Boom tricks. The final episode is better than the first one but the doom-and-gloom wears off quite quickly for me. The main culprit here is the music. Don't get me wrong - I love me some slow, creeping horror but the horror needs light spots lest it becomes background noise. The aesthetics are very weird. Mostly it's either boxes or organic amoeba-like shapes. Very rough at the edges - angular, spiky. Unfriendly to modern combat, you will snag on them and eat a Cyber rocket. The hostility of the spaces can work in the atmosphere's favour though, and at other times is infuriating. On the usage of Boom features, I will voice some dissent here: This supposes that the tricks are supposed to be "flavour", and should be in service of regular Doom stuff (combat etc.). While that is a valid (and probably a view that even I would subscribe to), I think that that's not what Kain was going for. Tricks are in large part the point (but perhaps I am reading it wrong here and you don't disagree with that - just that you think it was not a good decision). So yeah - SoT. If you like weird stuff or want to see some Boom trickery, like sporadically great atmosphere and are willing to forgive some rough edges, this is a good one to try. If you liked A.L.T. then this should be up your alley.5 points -
Little more than a month left for the submission deadline, a good time to remind anyone who hasn't gotten their submission in. @Andrea Rovenski @Death Bear @Anarkzie @gabirupee @Omniarch @MFG38 @stupid (tsocheff) @spineapple tea @dististik @Monsieur E @Bobby "J @4shockblast @tonytheparrot @Azure_Horror @Heretic926 Oh yeah, and Happy Halloween!5 points
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[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2
mr-around and 4 others reacted to Walter confetti for a topic
Send the map with fixes on small issues found by DankMetal and Johnny on Google Drive, works good on DSDA-doom 0.26.0, supposedly should work good with other source ports that allows UMAPINFO. https://drive.google.com/file/d/1SVgQM0eSWyy-7IJfU6P9paM_o53XgdpB/view?usp=drive_link - UMAPINFO lump (thanks to the UMAPINFO maker by @JadingTsunami) added with baron special tag, lowering bars to the next arena after you kill all barons in the Dis arena - Made a elevator pillar where the teleportation landing pad of Icon of Sin battle is, making a two type of battle fights over the switch hunt one - Removed some extra switches in the switch hunt part Also, what do you think of this? Is a mashup of doom 2 and Episode 4 INTERPIC sceens did in Paint: Is it any good?5 points -
Felt like playing a reality mapset since I haven't done that in a while. Hundreds and Thousands map01 "Morsel" Good aesthetics here, a familiar meso + highlight color combination that feels like a 2016-era Ribbiks B-side (compliment). This sort of hubspoke layout with areas branching out of a central point is old hat but saturating that inner chamber in darkness does so well to give the pattern a fresh coat of paint. The circular blue laser ring over the mancubus is also a simple effect that adds a lot of spice. So this is a gentle intro to reality maps. Since all it takes is one hit for you to die, this has the curious effect of making zombiemen a genuinely frightening enemy, not because it's likely for you to get killed but because it's so possible, which in turn has you respecting cover on the other side of them, leaving you more vulnerable to the projectiles enemies on the other side. This map also showcases one unique role of melee enemies in reality-style maps, which is that since avoiding danger becomes so much more crucial to do well, even slight interference or attention-splitting in the form of ordinarily harmless pinkies becomes more dangerous than usual. You can't really ignore a single monster in these. Also wow that mastermind has a lot of marine kills. Were they all just charging it without using cover? Silly marines. Speaking of comedy, I love this god mode version of the player face. A short/easy enough map even with 1 health to do a fast-paced demo so I'll do that, but probably not for others.5 points
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Nonviolent Doom Wads
Lizardcommando and 4 others reacted to Bank for a topic
My wad ARLINGTON is a nonviolent adventure game, I’m also really interested in exploring this concept in a game built around killing things.5 points -
I can't wait for the Dsda-doom v0.27.1 Expanded Universe, featuring over 50 threads for dedicated fans of the Dsda-doom v0.27.1 Lore.4 points
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dsda-doom v0.27.5 [2023-12-03]
El Juancho and 3 others reacted to dsda-dev for a topic
I wonder why some are having problems with opengl. There's no difference in this version compared to the last.4 points -
dsda-doom v0.27.1 [split - zoom removal / endoom again]
Classic SSG Enjoyer and 3 others reacted to Maribo for a topic
I will remove the "panic" from the split title but I'm highlighting why I labeled it as such here, it's just a slippery slope argument. I apologize that it comes off as disingenuous, perhaps I am a bit jaded from the routines of "DSDA-Doom release -> split out noise from main thread" and "DSDA rules discussion -> split out noise from people who don't even run the game or use the port".4 points -
dsda-doom v0.27.1 [split - zoom removal / endoom again]
Julia Nechaevskaya and 3 others reacted to jval for a topic
DelphiDoom also renders the ENDOOM screen in the game window, with raster font, with a few dozen lines of code. (repo) Perhaps someone can convert it to C, and use it. Done:4 points -
Absolutely loved this one all the way through, thanks for making this!4 points
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I CANT GIVE YOU ANY THING demos [-complevel 21]
Andrea Rovenski and 3 others reacted to Bredd for a topic
Let's do one more: Map33 UV-Max in 8:12 icgya33m812.zip4 points -
I CANT GIVE YOU ANY THING demos [-complevel 21]
Andrea Rovenski and 3 others reacted to Bredd for a topic
Map34 UV-Max in 4:56 icgya34m456.zip aa284 points -
Miscellaneous demos (part 5)
Kam Tovalski and 3 others reacted to Bredd for a topic
Chocolate Cherry Cookie UV-Max in 16:47 chch01m1647.zip4 points -
[COMMUNITY PROJECT] (MUSICIANS NEEDED) Amalgoom, Combining Doom 1 and 2
The Royal We and 3 others reacted to SpaceCat_2001 for a topic
4 points -
Map17 UV-Max in 12:15.63 nosp317m1215.zip4 points
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What if the beta, hitscan arachnotrons were the ones in the final game?
Doomkid and 3 others reacted to volleyvalley for a topic
It would've been a much more tankier and more obnoxious Chaingunner.4 points -
Yep, PBeGood4 added endoom support directly in the official launcher. You don't even need to change the port settings directly as the launcher handles it. Messing with the terminal or batch files is something for advanced users who like to tinker or customize things. E.g., I like that endoom now shows up in my terminal using my own font setup. If someone doesn't like to tinker and also doesn't want to use the launcher, then endoom doesn't exist for them.4 points
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If you're that curious about the contents of Rootpain, Xaser did a video on it that you can find here (Jesus shit, ten actual factual years ago). The wad itself is likely floating around somewhere, but I'd agree with the general consensus that it isn't really worth downloading: the creep factor is offset by the tastelessness of the whole affair and what gameplay exists is really not all that compelling. I remember hearing rumors that the entirety of Rootpain was included in one of the author's later works, but I have not verified this claim myself.4 points
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Share Your Sprites!
Gothic and 3 others reacted to DoomAttila for a topic
4 points -
Question to mods.
Guff dotD and 3 others reacted to Lila Feuer for a topic
It was something of a "purge." I believe it applied to those who were already on thin ice and weren't planning on getting any better / improving their behavior. A zero tolerance policy's been more or less in effect since, which sounds scary but in actuality it just means blatantly toxic and unproductive shit won't survive long enough to see midday before being expunged.4 points -
dsda-doom v0.27.1 [split - zoom removal / endoom again]
Legatron17 and 3 others reacted to Arsinikk for a topic
Use dsda-doom.bat instead of dsda-doom.exe in the Doom Launcher and it will work. You can increase console window size and change font. Right click console window title bar->Properties. I think you are missing the point I'm trying to make. My point isn't necessarily that it's impossible to get something to work the way I'd want. Nor is it that I wanted you to troubleshoot an issue I'm having. The point is that for a person to get the ENDOOM to work in a reasonable way, it requires jumping through a bunch of hoops to get there. Why not just make it easier for the user? Trust me, I can work my way through complex stuff such as setting up VULD with a specific configuration to use DOOM32.EXE and a specific version of DEHACKED with [PARS], all while running DOSBOX with a specific config. I regularly fiddle with the Windows Registry to get certain parts of Windows to do what I want. I even have no problem compiling source code for specific doom ports for testing and troubleshooting. I even code my own infopacks my some of my WADs. I know how to do complicated software tweaking. My problem is that most people do not. Are you going to tell every single person who wants to use the ENDOOM screen in DSDA Doom to create a BAT file with specific arguments to get it to stay? Many casual Doom players may not even know what BAT files are. That is my point, as many users that try and use the ENDOOM option are just going to say that it disappears and just never bother fix it and turn it off. Maybe I would agree with your point if it was a parameter like -file or -complevel, but I think BATs and console arguments are a bit much for many modern users, especially nowadays. For someone who uses DOS or Linux, maybe, but not for many Windows users. I'd just like to clarify that this is not a heated statement, I'm just trying to clarify, in detail, what I meant when I said DSDA Doom's ENDOOM support was poor. It is through the eyes of a casual player that just wants to play using a somewhat accurate sourceport and wants to have the ENDOOM screen shown on close. (Before you say "oh just use Woof", I'm not a particular fan of how the rendering works in Woof or Nugget Doom. There's something about how DSDA Doom renders high-resolution that is unmatched in demo-compatible sourceports imo).4 points -
Endless Random /idgames WAD Adventures #070
LadyMistDragon and 3 others reacted to Sena for a topic
Imps on a Train by Sinnesloeschen (2023) You never know what you're going to get on the archive, and a Snakes on a Plane parody made in the current year is something I never would have expected. Beyond its title, it is more of a regular train level than a comprehensive parody a la that one Monty Python level from decades ago. The HUD looks a bit different as I had to run it via GZDoom, as LZ seemed to give me a single-digit framerate, but regardless, this is a good level. It particularly differs from Blood's interpretation of a train level by removing any sense of realistic architecture, which is to its benefit. It's got a lot of upstairs areas and side diversions, but it neither feels convoluted or random, nor overly repetitive and linear as some train levels manage to be. Although remarkably grey, it is a good level, one that has a good grasp on length for each particular section, not allowing any of its areas to grow tiresome, while also incorporating a decent difficulty curve. 7/10.4 points -
NaNoWADMo 2023 - The month-long mapping challenge!
Cacodemon187 and 3 others reacted to Scypek2 for a topic
Moon Hill in Doom 1! Close enough. Believe it or not, somehow there's only 30 visplanes in this whole screenshot. A different time-sensitive project took up my attention the last couple of days, so I don't know if I'll finish the episode this month after all. But I'll certainly get real close!4 points -
dsda-doom v0.27.5 [2023-12-03]
Argent Agent and 3 others reacted to dsda-dev for a topic
Updated to v0.27.1 (same link in first post) - Restored opl player - Upgraded to opl3 emulation (rfomin) - You can switch back to opl2 with config option mus_opl_opl3mode - Fixed crash related to opengl colormap management - Unfortunately, this reverted the fix for boom colormap + invuln in opengl4 points -
Rootpain
Bochnik Chleba and 3 others reacted to Li'l devil for a topic
That's right. This is one of the FORBIDDEN wads. Just asking about it already arises suspicion about you and puts you on moderator's watchlist. Spreading links to this wad warrants a ban in pretty much any Doom community. If I were you, I'd pretend I don't know about this wad's existence and never speak about it EVER again!4 points -
Endless Random /idgames WAD Adventures #071
Moustachio and 2 others reacted to ICID for a topic
(logo by @4MaTC) ICID, what the hell is this now? Endless Random /idgames WAD Adventures is a small project of exploration, interaction, entertainment and reviews where we meet once every two weeks to select random WADs in search of hidden treasures, lost promises, or our worst nightmares! We use the /idgames archive’s special feature that lets us search for random files. Of course, sometimes the results are resources or unplayable stuff, so we focus on looking for WADs. So, what do we do here? Play at least one random WAD in a two-week period of time. WADs are selected using the Random File feature on /idgames or from the list below. Post a review of whatever you play. Always provide the name of the WAD, the name of the author, and a link to the file. Play however you want, on any skill level, and with any source port, as long as you play the WAD as intended/in working shape. Be respectful. It's okay to criticize a map, but remember that many mappers read these review threads and behave accordingly. Also, please don't tag mappers into a negative review of their work. What kind of WADs are we looking for? Any file on /idgames is fair game, but most of us choose to stick to singleplayer Doom or Heretic WADs that work in our sourceport(s) of choice. If you're worried about finding Terrywads or broken files, I also pull at least five random WADs for the event. Feel free to play them with me if you wish, or look for your own! The point of the event is to encourage you to explore this vast, random world. Recommendations for reviewing: Endless Random /idgames WAD Adventures of this event: Lava Of Demons And Men DOOM IN GRACELAND - Hunka, Hunka Burnin' Love Dwarf Town Go off with a BOOM Join the Doom Master Wadazine community for more events like this! » https://discord.gg/Q2RKn4J And check the Doom wiki for the full list of past adventures.3 points -
Speaking of museums in the Doom engine, there's also this recreation of the National Videogame Museum as a Doom map:3 points
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I CANT GIVE YOU ANY THING demos [-complevel 21]
Andrea Rovenski and 2 others reacted to Bredd for a topic
Map35 UV-Max in 7:18 icgya35m718.zip3 points -
3 points
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In my Deadliest Demolition, I replaced arachnotrons with zombie tanks, which are pretty large and have plenty of health, but they're fast, their hitbox is actually only the size of a cacodemon, and they have zero pain chance, much like the boss enemies from Wolf3D. They're still easily dealt with using rockets or same-species infighting, but they're considerably scarier to deal with than a simple wide high-HP chaingunner would be. My favorite thing about RR2's spider chaingunners is how much more satisfying it feels to obtain a chaingun this way. We need more mods with enemies who drop their weapons.3 points
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Doom 2 In Song Only -[SUBMISSIONS CLOSED] A Community Experiment Megawad
buzter555555 and 2 others reacted to Antiquated for a topic
Just wanted to mention that I have started on my map, I'd say it's about 1-1.5/5 finished gameplay wise, although I'll do aesthetics after.3 points -
I'm probably going to do my massive menu overhaul for 0.28, so this kind of feature will be something I look into.3 points
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dsda-doom v0.27.1 [split - zoom removal / endoom again]
ChopBlock223 and 2 others reacted to Professor Hastig for a topic
Why is that a problem? You can do it like GZDoom which just renders ENDOOM into the game window, waiting for a keypress, and that works on all supported OSs and can of course be disabled in case the users don't like it.3 points -
[NOW ON /IDGAMES/] TNT Goes Boom! - 32 Map Vanilla TNT Evilution Replacement
Searcher and 2 others reacted to The_SloVinator for a topic
A little update for those who follow this thread: TNT Goes Boom! files have been sent to idgames staff, I have received an email to which I replied in order to confirm the files are mine & now I'm waiting for it to appear on the 'latest' section on the idgames site.3 points -
Nonviolent Doom Wads
Major Arlene and 2 others reacted to Maribo for a topic
Jumpwad is Doom turned into a collect-a-thon platformer reminiscent of 3D Platformers and Tony Hawk's Pro Skater games. When monsters are (rarely) present, they are actually helpful rather than a detriment. Finely Crafted Fetish Film, despite the name, has some maps that are puzzle heavy and almost completely free of violence. Kill 'Em With Kindness // NewCity // Moving are all some form of walking simulator with no combat present.3 points