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Helion - C# (0.9.3.0 6/24 - Goodbye BSP tree rendering)
Firebert and 14 others reacted to hobomaster22 for a topic
Helion 0.9.2.7 A lot of new features. Most notably is the work I have done to support KDiKDiZD. The mikoportal voodoo closets are functional as well as the self-referencing 3D bridge tricks, which will work across all maps like Hell Revealed 2. Also specific for KDiKDiZD, is emulation for the mid texture tricks to make floors look like they are transparent. The complvl lump is read and will automatically apply all the compat options that make sense for Helion. This includes a new flag for vanilla movement physics that preserves velocity when hitting other things that is required for KDiKDiZD to function. Here is a video demonstrating KDiKDiZD functioning with the new rendering effects. This release also includes a very experimental flood fill all flats option. This is using the same method to emulate the mid texture features built for KDiKDiZD. It needs a a lot more work but is a very promising start to solving one of the biggest annoyances plaguing hardware rendering ports, sprite clipping.15 points -
Some open world area attempts.14 points
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[RC5] EVITERNITY II - RC5 Released!
SF - The Dark Warrior and 13 others reacted to Jimmy for a topic
Everyone needs to stop doing the "next one when" meme already.14 points -
Trying to Make Sense of Doom 2's Maps - An Interpretation
Darkcrafter07 and 12 others reacted to GermanPeter for a topic
This is a video I've been meaning to make for the longest time. In it, I tried to analyze and interpret Doom 2's levels, to see if I could figure out what they're meant to represent. There were many surprising things I discovered, especially in regards to how many "city" levels there really are, and that some of the less-eventful-looking stages are sometimes the most interesting. I'd really love to hear what you think and what your own interpretations of certain maps are. I took all of them at face value, including the two Wolfenstein levels and even things like the secret Romero head! Hope you enjoy :)13 points -
[Boom] The Esoteric Formula (idgames)
Armolitskiy and 9 others reacted to dashlet for a topic
The Esoteric Formula its a boom compatible mapset with 21 maps that focus on esoteric concepts/vignettes and hardcore gameplay. All of these maps are pretty short but they were designed to be a challenge to veteran players who seek hard content in doom. Ultra Violence its the intended experience, but some players may find it completely inaccessible due to some of the ingredients that the Esoteric Formula on UV contains. For this reason, i had implemented all difficulties in order to make these maps more accesible. On HMP and HNTR you will find that platforming sections are nerfed, almost all speedrunning tricks had been removed, and the combat in general its more fun than seeking to be pure challenge. There are also bonus maps on slots 33 and 34 that originally belonged to maps 03 and 04, but they were discarded due to their quality. All maps were tested using dsda-doom. These maps also support UMAPINFO and they were designed for pistol starts. Download (idgames): https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/eformula10 points -
The fuck does that have to do with me? EDIT: No, seriously, I'm perplexed why I'm tagged in this post9 points
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Ultimate Doom demos [-complevel 3]
WH-Wilou84 and 8 others reacted to kuckkuck for a topic
E1M7 UV-Max 2:11.29 E1M7m-211.zip9 points -
The DWmegawad Club plays: 10x10, Heartland, Sigil II
brick and 7 others reacted to DJVCardMaster for a topic
MAP08 - Cocoa Puffs Breath (100%K/97%I/100%S): Well, let me tell you in advance, I don't fancy that type of gameplay that much, talking about the last arena. It's a brown map, but still, an amazing texture work by LunchLunch considering he decided to make a map with a set of textures of only one color, and particularly an ugly one. The map gives you that "Old megawad" look at times, with all those corridors, rocky/brown landscapes, and because of some of the areas. Gameplay so far is the usual "10x10" gameplay up until the last fight, in fact, it was quite an easier map than previous ones. I have to say I was enjoying it, the fight against the hell knights at the U-shaped staircase (That I did first try!) was quite fun. The last battle was just the type of gameplay that I consider stupid: plain BFG slaughter. As I'm more of a "regular gameplay" enjoyer, I usually get overwhelmed in these kind of situations. Luckly, after several tries, and a lot of save-spamming, I found a way to tackle this area. It was a bit rage-inducing for me, but quite satisfactory after you beat it, to be honest. I should not say that "hopefully this is the hardest fight in the megawad", as LunchLunch will be surprising me in a bad way, and we are still not at the end of it, as there are two more maps left. This map was not for me, for sure, but it wasn't bad, I appreciate the looks of the final arena though. Order of Preference:8 points -
what are you working on? I wanna see your wads.
MarketAnarchy and 7 others reacted to Godzialox666 for a topic
I send here screenshots of the first gnome hunters map (wad developed by me and others about hunting gnomes)8 points -
Nope, it's not running on Notepad, it just generates an image which gets displayed in Notepad.8 points
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Happy Friday Lads, I have a new a wad to kick off the weekend. Inmost Post.wad is a single map in the BOOM format. Short and fast paced is the design tenant this map follows. It is not overwhelmingly difficult, but if you find it that way, this map has difficulty level scaling implemented. However, it has been designed for UV. This map will take you roughly 10-15 minutes to beat. Tested on PRboom+, GZDoom and Zandronum, without issue. MUSIC: Fear Factory - DKC OST by David Wise Screen Shots: If you find or encounter any bugs or issues (especially texture misalignments), let me know and I'll make an amendment immediately. Update changes: - More ammo - Texture fixes - BMG volume increased Inmost Post (Updated 11-02-2024).zip7 points
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what are you working on? I wanna see your wads.
Arbys550 and 6 others reacted to Treehouseminis for a topic
I took like 5days off mapping then I started again. Spooky green wood base.7 points -
MAP08: Cocoa Puffs Breath There's a lot of brown here, with the main theme being brick, stone and various natural textures. Cocoa Puffs Breath starts with a series of fights that range from forgettable to solid (the latter being an U-shaped staircase that throws a lot of hell knights at you, while arachnotrons and mancubi attack from the high ground; once again, infighting is the key to securing enough space to move around and fire rockets at crowds). I could do without the cyberdemon, he's rather awkward to take out, but that's the sole part of the map I consider to be bad. Then you reach a massive cave, with cells laying all around and only a handful of monsters patrolling the place. If you check the kill count regularly like I do, you should notice only 170 out of 1600 enemies are dead. What follows is the biggest fight in 10x10 yet, a gigantic massacre where you hold down the fire button and annihilate crowds of monsters with a BFG while avoiding projectiles of all sorts. What an awesome spectacle. After a minute or two, crowds of imps, flocks of cacodemons, revenant hordes and several cyberdemons were dead and I began eliminating the stragglers. I don't think it's an unreasonable fight, after a couple of attempts I completed it without a mid-fight save, more experienced players will find it manageable. To me, someone who doesn't usually play slaughter maps, it was an exciting setpiece and probably my single favourite scene of 10x10 so far.7 points
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HDoom funny etc. Most authors would probably be less than enthused about getting a direct notification, just to have the content be "I'm playing your WAD with a porn mod lol", and assuming this thread wasn't already completely substance-less, it would just be a reiteration of one of many past "cursed doom" threads, ie: rootpain, hdoom, columbine, moonman, etc.7 points
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7 points
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what are you working on? I wanna see your wads.
Arbys550 and 6 others reacted to Matt Eldrydge for a topic
Been a while since I posted anything here. Suffice to say I kinda get bored from focusing on any given map for too long, so here, a green place. Kinda trying to incorporate some Quake-y-ness into the design and flow where possible. Very WIP but I already have a good handle on what the aesthetic and vibe will be, likely easy slaughterlite-type stuff. Your brain tricks you into thinking the palette is different.7 points -
32 Icon of Sin maps, that'd be a hoot.6 points
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The DWmegawad Club plays: 10x10, Heartland, Sigil II
DJVCardMaster and 5 others reacted to RHhe82 for a topic
MAP08: Cocoa Puffs Breath. Played on DSDA v0.27.4, UV, PS. 1619/1619 K, 2/2 S, 102/113 I. Comp. time 28:38 Back in brown. The first part of the map is a breather after some of the previous maps. I released all the hordes for maximum infight, although I'm not convinced that was the right strategy. On the other hand, I was mostly dying to the chaingunners released somewhere. The entrance encounter to red skull key; the fight in the staircase with hell knights and arachnotrons was far harder for me. I feel I wasted the megasphere there. My strategy was desperately trying to thin the other hell knight crowd while at the same trying to position myself so that they would infight manc and arachnotrons. Then I'd to shotgun the switches in the hurt floor alcoves and eventually escape the arena while the monsters are still fighting. The chambers with imps, hell knights and archviles was easier, although amazingly I'd just get hit with high damage rolls over and over again. And then there is the cavern. I've gone back to displaying tallies on HUD all the time, but even without them it'd been clear that numbers-wise we have just begun. The ensuing chaos is immensely enjoyable. The architecture reminded me of Darkwave (which is a good thing), and I only wish there hadn't been initial long distance snipers pre-populated there - but that's a minor concern. Me likey.6 points -
The DWmegawad Club plays: 10x10, Heartland, Sigil II
DJVCardMaster and 5 others reacted to ReaperAA for a topic
MAP08: Cocoa Puffs Breath Looks like someone had quite a breakfast when naming this map lol. As the name might suggest, the map's textures are very brown to a point where Quake would blush. All of the textures/flats have shades of brown. Still, despite the monotone theme, the aesthetics are quite pleasing. The grandiose and combat is scaled back from the last map for the most part. The encounters feel more similar to the likes of Map03 or Map04. The fight with the cyberdemon, revenants, cacos and hell knights can be easily dealt with by immediately killing the closet revenants and then hide in their and lure cyberdemon rockets to hit the cacos and hell knights. The U-shape hell knight fight is pretty nasty, which is why I recommend to conserve as much plasma ammo from earlier as possible since it can come handy if you get surrounded. Another fight with hell knights involve 2 archviles in a center small room and some imps in a window. This fight can be dealt easily by immdiately killing the imps and the archviles with RL before starting dealing with HKs. Somewhat tricky fights, but nothing out of the ordinary. However, all of this said, if you have the stats on, you will notice that you have only killed 170-ish out of 1600+ enemies. Where are all of those enemies. In the big final room of course. Probably the single biggest (in terms of size and number of enemies) fight in the wad up to this point. You do get BFG, plenty of cells, rockets and also some megaspheres. Still, the number of enemies here can easily overwhelm you. While I don't have a concrete strategy for this fight, it isn't all too bad and I managed to beat the final fight without saves after like 2 or 3 attempts. Overall a much easier map than the last one and one that I can probably could've beat saveless, even if I am probably not gonna bother with that now.6 points -
DSDA-Doom v0.27.5 Category 1 Difficulty: UV Survival in 100:21 (1h40m21s) ie63_preacher_maribo.zip6 points
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Frantik DM 3: MAP17: 'Bunker Bash': The second level of my 'electricity' episode is done. The BFG requires you to do a tricky jump pad sequence to retrieve it. 18/32 maps finished. :)6 points
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Things about Doom you just found out
Chameeleoh and 4 others reacted to Individualised for a topic
5 points -
The DWIronman League dies to: 25 Years Of Doom 2
head_cannon and 4 others reacted to suzerduzer for a topic
Survived in 33:12, Category 1 DSDA v.27.5 hommage25_suzerduzer.zip I've never done one of these blind demo runs before and I quite like franckfrag's sets so I thought it would be a good time to join in. Pretty fun, I really liked the Courtyard themed map, one of my favorites from Doom II. Probably could have gone a bit faster but I didn't realize until re reading the thread that I didn't have to go for 100% kills lol.5 points -
First Published WAD: Arcane Hazard
DaRkWeZ and 3 others reacted to Mclaren3225 for a topic
Hello everyone. I got into Doom mapping again recently and cooked up 3 small, but finished maps. I thought it would be a shame to have them rot on my hard drive for eternity, so I decided to upload them here. I (personally) think that the maps got better and better, though I did revisit the earlier maps after finishing MAP03. Feel free to point out mistakes, I would love to get feedback! Info: Tested with: GZDoom, no jumping, no crouching, no freelook Map format: vanilla DOOM 2 format New Maps: MAP01 to MAP03 New Textures, Sounds, etc: None Difficulty: Gets progressively harder, with MAP03 slightly harder than early UV DOOM 2 Difficulty options: Implemented Other: Full Name: Arcane Hazard: Automated Hub of Hellish Abominations Description: 3 Mostly Episode 1 - themed Singleplayer maps Have Fun! AHAHHA.zip4 points -
I've always considered the Icon of Sin to be a steampunk, or rather more closely a Giger-esque take on Dante's Inferno with a bit of Lovecraft thrown into the mix. In Dante's Inferno, Satan is frozen in time since the beginning of the time for committing the greatest sin in form of the treachery against the God itself. You'll notice that you haven't seen any demons with mechanical attachments before the Cyberdemon's introduction in Episode 2's end. They're very well stealing the man-made advancements in technology from the lost Deimos base, and have used it to convert the once condemned arch-angel into a demon spitting machine, cutting open his forehead to forcefully make him summon the armies of hell, keeping him alive on the mechanical enhancements that they've hooked him up on. While Doom guy was in hell during Episode 3, the demons used the technology that they've enhanced the Icon of Sin paired with the teleportation tech from the Deimos base to slingshot an invasion on Earth. Which'll make sense why's he named the "Icon of Sin". He committed treachery against God, he's the embodiment of sin itself. Great video by the way, loved the analysis.4 points
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The DWmegawad Club plays: 10x10, Heartland, Sigil II
DJVCardMaster and 3 others reacted to stephyesterday for a topic
i'm a tad behind, been busy with other things and just wasn't feelin doom atm. but here's two more maps MAP07: The Zzul Method - Maxed (105% kills, 99% items, 100% secrets) This was... a lot. This map is an enormous amount. Both in terms of effort and bodily strain, it's just so much. The very first fight is a great example of what can be done with smart monster usage and placement. It has a whopping 11 guys and is a complete pain in the ass. I don't wanna talk about how many times I fell off while fighting. Speaking of falling off, platforming! I think platforming is cool. The secret red skull area is a little silly, though. Increase that screen size, baby. The main area is incredibly striking; my zzul knowledge starts and ends at dimensions (from a spectator's pov. lmao.) but I caught whiffs of maps 01 and 03 throughout. Something about the usage of ambush monsters and all the individual rooms full of tripping linedefs makes the interior seem much larger than it actually is. I kept thinking 'I swear I was just here' and a hell knight and some zombiemen are just waiting for me. Anyway, the real meat of this map are the secret fights. The one that I assume is dimensions map01 actually gave me the most trouble. Getting everyone to infight and hoping and praying that the archviles won't zap you took many MANY deaths. I don't know how on earth those archviles kept harassing me, don't they have an infight tolerance of like one??? There is no goddamn way with all the shit flying everywhere constantly that they aren't getting hit at LEAST once, bro. grow up Next the cyber/hell knight/boner bonanza. I recommend bringing one of the BFGs with you before engaging, else it gets very hairy. For me the hell knights almost always end up killing the cybers after booking it, or at least one of them, so it's not tooo bad. Just hope the cybers don't splash you. Last fight at the secret exit is just ridiculous. I loved it. With each death I adjusted my prioritization just a tad; there's a lot of moving parts, and a lot of different things can go horribly wrong or horribly right, depending on what dies from infighting first. All around a crazy experience of a map. MAP31: The Anna Dream - uh (99% kills, 97% items, 87% secrets) I love stupid maps so much man. I enjoy shit like Her Prospering Little BSP Tree from Goodwad, so this was a treat for me. The care put into this to look as fucking miserable as possible absolutely rules. shouts out to the mancubus stuck in the wall, someone free him :( There's an actual map under all this dogshit, too. It's not hard by any means, by far the easiest map in the set, but the part where you're shuffling through sectors to press the crusher switch that you KNOW is there only for a nazi to pop out, forcing you to wake up the cybers that are right behind you, is a lot of fun. The insane silent teleport maze was frustrating at first but then it got funny. I'm pretty sure getting all items is impossible unless there's a void glide in all this nonsense or something. Honestly, this is the perfect reward for diving through all the secrets of The Zzul Method: something silly. Didn't max it, I both felt that it was fitting and also realized I should probably just cut my losses when I shot a sigil eye only for it to make a noise somewhere in the map that I have yet to find. peak doom, i think4 points -
Trying to Make Sense of Doom 2's Maps - An Interpretation
LoatharMDPhD and 3 others reacted to natashanightmare for a topic
4 points -
First annual PUSS: Valentine's Day Co-op and Deathmatch Celebration - Zandronum
DeetOpianSky and 3 others reacted to senpaigru for a topic
i have to say, and i cannot stress this enough...4 points -
Map 12 NM100S (and 100% items) in 1:08.40 nerf12s10840.zip Map 13 NM100S (and 100% items) in 1:53.23 nerf13s15323.zip Map 14 NM100S (and 100% items) in 1:14.51 nerf14s11451.zip Map 15 NM100S (and 100% items) in 3:01.11 nerf15s30111.zip4 points
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IronEagle Competition 63: Preacher
Pegleg and 3 others reacted to SleepyVelvet for a topic
I missed last month, but here I am. Category: 1 (blind) Difficult: UV DEAD: Map03 Time of death: 25:27 Kills: 15/190 Time of Arrival: 24:47 Port: DSDA-Doom 0.27.2 Demo: PREACHER_ironman_noisyvelvet.zip4 points -
Cursed Doom combos
Redneckerz and 3 others reacted to dasho for a topic
What if he teams up with the guy in the cursed 3D models thread4 points -
I've made a bunker / vault door w/ a ladder made of railings! :)
Downcologo one and 3 others reacted to Arrowhead for a status update
I've made a bunker / vault door w/ a ladder made of railings! :)4 points -
The DWIronman League dies to: 25 Years Of Doom 2
head_cannon and 3 others reacted to SleepyVelvet for a topic
DEAD: Map06 Category: 1 (Blind) Time of Arrival: 25:56 Time of Death: 28:56 Kills: 37/57 Port: DSDA-Doom 0.27.2 Demo: hommage25_2022_noisyvelvet_ironman.zip4 points -
The DWIronman League dies to: 25 Years Of Doom 2
head_cannon and 3 others reacted to Maribo for a topic
DSDA-Doom v.0.27.5 Category 1 Survival in 24:41 dwiron_hommage_maribo.zip Would be cool if franckFRAG finalized this and put it on idgames, it has fun layouts for playing quickly.4 points -
MAP08 - "Cocoa Puffs Breath" QuestZDoom, UV, blind, pistol start, saves After some fairly brutal maps and... whatever the bonus map was... it's nice to get back to something simpler, somewhat reminiscent of the early maps in the wad. I did struggle a bit in the early phases, though I don't think it's because it was very difficult. I just wasn't quite awake when I played, I think. The visuals are lovely, as always, this time themed around dirt and brown. All in all this was a nice break, offering just enough challenge while not being too hard. Wait. Why is the next room so gigantic I can't see the other end and my FPS noticeably dropped? Why is there BFG ammo and medikits everywhere? Oh... Oh no. Well, I was once again this close to giving up. The poor framerate didn't help (I should have lowered my draw distance which would have fixed it - I have it set very far because this is the first map since I upgraded to Quest 3 that gave the headset trouble, but since I was expecting to give up any moment, I thought it wasn't worth it), but the main issue is that I'm not a slaughter guy. Saving frequently can get you through a lot of stuff, but not when you can't find any semblance of safety anywhere. I tried various things, but to be honest my strategy never evolved beyond "run in various directions and pray to various gods". Eventually I risked a save hiding behind a giant panted cyberdemon ass, and slowly clawed my way into some semblance of maybe living through it. But it was really tough. I see now I spent half the playtime in the final arena (though to be fair a good chunk of that was searching for the switch to start the mayhem in the first place). Well, two maps to go. I've come too far to give up now, I guess. Let's see what tomorrow brings.4 points
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Pandora's Wrath - "Time to get psyched!" (GZDoom v4.1.0+) (formerly known as Gem's Weapon Mod)
VentoliN13 and 2 others reacted to gemini0 for a topic
Pandora's Wrath, originally titled Gem's Weapon Mod, also known by it's repository's name, gem-doomweps, is a mod I've been working on for the past year or so, and only recently got help with from @Mengo, the guy who worked with @scumhead to make Shrine II. Heavily inspired by Supercharge and Led's Generic Weapon Mod (but directly avoiding ripping them off!), Pandora's Wrath was built to be fun to play through mapsets large and small with, all without becoming stale. The story so far: The arsenal: The powerups: The inventory items: The armor: The options: Mapset compatibility: Finally, the fun stuff: Pandora's Box! Showcase videos! Credits are in the GitHub repository, which is also where you go to download the mod. To download it, click the green Code button, and click "Download ZIP". The mod is able to be run as a ZIP, but you won't be able to access the weapon skins, which are in their own subfolders. It's best to run the mod as a folder for this reason. If I missed something you made in the credits, please let me know! I have no intent of stealing anybody's work, and want to give credit to everyone who's made something that I've used.3 points -
First annual PUSS: Valentine's Day Co-op and Deathmatch Celebration - Zandronum
Captain Toenail and 2 others reacted to Peccatum Mihzamiz for a topic
Feeling lonely this February? Perhaps you are single and ready to mingle? In a lovely affirming relationship with another Doomer? No matter what your status may be: the first annual PUSS: Valentine's Day co-op and deathmatch celebration extravaganza is here for you! Play side by side with your partner or strangers and blast your way through thousands of monsters in Co-op mode. Or go at it in Deathmatch and shoot your pal in the back! PUSS: Lover's Quarrel is the wad we play this year. Servers for both modes go up this weekend and stay up for over a week, letting you enjoy this event not just on the 14th but also on the weekends before and after! Because lots of us are busy and live in different time zones, servers might not always be populated. We have planned a few speed date sessions so you can hopefully meet up with others more succesfully! These are: Sunday the 11th at 2 PM ET (20:00 Central European time, 19:00 UK time). Wednesday the 14th at 4 PM ET (22:00 Central European time, 21:00 UK time). Sunday the 18th at 10 AM ET (16:00 Central European time, 15:00 UK time). You can of course plan your own date as well: the servers are open to all and can be joined at any time! Just look for PUSS: Valentine's Day. Get yourself the latest version of Zandronum and Doomseeker (link here to a guide, try setting it up before the day itself) and see you lovers in a few days! Happy Valentine to all!3 points -
What is your opinion on Thy Flesh Consumed?
KIngboxvolyr and 2 others reacted to Biodegradable for a topic
It's good fun and while, indeed, its difficulty is a little exaggerated, it's a great way to ease new players into what they could expect from community-made WADs. I'd say it's my second favourite Doom 1 episode after E1.3 points -
Miscellaneous demos (part 5)
Never_Again and 2 others reacted to Revved for a topic
Spectrum UV Max in 53:59 spectrumall-5359.zip3 points -
what are you working on? I wanna see your wads.
rouge_means_red and 2 others reacted to Matt Eldrydge for a topic
Think I got the vibe down, so more screenies are in order. Just kinda proud of this odd little "mouth" in the building, can't quite tell why.3 points -
Map name: Date night at castle love! Mappers: Dynamite Kaitorn + KnievilRoo MIDI: Forbidden Area [Castlevania: Aria of Sorrow] Difficulties: Yes Multiplayer/DM starts: Yes. All 4 CO-OP starts are added. Not sure if there's enough DM starts and it's probably SUPER unbalanced for MP. Download: https://www.mediafire.com/file/c6mx8dzkxhauths/DateNightAtCastleLove_v01.zip/file Screenshots!3 points
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category 1 map09 died because i forgot having LMB pressed when going to the BFG meant you don't shoot ironeagle_feb24_naza.zip Too bad, killed more than half of the monsters... but I can't say it wasn't an enjoyable experience. Certainly worth playing this one blind ;)3 points
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Trying to Make Sense of Doom 2's Maps - An Interpretation
Nefelibeta and 2 others reacted to pavera for a topic
This is also interesting to me because, as someone who participated in the creation of Doom 2 the Way id Did, I absolutely did not go to this level of detailed thinking while designing my three levels, one for Sandy, one for Romero, and one for American. We spent a lot of time studying the way they drew linedefs, the way they liked to build their geometry, texture choices, etc. But (at least speaking for myself), I don't think much consideration was ever really given to what the spaces in Doom 2 actually represented in the minds of their creators. Part of me wants to say, it's likely they weren't thinking this hard about it, but maybe we never gave them the benefit of the doubt? Maybe Downtown *is* actually brilliant (it is), and the giant arrow *is* actually a great, thoughtful design choice (it is).3 points -
This is pretty huge! I don't believe any other hardware renderer has managed to implement a proper fix for this, so this would be an amazing feather in Helion's cap if you can get it fully implemented.3 points
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The Lost Levels for Doom II (TLLD2)
CrocMagnum and 2 others reacted to United VirusX for a topic
Some gameplay of Map04: Cold Grounds3 points -
One of my dreams: Me and my cousin had a summer job of repainting the skull key indicators. I remember us adding a fresh coat of paint on a yellow one. It wasn't on any map I can think of, but it looked a bit like a cross of hell-style and map12 layout. The door was big and wooden, 128 pixel style door. It's 20+ years ago, but it was so funny and fucked up I thought a lot about it when I woke up, and that is why I remember it...3 points
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tbh this is still much closer to actually running doom than some of the other "ports" that have made the news, like the bacteria or the pregnancy test. at least it's rendering the game inside notepad. having the code be run inside of notepad itself would be running doom. this isn't that, but having doom be playable in ascii is still pretty neat.3 points
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Yes, please do! Runs by the creators are absolutely welcomed!3 points
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Miscellaneous demos (part 5)
Andrea Rovenski and 2 others reacted to Phoenyx for a topic
Blinded by Fear | UV-Max in 6:30.20 blindm63020.zip3 points -
3 points