Leaderboard
Popular Content
Showing content with the highest reputation on 05/19/24 in all areas
-
DEATH BY 1000 LINES is a full megawad replacing all 36 maps of The Ultimate Doom, designed for limit-removing source ports. A sort of spiritual successor to the previous 1000 Lines community projects that can also be considered a fashionably late birthday present for the original game - or an early birthday present for the 1995 release of The Ultimate Doom. Your choice! The megawad was intially targeting Crispy Doom. This was later expanded to UMAPINFO-compatible ports at -cl3. A DEHACKED lump is included for Crispy Doom, however, be aware the UMAPINFO defines different backdrops for intertext and includes full automap names as some were too long for DEHACKED, so the UMAPINFO experience is to be considered definitive. Otherwise, there are no functional differences. A COMPLVL lump is also included to force the appropriate complevel. Around 30 mappers, both veteran and newer, came together to create an eclectic set of maps, from the oldschool & traditional to the modern and at times, outright weird, including some returning mappers from the previous 1000 Line projects. We have four distinct episode themes represented, offering a twist on the familiar UD themes that in some cases, takes them to strange places. This release is RC1 and is not yet final, but everything should largely be in working order. CREDITS: Full list of maps & mappers: ADDITIONAL CREDITS: @Blast_Brothers - graphics & widescreen adaptions @DankMetal, @Oxyde, @Clippy, @RaRu Des2122 (and anyone else I forgot atm) - playtesting/comments during build phase @JadingTsunami - UMAPINFO Designer, which was incredibly helpful during the assembly of this wad @Liberation - for letting me take the idea and run with it! E1 sky graphic from Scythe X E4 sky graphic by Mr. Pencil SCREENSHOTS: Finally, huge thanks to all the mappers who participated and made this happen. Couldn't have done it without all of you. There are some fantastic maps in this set that definitely outshine my own, relatively modest contributions. Please double-check your maps to make sure I've not accidentally broken anything / the correct version is there if you made updates. Bug reports and feedback welcome as we move towards the final release. Enjoy! DOWNLOAD (RC2) Demo lumps are included, recorded fairly fast and loose by me. Happy to replace them with better/longer ones if anyone wants to throw some in (any maps you like, I just picked at random) for the final release!31 points
-
Doom 2 In City Only [Now on idgames]
NeilForshaw and 28 others reacted to myolden for a topic
Alrighty folks, we're live on idgames!29 points -
Realm of Chaos 2: The Revenge of '96! Full Megawad development thread
Biodegradable and 20 others reacted to dobu gabu maru for a topic
Don't worry folks, Realm of Chaos 2 is in a good place—actually, maybe too good of a place? Despite waiting on 2 more maps to get finished, we actually have over 32 completed maps and have been trying to figure out what to do with them. Steve has been toying with the idea of a fourth episode, although we're unsure if that might be a little too much chaos. That, and we're still trying to figure out a good order for the megawad, considering that a couple of these maps are diabolically long journeys. Anyway, here's a couple more screenshots to rev your engines at.21 points -
DooM II Thought Experiment
Lucius Wooding and 16 others reacted to Shepardus for a topic
The what now? This is in the One True Wiki™ too, you know: https://doomwiki.org/wiki/Doom_II#Levels More on topic, I don't think it would have any effect on reviewer burnout since they would still play through the whole WAD to review it. Having pistol starts at a couple maps might be nice for pacing, but many people play with pistol starts regardless. If Doom 2 were originally released as episodes, I'm sure today we'd be bemoaning how we can't choose where to divide episodes in vanilla WADs, and the inability to record full-game speedrun demos.17 points -
Doom Pictures Thread 2024
Cacodemon187 and 12 others reacted to DoomPlayer00 for a topic
Practicing cave formations13 points -
Interception III [MBF21 Community Project]
galileo31dos01 and 11 others reacted to Moustachio for a topic
In the future, a mysterious infection is spreading throughout the city, and demons are running amok. The UAC’s sentient AI has gone rogue, corrupted by Hell’s influence. It’s up to you to save the future, but you’ll have to face the past first… Format DOOM2.WAD + intercep3_res.wad MBF21-format [-complevel 21] Single-player & co-op compatibility UMAPINFO for map ordering & text screens >> Download the Resource Pack (v005) << Not all of the sounds and graphics are final. Some may need to be tweaked or reworked. Please check back for any updates to the resource wad. MAP DEADLINE: AUGUST 1, 2025 Target Ports DSDA-Doom Woof! Odamex Please, do not playtest with GZDoom. GZDoom mostly works, but MBF21 splash groups are handled inconsistently compared to the other MBF21-compatible ports. I've opened an issue on GitHub for this. Project Guidelines Make an adventurous MBF21 map using only the resources provided. Each mapper can submit a maximum of 6 maps total. Collabs count separately from individual submissions, so please feel free to team up. There are no slots to claim. Simply map according to one of the episode themes listed in the following post. Feel free to mix & match themes in your maps as long as it makes sense given the story and theme(s) of the episode. All mappers are welcome, but not all maps may be accepted. But don’t worry, rejected maps can be tweaked until they are acceptable. As a general rule, I tend to accept maps that are fun, detailed, and original. Bonus points for strong environmental storytelling. And please, do not copy others’ works without permission. What does it mean to be done? No bugs or glitches. Good use of space. Each area should have a clear purpose. Polished texture usage. Good monster usage. Interesting scenarios. Each map should have something unique and memorable about it. Detailed Mapper’s Guide The Story So Far Be sure to check out my concurrent community project, Embryo! Special Thanks A big thanks to @galileo31dos01, @DFF, @valkiriforce, @General Rainbow Bacon, & @Pottus for providing valuable feedback during development! And a big thanks to all who have played herschel.wad & hovercab.wad, since those act as little pilots for this. And a very, very special thanks to @Darman Macray for composing three awesome tracks for the title, text, & intermission screens! Please go listen to these, even if you don't play a second of the wad!12 points -
Help. I’ve been Parma banned on Reddit.
AtomIsTired and 10 others reacted to Maribo for a topic
Start making some good threads or you're getting permabanned on this website too.11 points -
8 points
-
Doom: Part 2 - Earth in Hell - Brand-new megawad from 1994
Noiser and 7 others reacted to Kam Tovalski for a topic
Soon...8 points -
MAYhem 2024 - EXEMPLARY CADAVER (Compiling mode engaged, please stand by)
Walter confetti and 7 others reacted to VICE for a topic
Kind of offtopic but I just realized something uncanny about this project. Instead of the common case in which people are using OBSIDIAN to generate random maps... There's now an Obisidian using people to generate random maps. :o Edit:8 points -
Chocorenderlimits/CRL 1.8 (May 19, 2024)
Walter confetti and 7 others reacted to Julia Nechaevskaya for a topic
CRL 1.8 is out! There are a few additional changes since pre-release, marked with a 🔵 symbol in the changelog below. In general, this version has very few new features and a lot of small, if not say tiny, usability improvements. Downloaъ: Windows (64-bit): crl-1.8-win64.zip Windows (32-bit): crl-1.8-win32.zip Changelog: Small afterword -- To be honest, I'm not the right person to ask about pinning this port, better ask the vanilla map creators if they need it or not. According to the download statistics, CRL has never been an overly requested source port, and this is completely understandable. Probably only a small group of people need it, but I love those people with all my heart, love this port as well as everything vanilla-related. Nowadays, when we have a BOOM/MBF/MBF21 or just limit-removing mapping standards, Vanilla is something special, a "Scene" that requires both art and knowledge. And I'm just happy to do some good things to support this scene. 🙂 Oh no - no - nooooo...! 😱8 points -
Antiquated Extraterrestrials: MAP10: Dynamo Engine: Finished this new one! Thanks to @DoomGappy for the color-combo suggestion! (Dark blue + green) Like always, I still may change a couple textures! Onto MAP11! :D8 points
-
Dead Meat Three decent sized challenging maps (well challenging for me) for Doom 2 requiring a limit removing source port. Each map contains a Cyberdemon. MAP01: Griefmeister Music: Frozen Mysteries by Pcorf (From Whispers of Satan) MAP02: Night Terrors of Prehistory Music: The Doom World is Flat by Decino (From TNT Midi Pack) MAP03: Unrelenting Fear Music: You Ain't The Boss O' Me by Jimmy (From SIGIL) idgames7 points
-
[BOOM] NEON NEXUS
somemess.mp3 and 6 others reacted to Async Unicorn for a topic
IWAD: Doom 2 Format: Boom Difficulty Settings: Not Implemented Music: Andrew Sega - The Traveler (Crusader: No Remorse Main Theme) Tested with: DSDA Doom, Woof, GZDoom DOWNLOAD7 points -
Kinda want to tablefill this wad more but I couldn't remember which maps I enjoy more. While idcleving through the maps to refresh my memory I got to map08 and went "oh yeah that map was neat, let's see what I can do". It is pretty fun Map08 UV-Max in 5:02 roc2508m502.zip7 points
-
Reporting from map04, this set is pretty darn fun so far! Map01 UV-Max 2:10 rc2501-210.zip https://www.youtube.com/watch?v=V8THGl5ESyw Map02 UV-Max 2:10 rc2502-210.zip https://youtu.be/wlTvYNmf8v0 Map03 UV-Max 3:07 rc2503-307.zip https://youtu.be/FQI-QBS_uWU7 points
-
what are you working on? I wanna see your wads.
Steve D and 5 others reacted to CravenCoyote for a topic
6 points -
what are you working on? I wanna see your wads.
Surreily and 5 others reacted to LoatharMDPhD for a topic
6 points -
Alright, ready to go! I'm gonna mark this thread for closure so we don't have two active threads for the same project. Any further updates from mappers can go in the new thread as previously mentioned. Mods, please close this thread. Thanks! See you all in the new thread in literally about 2 minutes. edit: maybe a bit longer, gotta get some screenshots!6 points
-
Doom 2 In City Only [Now on idgames]
Amiga Angel and 5 others reacted to LateNightPerson for a topic
Bumping thread. We did it!6 points -
Now on idgames. HERE HERE HERE!6 points
-
[DONE] DOOMIUM II: A Community Project focusing on Short and Frantic Maps (BOOM+UMAPINFO)
Steve D and 5 others reacted to stochastic for a topic
@fai1025 Here's MAP 12: Map Slot: Episode 3, MAP 12 Map Title: "Chromatic Descent" Author: stochastic MIDI: "Mist" from Heretic by Kevin Schilder Download: Download (alll my Doomium II maps) Description: 3 vibrant, cavernous realms to traverse - Pick your poison (or water, or lava)... Dev Notes: Par Time = 13:30. This map was original slated for the E3 secret level, hence some occasionally gimmicky gameplay... but I think it works in the episode proper. Not 100% happy with the combat in this one, but did the best I could considering the deadline and build time of 6 days. I need sleep. Screenshots:6 points -
what are you working on? I wanna see your wads.
Surreily and 5 others reacted to Lizardcommando for a topic
I finished building the cave level to start on the next level. I got the start of the level worked out and built, which is basically where the player jumped in to a raging underground river at the previous level's exit. You make a short hike through the jungle and you end up at some mountainous area. I'm really stuck right now trying to figure out how to continue building the map though...6 points -
Spectres as-is are pretty interesting, but IMO they only work "by accident". Sounds weird, but lemme explain. Pinkies are a flawed monster in hindsight, since you can just back up a couple of inches when they start to bite and you'll take no damage. They're really only a threat if you let them surround you or box you into a corner, and even then you can be like goku and avoid damage anyway. They really only work if you mix in other dangerous peeps that deal the actual damage, with the pinkies themselves serving as a sort of "space denier" that restricts player movement. Bit of a self plug, but MAP28 of MAYhem 2020 ("The Scar") shows this technique off in its first big fight. They're certainly not useless, but they're pretty bad at main role you'd think they would fill (i.e. "get too close and take damage"). Spectres are much more interesting, though -- since they're hard to see in dark areas, they can sneak up on the player to great effect. That said, the player always has a chance to back up if they hear the bite sound or realize they've hit an ""invisible wall"" in time -- i.e. the pinky's biggest weakness is one of the spectres' biggest strengths; it provides the player a reliable method of defense. If you "fix" the pinky by making them attack faster, or charge forward when attacking, or other techniques to make their bite more potent, then spectres suddenly become way too annoying since you can't avoid damage unless you're lucky enough to see them first. You'd basically have to make their attack different than the pinky... which isn't too hard to do, just not very intuitive. ;)6 points
-
CARNAGE: EPSIODE 1 (FIRST WAD)
Yisue and 4 others reacted to el macho gaming for a topic
New Doom WAD I've made called Carnage CARNAGE is going to be a 3 episode long wad (each wad file is the episode) Each episode has 6 levels, a boss level, a secret level. THE WAD FILE HERE IS ONLY FOR EPISODE 1, EACH EPISODE HAS ITS OWN WAD FILE. RULES AND COMPONENTS NEEDED FOR CARNAGE (WITHOUT THESE THE GAME WILL BE IMPOSSIBLE TO PLAY): - GZDoom is required as the game uses coloured lighting, Doom Builder exclusive enemies and other advanced source port addons -IMPORTANT: For this game you will need to enable Mouselook, Jumping and Crouching as there will be many parkour (that isn't just running across platforms) and vent climbing sections -Use Hardware Accelerated format as when you use Mouselook without it then the floor and ceiling textures mess up and look very disorientating OTHER THINGS THAT I SHOULD SAY ALONG: -The music that you hear in game isn't mine and the skyboxes used are not mine either (at the bottom of the post I will list them all) -Point out any weird things like glitches, misaligned textures or things that aren't meant to be there in the first place (if you want) -I haven't made my own sprites, weapons, enemies, textures yet give me some time -Sorry if some of these level designs are kinda basic I made most of this episode while I was revising for an exam at the same time STORY OF THE GAME (THE ENTIRE GAME IN GENERAL): In the distant future of (like 22XX idk), The largest space exploration company known as 'ATC' (Aero Tech Corps.) have established bases and depots on the Earth's moon and Venus, they are also planning to make contact with Mars, Jupiter and Mercury possibly. One day on an expedition on Venus, Scientists discover a strange alien fungus dwelling underneath the mines. The fungus seems harmless, so the scientists do tests on the blobs of fungus growing in the caverns below and a variety of other things. The scientists also discover ancient hieroglyphics, small ancient cities, humanoid skeletons and other various things they decide to keep secret. One day, the scientists find a strange artifact that seems to cause the fungus to react with movements. But then, all hell breaks loose. The artifact being intoxicated with the power of the fungus around it, shatters into pieces and unleashes portals around the facility. These portals let loose fleshy vines that sprawl all around the facility and take over the walls, circuits and even absorb people. The portals also let out humanoid alien like creatures made of the same gooey and fleshy fungus. This is where you come in. You, 8 other buddies and your Commanders in charge are tasked by your Earth Moon base depot to head out to the Venus Complex to do a little wellfare check as they have not responded to any telegrams for MONTHS and every time a supply ship is sent it never comes back. Your team lands in the base's hangar and you are told to stay in a small security cubicle as you're the newbie aren't you. Suddenly, over the security cameras you witness your buddies getting slashed and ripped apart by unknown creatures. Shocked, you grab your Unliscenced Revolver, Brass Knuckles and Ripper Machine Gun and start to explore for survivors and possibly, a way back. AND FINALLY, THE WAD ITSELF (PLUS SCREENSHOTS): Here's the WAD download for episode one (Google Drive): https://drive.google.com/file/d/1RllNMBvaNiTEOEuOef3HyXU5qkGbZzRq/view?usp=drive_link Screenshots: (Real) P.S - MUSIC USED AND BACKGROUNDS: Music: Map 01 (Venus Colonies) - https://zorasoft.net/prjdoom.html (At Doom's Gate remix) Map 02 (MechaniX Zone) - Map 03 (Filtration Complex) - Map 04 (NUKEFALLS!) - Map 05 (Narrow Way) - Map 06 (Volcanic Processing) - Map 07 (Deadly Hangar) -https://zorasoft.net/prjdoom.html (Nobody Told me about Id remix) Map 31 (Secret Map) -https://zorasoft.net/prjdoom.html (Shawn's got the Shotgun remix) Backgrounds: From Mechadon's "Box of skies" (This one is cropped version of the skybox is used): The full skybox: Freedoom Phase 1, Episode 4 skybox (This is unused in Episode 1, it's actually for Episode two so yeah you won't see this skybox unless you go into slade or something): It's nothing special, just a google image of venus (Just search up "Cool picture of venus" and if you scroll down just enough you could find it): (This is used for the Intermission Screen): SPECIAL THANKS TO: -Doomkid and Lazydoomgamer's videos on how to do stuff in doom builder (this is my first megawad) -Thanks to you for playing or just viewing this page have fun5 points -
5 points
-
MAYhem 2024 - EXEMPLARY CADAVER (Compiling mode engaged, please stand by)
stephyesterday and 4 others reacted to Obsidian for a topic
5 points -
I've played through the Build Engine games and I can say, the episodic structure of the levels there is quite charming. In Doom however, I'm not a big fan. Unlike those games, Doom's combat can become a tad bit too irritating and boring until you get the stronger weapons, due to how much the authors love to throw in tanky enemies in while you're still carrying small firearms in the early levels. The same reason I can't ever get behind pistol starting each map. As for this, it's as the kool kidz say, "that's a you problem". Nobody's forcing them to manhandle the entire WAD in one go. Even if you break it down into individual episodes, like @Shepardus mentioned already, you're still going to play through the entire WAD. If that's a problem for the reviewers, then they really should just play 10 levels at a time instead of trying to finish the WAD in one sitting.5 points
-
Hello everyone, I just want to tell that I reuploaded new version of project with all map bugfixes. If there are more things to report, write them there. Have a good day!5 points
-
All the pieces are in! I'll announce the next wave of mappers tomorrow, I'm still out of town and my time is limited.5 points
-
This is going to sound like a tangent from your original question, but bear with me a moment. :P You're about to hit a pretty significant "feature wall" here -- the set of DEHACKED features available to Boom and PrBoom-Plus (even the MBF extensions) is missing a metric ton of stuff you're used to, most notably the ability to define new sets of states. While it's technically possible to do something like hijack the SS Nazi or the MBF Dog, there's a Better Way(tm). First thing's first: upgrade from prboom-plus to dsda-doom -- the former has long ago ceased development, and the latter has picked up where it left off and added a ton of new features. The community at large has transitioned to dsda-doom much in the same way that all the ZDoom users migrated to GZDoom -- basically a seamless transition in all but name. Once that's all done, you now have access to the MBF21 feature set, which is basically "Boom v2" -- it takes everything Boom has and adds a ton of new features on top, and it's supported by a wide variety of ports (dsda-doom, GZDoom, Woof!, Eternity, Doom Retro, and so on). Most significantly in your case, it adds a ton of new DEHACKED features and codepointers, and ports that implement the standard also tend to support DEHEXTRA and its souped-up cousin DSDHacked, which raise (or even remove) the state limit. That probably sounds like a lot of new stuff to learn, but thankfully there's a one-stop shop for all your "how do I use this?" questions: DECOHack. This tool not only supports all the fancy new editing standards I linked above, but lets you write your actor code in a very DECORATE-like syntax and will generate the DEHACKED patch for you, which oughta be doubly handy in your case since it'll feel a lot more familiar to you than WHackEd4. It's part of the DoomTools suite, so install that and you'll be good to go. I'll dig up a "getting started" guide here in a bit, but tl;dr if you read this before I get back: install DoomTools, grab dsda-doom, and you'll be all set up to start making some cool cross-port mods. [EDIT] Here's a super-quick bit of example code -- this basically creates a copy of the spectre with all its states cloned (and a couple of properties changed just to show how that's done), so you can modify 'em at will without it touching the pinky at all: #include <dsdhacked> #include <friendly> thing MTF_SPECTRE "Spectre 2.0" { health 999 speed 12 clear states States { Spawn: SARG AB 10 A_Look Loop See: SARG AABBCCDD 2 Fast A_Chase Loop Melee: SARG EF 8 Fast A_FaceTarget SARG G 8 Fast A_SargAttack Goto See Pain: SARG H 2 Fast SARG H 2 Fast A_Pain Goto See Death: SARG I 8 SARG J 8 A_Scream SARG K 4 SARG L 4 A_Fall SARG M 4 SARG N -1 Stop Raise: SARG N 5 SARG MLKJI 5 Goto See } } To get that code running, I'd suggest checking out Doommake (also part of DoomTools) to generate a full project. If you're comfortable with command-line utilities (or willing to learn; it's a superpower ;), there are some instructions on the linked page on how to get started. Or you can use the DoomTools' GUI util to generate a project (Tools -> DoomMake -> New Project in the top menu, then in the "Will it use a DEHACKED patch?" dropdown, pick "Yes, using DECOHACK") -- that oughta get you all set up.5 points
-
what are you working on? I wanna see your wads.
TheGreenZap and 4 others reacted to DynamiteKaitorn for a topic
Messing around with detailing and lighting. Don't think reversed-lighting works but I think it looks kinda funky. :35 points -
Share Your Sprites!
NaliSeed and 4 others reacted to SquigRattlehead for a topic
I did use D64 guns as the base for two of them and tried to keep the 64 style on the other parts I added. The BFG was a mod for Team Fortress 2 and I used the 64 muzzle flash (and gave the whole thing a purplish-blue tint for that D64 vibe). Always liked that game's aesthetics and color choices, so I often make variations of my guns for that. And now for some more extras lmao5 points -
>>>>>>>>>>>>>>> DOWNLOAD WAD <<<<<<<<<<<<<<<<< 10 Line Puzzlebox is the teaser for a full megawad consisting of only 10 line maps. The 6-map mapset targets MBF21 (complevel 21), but was primarily tested in DSDA Doom. The mapset is heavily inspired by @NiGHTS108's 10 Line Genocide community project, but is more focused on fair combat puzzles and interesting setups. The mapset includes a few dehacked weaponry and a heavily tweaked palette / colourmap. Note that while these maps are of short length, they are quite difficult. All maps are forced pistol start. Depending on y'all's feedback, I may tweak the direction of the rest of the megawad. Maplist 1: Toxic Dreams 2: The Slottering 3: Tri-Hard 4: Goldrust 5: Lifeline 6: Bitrate Killer Special thanks to @Rayziik and @besus for helping find a technique to force pistol start every map (especially for the future megawad).4 points
-
Pardon the rant, I'm writing this for the next time this comes up too. This is footage of id Software playing their own game during development. You can see that they are playing on a 4:3 display with the stretching that you would get when you enable aspect ratio correction in a modern source port. Am I supposed to believe that id was playing their own game wrong, and that Doom was intended to be played at a 16:10 aspect ratio which was rare to nonexistent at the time? People really need to stop cherry-picking the fireball sprites whenever this topic comes up, when there's so much evidence to the contrary (I don't mean just you, others have made this same argument too). Non-square pixels was common practice at the time; many other DOS games do this too, as well as arcade games where the standard configuration should be clear. Though it's strange in today's LCD world, this is something that CRTs handle just fine. The fireball sprites are tiny (which means not much room to adjust the dimensions and make them look good), always in motion (which means most players aren't going to stop and count the pixels on their 320x200 CRTs to make sure they're perfectly circular), and lack rotational sprites (which means they don't need to be consistent with themselves, like the mancubus example in the wiki). If you need another example that's not already in the wiki, take a look at the rocket explosion graphics; these are larger sprites, and are sized to appear circular with aspect ratio correction, but oval without, in direct contrast to the fireball sprites:4 points
-
Hardfest 2 demos [-complevel 9]
Searcher and 3 others reacted to Crusador560 for a topic
map35 max in 25:14 hf235m2514.zip4 points -
DooM II Thought Experiment
LegendaryEevee and 3 others reacted to Doomy__Doom for a topic
The remedy to that is called "not being obliged to play all levels in a wad consecutively without anything else allowed until you're done".4 points -
DooM II Thought Experiment
TheGreenZap and 3 others reacted to DiavoJinx for a topic
Plus, everything I have ever heard online is that Fandom Wikia is pure evil and to never give them any clicks/attention... so it's Dead Simple for me to ignore that website. =)4 points -
DooM II Thought Experiment
LadyMistDragon and 3 others reacted to DiavoJinx for a topic
This sounds entirely like a modern reviewer's personal problem, and not a problem with the art. I agree with you that it would be unfair for a reviewer to give a poor review because they tried to consume the product in one sitting to crank out a review fast. This has probably been a problem throughout history where art is judged before giving it enough due time to appreciate (I suspect that also leads to the idea that an artist doesn't become famous until after they're dead). ...This is all compounded exponentially by the modern era of social media & related pop culture; where no one has any patience at all, everything must be instant, and everyone has to be first. [[is there an eye roll emoji? insert one here to express my feelings on that behavior]] So yes, if someone was marketing Doom 2 or a current mega WAD in 2024, it would probably behoove them to split 32 levels into logical chunks to appease the modern pop culture. The rest of us know that Doom 2 wasn't released in 1994 to be beaten in one session. (Playing it for the first time Christmas week that year, my first session I ended at Tricks & Traps and continue from there the next day, absolutely loving it all.)4 points -
Quality of Life Patches for various WADs
Siglev and 3 others reacted to DreadWanderer for a topic
Thanks (again 😄) for your dedication @Devalaous. Don't stress about the errors, hope you feel better!4 points -
UPDATE: I wound up back in the hospital for overnight observation again this past Thu
Flower_XD and 3 others reacted to leejacksonaudio for a status update
UPDATE: I wound up back in the hospital for overnight observation again this past Thursday night (the 16th of May) and was discharged Friday afternoon. You see, my bandages and the spot where the hose of my vacuum drain goes through my skin into my knee both started leaking. My home health nurse took some pics and sent them to my surgeon, who then ordered me to go to the Emergency Room immediately and get it treated. That's how I wound up being admitted overnight. Anyway, they took out my vacuum drain hose and re-bandaged my surgical wounds, then sent me home Friday. I'm just now settling in to home life once again. However, guess what's happening again? Yep! My bandages are leaking. Again. Aaughh. I called my home health nurse on-call service Saturday night and reported the leaking. We did a "Facetime"-like call, where I showed the nurse my leaking wound via my phone. In the end, she made arrangements for another nurse to come out first thing Sunday morning and re-re-wrap my surgical wound. Again. This is getting really old, folks. Unfortunately, I've got no way around it. All I can do is put up with it and hope it heals. Please, wish me luck - I need every bit of it I can get. Thank you.4 points -
Help. I’ve been Parma banned on Reddit.
AtomIsTired and 3 others reacted to JackDBS for a topic
mods please please PLEASE ban this guy off Doomworld4 points -
Antiquated Extraterrestrials: MAP09: Valley Temple: Finished! Now onto MAP10! Onto the final map, likely! Not sure what color scheme it will be, yet! I might still do more than 10 levels, depends on the mood I'm in. :D4 points
-
Post your Doom textures!
ChopBlock223 and 3 others reacted to janne dough for a topic
4 points -
Scythe 2 Demos [-complevel 2]
Terrarienn and 3 others reacted to avey for a topic
Map 24 Pacifist in 7:23 s224p723.zip - https://www.youtube.com/watch?v=zqBOt55yw4A4 points -
By asking your parents nicely, using these exact words.3 points
-
Is it just me who dislikes Spectres?
Toxisploder and 2 others reacted to Amaruψ for a topic
To an extent, I'm glad that it isn't. Given how the "difficulty" of Doom's maps comes from revenant vomit most of the time, it'll be super annoying to have them invisible on top of it.3 points -
Das Teufelswad
LordEntr0py and 2 others reacted to BerserkerNoir for a topic
Nice! Just managed to play and record the first map. Honestly the level of detail is insane and the battles on UV are hard but not impossible to beat (despite dying a few times)3 points