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Do you think it's possible to reload a 2b shotgun as fast as Doomguy does it?
Xfing replied to Xfing's topic in Doom General
Holy shit man, even the sequence of the sounds is similar to the game haha -
It takes him less than 2 seconds to open the action, load new shells and close the action back up. There is no animation of ejecting the spent shells, but that could be reasonably done using a backwards thrusting motion with the opened shotgun I guess. Totally sounds like something Mythbusters could have tested!
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One thing that definitely caught my attention is that the rifle skin was turned into what I'd have done as a further improvement to Doom myself - something between the pistol and the chaingun in terms of rate of fire, perfectly good niche. I envisioned it as being dropped by former humans. Oh, and the remix of E1M8, can't stop listening to this shit. Hell, I might even start learning it on the guitar lol
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I opened the conversion chapel level in Doombuilder for instance and it does let you select from among premade "actions", for instance the action that gives you health & stamina and many other things is assigned to the wall where the big switch to disable the converter is. What would it take to add more actions or edit the existing ones, though? Doombuilder definitely doesn't let you do that. I was thinking of modding the game for my personal use with disabling the final 3 automatic stat rewards by removing those portions of the events that grant them, and placing voucher pickups somewhere in the vicinity instead. That way it's possible to complete the medic's and arms trainer's dialogue. That said though, "Macil has authorized the implant for everyone" should probably be changed to "Richter" at that point, since the only humanly way you could get to seeing that piece of dialogue is when Macil's already dead. Unless I'm missing something, in that case it probably shouldn't be too difficult to assign this to Macil's "alive" flag and display the proper name depending on his status.
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It's impossible to overrate the gameplay additions that Doom 2 introduced, with the Super Shotgun, Megasphere and so many new monsters. In terms of texture choice and atmosphere though, both were way better in Doom 1. Not only did it have prettier looking textures and levels across the board, the atmosphere was better too. One possible exception might be level 28: The Spirit World, which felt much more disturbing and depressing than any hellish level from 1. Those felt welcoming by comparison, I'd even say. Which is not to say of course they were worse, just felt different, a more "friendly" Hell if you will, which I also appreciate very much. I really enjoy fanmade WADs in the style of Inferno, much more than any Hell on Earth inspired ones, in fact. And yeah, The Citadel was one of the best Doom II moments, precisely because of how Doom 1 it felt. It was clearly a repurposed leftover level and it shows.
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1) Does the berserk power-up from having all 3 talismans in Veteran Edition stack with the stamina implant, or does it set your punch damage to a certain value that's not amped up further by the implant? 2) What would it take to mod the game to replace the instantaneous stat rewards you get in the late portion of the game with vouchers? There is dialogue with Gerard and Feris that's clearly still there and there are obvious further versions of the implant/more training lessons which you never get. I can undersand the devs wanted to minimize backtracking in the final portion of the game, but I think it'd be more immersive to get vouchers instead of automatic boosts - the only one that makes sense is the one from the training facility.
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As in, takign all the maps from Strife and gluing them together, just to see what we'd end up with. I'd quite like to see something like this.
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I know right?
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Until relatively recently, I thought Hell Knights and Barons were actually wearing pants. Medieval style, plain sackcloth pants, due to the tan/brown color of it. Turns out it's actually leg fur instead. still looks like pants, I say.
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2022: A Doom Odyssey not compatible with Crispy Doom?
Xfing replied to Xfing's topic in WAD Discussion
Ahh gotcha, thanks. I must have missed that on /idgames, as it's not stated in any easy to read place. -
Hey, I've been playing this WAD, since I'm a sucker for WADs stylistically close to the first two games, and more recently I've developed a taste for Doom 1 episode replacements (DTWiD, NEIS, Deathless and more). But when playing 2022: ADO - episode 2 specifically - I've noticed that certain walls don't lower for me and certain switches that are supposed to work multiple times, work only once - leading to frequent soft locks. Is this a known issue in Crispy Doom? Should I be playing in a GZDoom-based port instead? Thanks
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Nice, I thought that was just something a non-native speaker like myself would do. Looks like it's just pure, basic intuition to do so, after all :D
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I used to pronounce UAC as "you ack" before I heard the proper way to pronounce it lol
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Been replaying KDiZD again for funsies, really liking it too. So I'm really hoping to see this thing eventually see the light of day too >_>
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Yeah, either that or just add a slot 2 replacement pickup that works like the Eviternity pistol, or with an intermediate rate of fire between the pistol and the chaingun, and pinpoint accuracy. What really baffles me though, is that they had a much better shooting sound for bullet-based weapons back in the alpha, no idea why they went with the sound they used in the final game for the pistol/chaingun. Restoring the original assets could be a pretty nice way to go about this