-
Posts
885 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
News
Everything posted by SiFi270
-
"You're a big guy... that means you have huge guts!" Which is what I say whenever someone plays Map30 of Batman Doom. EDIT: I really want to delete this post but I don't think it'd be fair to hypothetical people who like it more than I do and would be more upset if I did. Why do you have to complicate so many decisions, hypothetical people?
-
By that logic, shouldn't complevels up to 11 or so disable the "medikit you really need!" message?
-
Something could also be done for the Wraith megawads, but then for the "only replace the repeated tracks" versions you'd have to look at the tracks the originals share and decide which gets to stay in which. While I'm at it, has anyone suggested Aliens TC or Hell Revealed yet? The latter would be especially deserving of a contribution by Lee Jackson.
-
Three of Tom Mustaine's maps were rejected, but none of those seem to be because of poor quality. One was too short (and became TNT Map01), one was too similar to a Doom II map, and with the last I don't think it's been officially stated, but it seems it was already avaiable as Map06 of #1dwango, and id didn't want any of the Master Levels to be something already available online. It still became Map17 of TNT. Then there are Christen Klie's maps. While I don't like a single map he's made, (and keep in mind, I'm okay with pretty much everything else in the Master Levels) I think it's more likely some of his submissions were rejected because otherwise almost half the project would just be his maps, which wouldn't be fair to the other contributors.
-
I kind of wish id had given a similar property to the Shambler in Quake, to match the claim in the manual that other monsters fear it.
-
I don't really think it was that weird, but it still stuck with me. I "woke up" while still in the dream to find a load of goldfish floating around my bed. I saw my mother a few rooms over, and asked her to come over to determine whether she could see them as well and if she had any explanation if she did. She could see them, but she couldn't understand them any better than I did. Later I "woke up" into another dream again, and I was telling someone else about what I'd dreamed. They asked if the goldfish felt fluffy when I touched them, and I said, "no, they felt kind of crispy." Presumably if they'd felt fluffy that person would have had an explanation for it.
-
-
Does that exclude Return of the Triad and Barista then? They come with nearly empty IWADs that exist solely to bypass the need for a real one.
-
If your default map format is something other than UDMF: Why?
SiFi270 replied to "JL" was too short's topic in Doom Editing
Clearly the best way to solve this is to bring in an impartial third party and see what they have to say. "Doom? Isn't that... old? Why would anyone bother making something for an old game? You should use Unreal, or Unity, or Source." -
Only one question remains. Is TekWar also on the horizon?
-
I found some "lost-ish" classic WolfenDoom wads.
SiFi270 replied to SiFi270's topic in WAD Discussion
A couple of other things that I meant to mention but forgot, and others may already have noticed if they checked out the .zip I shared: Some enemies are actually more accurate in this version, both compared to the versions based on Boom and the rest of the WolfenDoom series: the mutants shoot bullets from their chest guns instead of fireballs, and the officers use a pistol instead of a chaingun. Also, the versions based on Boom had bonus levels replacing maps 31 and 32, and these appear as map32 of escape.wad and faust.wad. In the former, the version based on Boom had you fighting Trans Grosse and his many doppelgangers in a Dead Simple-esque arena, but the vanilla-compatible version has bazooka-wielding soldiers instead, which appear to be based on enemies from Obituary. The latter seems about the same in both versions, only the mutants being hitscanners again makes it a lot harder. -
I found some "lost-ish" classic WolfenDoom wads.
SiFi270 replied to SiFi270's topic in WAD Discussion
Really thought I did that. If I did and it was removed because I should really be asking permission first or something along those lines, I'm sorry for repeating my mistake. wd-vmac.zip EDIT: Finally looked closer at the chaingun thing, and it does seem to be a difference in the Mac version rather than a change Laz made. The firing sound plays more rapidly, but the ammo in the hud counts down at a different speed to what you're hearing. The latter probably matches vanilla timing, but I'd have to record footage of both versions and play them side by side to be sure. -
I don't want this to come across as clickbait-y so full disclosure: It's really thanks to @Linguica for keeping it archived in the same place that Batman Doom's lost molotov behavior was recovered from a couple of years back, it's not that different from what we've already got, and if you're not too impressed with classic WolfenDoom to being with you probably won't be too impressed with this. Anyway, that archive includes .sit files containing vanilla compatible versions of The Original Missions, the Nocturnal Missions, and Spear of Destiny. The versions on /idgames and Laz Rojas' website use a customized version of Boom by @Murdoch and need to be run in DOS, even though Laz's page for the Spear of Destiny TC says it's "available on the Macintosh for the very first time". I'd like to digress a bit to say playing Doom and some TCs on MacOS classic has made some of the oversights in the WolfenDoom series more understandable. Some of them don't bother to change the text strings because the Mac version of DeHackEd just couldn't do that. The music was never replaced because the Mac version of Doom doesn't read music from the WAD files, but from a folder named "music", so replacing it is kind of a pain. They tried a fairly convoluted method for Batman Doom, but that was the one part I couldn't actually get working. So what's a little interesting about these wads in .sit archives is, even though that's a format that only a Mac understands (as far as I know), there's still text string replacements and other things that would only work in the PC version. Except they didn't when I transferred them over to mine. I had to re-open them in WhackEd and then just re-save them to get them working, so I'm not sure what that's about. The patch for the Nocturnal Missions in particular had a header that WhackEd didn't understand, so I had to replace it in notepad first. You may be wondering how the parts of this that required a specially customized engine would work in vanilla. Simply put, the Original and Nocturnal missions came with four .wad files each, one for the resources, and one for each episode, with the maps always placed so that the secret exit would be on Map15. When you kill Hans Grosse, the pillar near where the invulnerability's hidden in the Doom II version rises to reveal the gold key. Oh look I'm already at the "where am I going, have I really said everything I want to" stage of my long posts. I guess I'll share my findings in a .zip file. It doesn't currently include the untouched version of noct.deh so I'll try to re-recover that. One more thing I mean to look into is how the chainguns actually seemed to fire faster when playing WolfenDoom on a Mac. I'm not sure if I was imagining it, or the chaingun's already faster in the Mac version without patches, or there's some part of the patches that only the Mac version understands, so I'll have to do a bit more research there.
-
MAYhem 2021...or should I say MAYhem X!
SiFi270 replied to TMD's topic in WAD Releases & Development
Unknowni123 just submitted some darn good sprites of Vile to the Spriters Resource, including some where he's looking directly at the camera. So I did what had to be done. Too bad this project is classic-flavored instead. But I do understand why. -
-
Who Would Win In a Fight Between Goku and Superman?
SiFi270 replied to Dubbag's topic in Everything Else
The answer lies, ironically enough, in a 2005 miniseries starring the Question. Lex Luthor is having a tower built that will harness the planet's energy, also known as chi. The idea is, because Superman is a solar being, he should be vulnerable to planetary energy, at least when it's concentrated as much as the tower will. So Goku could achieve the same with a Spirit Bomb, as long as he specifically chooses Earth as its power source and not the sun. But any other circumstances, it'd be an easy victory for Superman. Pretty much all of DC's heroes have some truly ridiculous feats under their belts. -
MAP11: Too Close to Home
-
The Doom I & II one seems to be corrupted anyway. But more importantly, oh my dang, you've uploaded a version of H!Zone that actually works! And it turns out they really do merge the sprites for every episode, even though they're clearly only meant for the first. I guess Dream Worlds is supposed to just start in a volcanic region with random bar stools and snowy trees.
-
Kind of a follow up to that lost Casali maps thread without derailing it. Anyway, I'm pretty sure there are some by Midway's level designers that we've only seen a small portion of. The relevant quotes are from this interview. The one Randy describes sounds like tuff.wad from the collection found in 2019, which matches with what Tim said about it in that thread. There's also the original "all in one" release of Master Levels, by Tom Mustaine. From this interview: I tried leaving a comment asking about it on the relevant page of his website, but as you can see, it doesn't seem to have gotten anywhere.
-
E3M8: D'Sparil's Keep d'sparil is a coward
-
+++Romero's Heresy