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what are your favorite/least favorite doom enemies?
Sesamia replied to Green561's topic in Doom General
Archviles, Chaingunners, Arachnotrons, Mancubi, Cyberdemons, Pain Elementals, and Spectres are all at the top of my favorite monsters. I pretty much like all the enemies in Doom. -
Wanna give some of these maps a spin? Most of the maps are small & shorter in playtime. I recommend not playing on UV on a blind playthrough, but it's your call.
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Some ambient stuff
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Hey @Astro X. I have one map that I'd like you to test, but it's a bit of a private thing and I don't want to be posting public links of it. I'll have sent you a private message hopefully by the time you read this.
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Intel i5-12600kf 64 GB Corsair 3600 DDR4 RAM Samsung 980 Pro NVME SSD 2 TB EVGA RTX 3060 12 GB I put this together during the GPU shortage, so I took what I could get. Eventually I want to upgrade to an i7-14700k, and a higher end 5000 series Nvidia RTX GPU if the price is right. I have a feeling I'll be purchasing from AMD this time.
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Did anyone ever actually use these strange joysticks?
Sesamia replied to oneselfSelf's topic in Doom General
I used a joystick to play that Star Wars pod racing game on PC and it was awesome. -
If you're really serious about this project, then consider reaching out to James Paddock: https://www.jamespaddockmusic.com/commission-me/
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My own head canon is that they're an elevator that allow you to exit wherever you are. There was some discussion about this recently:
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Would anybody still enjoy a Doom 1 MEGAWAD?
Sesamia replied to Baron T. Mueriach's topic in WAD Releases & Development
Yes. I'm even making my own Doom 1 episode right now. We could all use some more Doom 1. -
It's rare for me to intentionally add a skip in a level, but if I find them I tend to leave them in if I can. If I think it's too easy to pull off, if it results in a soft-lock, or if it causes a game breaking sequence break then I usually remove them.
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Snow is great. I always like it when trees get covered in the stuff. I'll concede that it sorta sucks to drive in though.
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As far as door dimensions go, I indent them by either 8, 16, 24, 32, or 64 units depending on the wall texture I want to use. This varies between support textures, DOORSTOP, various light textures, and some COMP/TECH textures and may include more than one texture. The door thickness is either 8, 16, or 24 units which also depends on the wall texture I want to use for the door track. I almost always use DOORTRAK, but sometimes I'll use a support texture or metal texture. These days I prefer bars instead of full on doors for my key doors. Nearly all of my non-key "doors" are actually just progression through monster closets, and I don't have any particular rules for texturing them or how they're supposed to look.
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I do a mixture of option 1 & 2, but I'll more often choose option 2 since I like to see everything that a map has to offer.