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Ultima_

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  1. Currently I'm doing a first time playthrough of Alien Vendetta. I wasn't aware of Doom modding until some Brutal Doom videos popped up on YouTube and I spent many years mostly just playing Doom 1 with different mod packs which has been a super fun experience. It's only in the last few years that I've really started getting into custom map packs, and I've rarely finished whole MegaWADs. Decided to change that this year, with Alien Vendetta being the first I intend on finishing this year (I'm only 5 levels in as of writing this) and so far I'm quite enjoying it! If anyone has specific WADs they think I should check out or anything, I'm more than open to messages of recommendations to work my way through :)
  2. I’m currently at work but when I get home I’ll definitely have to check out your other content :) good luck on the project and I hope you have fun mapping!
  3. Oh this looks good, gonna have to give this a go when I have some free time later this week.
  4. Unironically I love this name and if the WAD were done well I would probably play it a ton, probably with something like High Noon Drifter in ZDoom
  5. I gave the port a go this morning and I really *really* like how it feels and plays, it’ll probably become one of my go-to ports for testing my own WADs whenever I get back into mapping. One thing I would like to see though is a way of confirming what compatibility level you are playing with. This has been a complaint of mine for a while that I just never voiced, but with a lot of ports there’s no obvious way in-game to tell whether you’re using a compatibility level or not, which makes me feel like I never really know 100% if I’m playing with the correct compatibility level for the WAD. An alternative would be to give some sort of console output of compatibility level when the port launches? I don’t know if that’s out of the scope of this project, but it’s certainly something I’d love to see so I can confirm my settings when I get into playing a new WAD and don’t run into issues several maps in when I’m expecting the game to be just fine.
  6. I really think it worked quite well as the track goes for the high amperage you would expect an opening track to have in order to psych you up for the experience. Though the MIDI tracks for Sigil do tend to work better imo for gameplay and the Buckethead OST is better for just jamming to, I still think the tracks worked pretty well as they were.
  7. I don’t even fully remember how/when I figured out you could play Doom 2 on Windows back then, just have distinct memories of playing it on Win98/ME and XP using Doom95 from that CD :D
  8. I just wanted to say that this is incredible to see being discovered as I had this same demo disc as a kid and this is literally how I first experienced Doom before my dad got a copy of Doom 2 from one of his coworkers that I played through the on-disc Doom95 source port for YEARS. For a long time (until like this last year or so) I assumed I’d dreamt up this demo disc, but seeing it fully archived makes me so happy to know those memories were real, and to know that I probably experienced an incredibly broken version of Doom as my first impressions of it haha :D
  9. A bit late to the party as usual but it was good fun to work on the map for this project (although I had the majority of it done before RAMP was ever announced due to it being my first complete map that wasn’t just messing in the editor)! I wish I could have done more and been more active as the project developed, but unfortunately my schedule doesn’t often work well with me being able to do things I want to right now. Maybe next time I’ll actually release a more impressive and expansive map ;) Congrats to everyone involved in RAMP and thank you @DavidN for making a project like this reality. I cannot wait to see what comes from more of those involved in the future!
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