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Superjustinbros

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About Superjustinbros

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  1. Congrats on the launch! It was awesome seeing this project develop over time and I'm glad to see it finally launched in full!
  2. As someone that traditionally plays Doom on low monitor brightness, being able to tweak brightness levels so all the rooms and textures remain visible is a big plus, especially in a mod based on a game that's already quite dim and not the easiest to navigate.
  3. I tried loading XMASPACK.WAD into GZDoom and it gives me this fatal error before it can start.
  4. In MAP05, if you push Use on the edge of the lava surrounding the arena of the final Cyberdemon encounter, it sinks into the ground to the point where you cannot escape it. The lava also doesn't damage you over time.
  5. As someone that enjoys some good Gungrave, I'm really liking the idea behind this mod.
  6. Not sure if this was done before, but late last year, I tried making a version of Super Mario Doom tailor-made for Super MAYhem 2017 that still maintains some degree of vanilla compatibility. https://mega.nz/file/BuxXFTyK#X8DfrKB6ECLFrTwtLxLR4FbLwa9JoVrEQHc4rzaE-ok This was the state of the project when I stopped--it's a patch that converts everything from the original Super Mario Doom mod to Super MAYhem 2017's color palette and removes some assets so the final boss encounter on MAP26 works as it should in the original Super MAYhem 2017. I did have plans to add to it to make it a more fully complete Mario experience but I ended up getting swamped with other projects around the same time so I couldn't find time to add more to it and polish it much further. Here's a few preview screens showing some of the converted graphics as they appear in-game:
  7. I really like the revised layout! Especially having the tabs all along the left. I wonder, would it be possible to add the option to be able to set the order/priority of tags? Mostly because of how I'd like certain tabs' colors (like total conversions and Christmas-themed wads) to be higher on the priority than others (patches) when determining what colors to use for the mod's title.
  8. Looking forward to giving this a try once it's ready for release.
  9. I always preferred Doom II's combat over Doom 1's because of the greater variety of monsters and most of them not following the same basic template of "walk towards you and fire a projectile". You have to get creative with how you approach Revenants and Arch-viles, for example, and the SSG opens up lots of options for expanding the combat with more stronger units at once without having to take out the risky Rocket Launcher or the expensive BFG.
  10. These maps look pretty exciting with some challenging and chaotic encounters; I'll have to give them a run at some point.
  11. When the weapon switching is fast or when there's a lot of weapons you can shift between, I use the mouse wheel, otherwise it's the same 1 through 7 keys (though I cannot name many instances where I would press 2).
  12. Ooh I'll have to give this a go! Looks like a nice set of maps.
  13. Kind of rough at the moment and I do intend to refine them more but here's the alternate versions of TANWALL I thought would be useful. The purple one was for more of a fun joke.
  14. Gave the Lighting patch a quick try in UDB and as expected it crashes immediately upon use. Can't say for the other two atm but I bet the same thing happens with them- guess I'll have to take out my copy of GZDoom builder and configure it to use these plugins then.
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