
Malurek
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1) Vanilla Doom shotgun/Doom 2. Shotgun 2) Doom 2 Super Shotgun 3) Doom 64 Shotgun/Super Shotgun 4) BD v21 Shotgun 5) BD v21 Super Shotgun. Doom 3, and Doom 16's shotguns were weak, and I don't remember how Eternal's felt, also, Project Brutality has weird in my face shotguns, probably because of weird interactions with other mods
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After going back to try and replay DOOM 2016 on Nightmare mode, after 3-4 years of not playing the game, I have realised how slow Doomguy is in that game. How a faster DPI mouse compensates for this, and how much faster Imps move then Doomguy. Overall, it doesn't feel like it's aging well, it's kind of clunky actually.
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Getting through a few BD/maps of Chaos HC levels on hard realism mode with taking no damage, or very little damage.
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Wolfenstein 3D is harder I think.
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We've all seen his hobbies in Doom 16 and Eternal, but what are his big kid toys? What kind of Bike would he own? Is he Ford, Chevy, or Dodge?
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Khak, (khaki), Oh, (like O'sssss), Ward, ( like, fending off with magic ). Cac-o-ward
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Post Your Opinions About Doom (Whether Controversial or Not)
Malurek replied to baja blast rd.'s topic in Doom General
Once I get my internet set up I can start recording my runs of Entryway BDv21/MOC HC But I finally got sub 5 100% everything :D -
Post Your Opinions About Doom (Whether Controversial or Not)
Malurek replied to baja blast rd.'s topic in Doom General
Do it in a survival horror FPS style. With the horror setting of Doom 3, Resident Evil 2, Amnesia, and Silent Hill mixed together -
If DOOM Builder 2 encounters an issue, and can not build the nodes, (although I can still play test it), where does Windows save the map?
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A complete box is 65,535 by 65,535 by 65,535, by 65,535, in Doom Builder 2. If some of these WADs out here can house hundreds upon hundreds of mobs, would something like this have ro act like DOOM 64? Where some levels have alot of enemues, but small levels, and some have a few enemy placements, but level size is bigger? For the sake of the N64's power? I would think, theoretically, modern computers, with a base 8 gigs of DDR 4, 9/10 clock speed, (the system in seargents marks question is a lot smaller), should be more than capable of handling a sprawling continuous hub set of maps or even a continuous map cut into sections, as a pseudo. What I've noticed that stresses my system out, is when there is alot of sprite details on screen, considering the lag crawls I had encountered before blood and gib count was reduced, as well as however my computer worked itself out in barrels o fun in BD on maps of Chaos with Hoover's HD and my other mods, (im still not sure how that happened). So would this also take into account capacity handling, when geaphics, enemy count, animations, blood and fib amount, sprite detail etc? Would something like tjis be more suited for base DOOM 2 graphics?
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Ok so in other words, the floor in the room of the area switch will change the music then. Tks.
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I read somewhere that a standard WAD couldnt have more than 32 levels because of hard coding becayse the Icon of Sin is the final level. That you couldchange the last level, but you couldnt go past that many levels. (Or maybe it was that ypu couldn't modify the vanilla Doom 2 Icon of Sin level because of end credits and hard coding that, that it's supposed to be the end).
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All good information. Im not a mapper, or a coder, or a programmer, but I've been taking notes on a huge, single map area, that breaks down into sub-areas, like individual levels, but still within the same map. This way, it breaks from the 32 level limit, (i think that's the limit because of Icon of Sin), so I could have like, 40 levels if I wanted, byt in one large WAD of a map. My idea is to have each area end with a switch, and new music transition in after the final switch of an area is activated, (if that's possible), this way, you know you've gone into the, "NEXT level". Im jot sure if i want the area behind you to lock or not. Probably not, this way, backtraccking is a thing in case you missed something. There's alot floating in my head right now about this, im jyst not entirely sure how to go about it yet.
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Maybe something like this could be done for any system in skyrim? Similar to DOOM EXP, but the player gains levels, and the enemies scale? Only without the Mario Bros. one up sound , and loot boxes. Kind of like Marrblivion, skywind, or skyblivion? Im not sure if DOOM EXP has the Mario sound, I was watching YouTube about it.