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brightentayle

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  1. I was actually planning to update both miniwads since there's a tiny "bug" related to the custom blood colours - and also whatever MrFlibble found during his Boom experimentations, so uh... if that request ever gets fulfilled, maybe a bit later?
  2. Aite, noted. Will probably fix it... this weekend, maybe? I need to do more tests, honestly.
  3. An unnecessary necropost, but Ross Scott (of Ross's Game Dungeon and Freeman's Mind) has put Sunken Land on the list of games he's interested in. Knowing how much he dislikes DOOM for being too mazey (and DOOM 2016 for its' overly long glorykills, which uh, they aren't?), I wonder if he's not gonna enjoy this one either. If he ever gets to play it, that is.
  4. Check the previous page of this thread: the exit appears to be a random-ass wall in the final intersection. Dunno why it's there, exactly, and why it's like this.
  5. Gonna ask, is the lone cyberdemon in the kurwa map supposed to be a meat door or an actual threat? Not only doesn't he move around, not only I can chainsaw him to death, but also I can teleport back to the hub merely by hugging him.
  6. I've played through it on the bitchass Libretro port of PrBoom, and I can confirm it fully works there. You still could run it in Chocolate Doom without a hitch, too. DOS is a different story - I did a late deathmatch sesh with Rift a while back, and... yep, stumbled upon a few confetti textures here and there.
  7. Full disclosure, I've tried it with the executable patched by OpenRift. You know, the one in a zip, where you have to provide your own Sunken Land and DOOM II WAD's.
  8. GRAB IT HERE, NOW, THANK ME LATER Two years in the making, on and off, between having to deal with real life, having no goals to pursue and having no energy to put into my future, it's done. The first... kinda full-scale vtuber DOOM mod with graphics that don't look like colossal ass. And I'm releasing it hours before Pomu's final stream. Pretty sad, I know. For context, the mod's based on this girl here. She played DOOM. Several times. On stream. This is part of my personal (for now) project, called Daemons Are Real, that gives virtual YouTubers guns, basically. It's compatible with the ZDoom family of source ports (as a set of selectable skins), and whatever else runs PWAD's. Vanilla, too.
  9. You know what's funny? Even though REKKR was mostly tested in GZDoom, all of the base game + the bonus episode is perfectly playable and completable in vanilla, let alone in Choc Doom (Sunken Land less so, last time I've checked, the final boss causes the DOS executable to crash). Some of the issues you've brought up are, in fact, due to 'nilla limitations - moreso in E1M7 which really pushes the linedef count to its' limit. No, I didn't make the map, I just happen to know that for Doom, triangles are less resource-hogging than squares. That last one's on me, I've included E1M10 and E5M10 as extras, for historical purposes - that's why they're warp-only (check the level names). E1M3 also used to have a whole-ass puzzle if you were to finish the level normally - which Revae dumbified in the current iteration of E5M9. I mean, after a level this long, I'd also be confused... even though I've beaten it like this once or twice. Also, E5M9 (in either version) serves as a sneaky introduction to the game's plot - you'd know it if you ran the game on... anything not GZDoom, really. The rest of the episode, so everything that's not E5M1 or E5M9, is left intact, aside from the all-new deathmatch exits.
  10. No point in using it, really, it doesn't have the Unholy Matrimony difficulty. Yes.
  11. @MrFlibble Tried your recomp of MBF, aimed specifically at REKKR - and yeah, the thing's very fussy about how big the textures files are specifically for W106_1 (MIDVINE1) and W107_1 (MIDVINE2), for some reason. Any other transparent textures don't seem to cause errors, again, for some reason. With 256x128 textures on both, though, REKKR does run normally.
  12. Well, now that Sigil II's out... ...uh, official episode six support in Crispy Doom, with new REKBONUS, next?
  13. Duly noted, I somehow didn't realise I didn't fully remove DLEVSIGN from the WAD. Dunno why MIDVINE1 and 2 aren't showing up properly, though.
  14. Completed the whole thing today (and caught up to nearly every DBP to ever be released). Among other things, noticed MAP04 has a bridge locking up (for no legitimate reason) after you get the last key. That, and MAP07, at least when I tried to run it through RetroArch (so lr-prboom, the shitty port) had one missing texture and one missing flat at the same spot. Funnily enough, even though it has UMAPINFO support, I saw a text screen with "THE END" before said level popped up.
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