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NinjaDelphox

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About NinjaDelphox

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    Final Fantasy XIII being bad is a myth
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  1. Yes I know, they were discord images which have been breaking a lot for me recently, I'll try and get it fixed soon.
  2. idk how this could even happen, it works in DSDA just fine so it literally has to be some GZDoom error that is caused by the port itself since it's just an MBF21 death exit floor lol
  3. Lol since one of my maps was posted already I'll put my other maps with Keen hunts here: Map 16 of Project Unity Map 16 and 29 of Corruption Map 30 of 200 Line Massacre Map 22 of 150 Line Massacre
  4. Another 2 maps, one done, one being finalized :)
  5. It's a bit too late for this since unfortunately since it's already final, and fixing it would require changing sprites and also setting up checks to be the normal green for multiplayer, but it has been fixed for the future sequels :) The last update should have smoothed out all issues with running on Zandronum or ZDoom 2.9.1 unless we missed something (I really hope not at this point lol)
  6. Yep Corruption is done, this project is a shorter "DLC" for it taking place after, and setting up the events for the full megawad sequel that started development earlier last year :)
  7. Another two WIP maps for the Corruption episode I'm working on :)
  8. Made one last change to the wad, and I will consider this final and send it out to idgames by the end of the week so long as no issues pop up. Change: (Spoiler for Map 27)
  9. Just posted a new update, same link as the OP. Fixed an OpenGL HOM in Map 08 Fixed an enemy in Map 16 Added some ammo to Map 19 Fixed a secret in Map 20 Updated Map 33 to allow the golden skull to be obtained with no monsters.
  10. Sir I think you have the wrong software company, Id software was the one to add the permadeath no saves mode to the modern doom games, FromSoft games pretend to be hard and crumble under their own RPG mechanics, and they only become hard if you make them. Also relating to the OP, saves in classic Doom could never be bad because the game has no checkpoint system.
  11. "Rifts in time have opened up across the worlds, allowing the demons to pour in droves and wreak havoc. With Space and Time tearing itself apart, the UAC have traced the of the time rifts to the skull arbiters that have finally come out of hiding. This paradox has also brought you back from the dead... with your flesh restored, there's only one thing on your mind: revenge against those fiends that stole your soul. What about saving the earth from total collapse of time and space itself? If it means you can crush more demon skulls under your boot. Sure, why not." 150 Line Massacre: The Golden Skulls is a 36 map megawad by @NinjaDelphox, featuring maps by @Arsinikk, @Cacodemon187, and @Large Cat, and is a non-canon sequel to 100 Line Massacre. Originally intended as remaster of Ninja’s 5 Maps with 100 Lines, it turned into a full blown sequel featuring “remasters” of these original 5 maps that led to the eventual creation of 100 Line Massacre, along with reimaginings of these maps and 27 entirely new maps, including a previously unreleased 100 Line Massacre map! Like the previous Massacre wads, each map was designed with pistol start in mind, and includes the new skill Vile Cruelty (UV+), which contains multiplayer only monsters for an extra challenge. 150 Line Massacre also features a new gameplay mechanic: The Golden Skulls! Each map contains a hidden Golden Skull, and is required for a 100% playthrough, displaying a “Skulls” count at the end of each map instead of an item count. Google drive: https://drive.google.com/file/d/1zWbdYmlAhk_AtOxCIwYdRord1mJRnPwP/view?usp=sharing 150 Line Massacre: The Golden Skulls is a vanilla compatible megawad (Complevel 2), and features many compatibility settings automatically applied to source ports for a proper and smooth experience. Almost every map will suffer from the sprite limit in chocolate Doom and DOS, and many will be unplayable, so it is recommended to use a sourceport. Map 31 will savegame buffer overflow in Chocolate Doom and DOS. While not common, intercept overflows may occur in more densely populated maps.
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