Jump to content

GermanPeter

Members
  • Posts

    255
  • Joined

  • Last visited

About GermanPeter

  • Rank
    Member
    Member

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'm so glad neither of those ever got realized. Even Doom 2016 came dangerously close to being a generic military shooter at times (like the cover), but going the exact opposite direction and leaning more into the classic gameplay was the way to go. And we all see how Croteam's idea ended up being, with Serious Sam 3: BFE. Not a terrible game, but definitely lacks the charm of the previous ones. It'd have likely killed the Doom franchise if they had gone through with it.
  2. Always wanted to read them, probably will at some point.
  3. Oh, that's good to know, actually! Thanks for linking that :)
  4. Yeah, the stealth mechanics of Wolfenstein were removed for a reason. I'll be honest, I've never liked stealth in any of the Wolfenstein games. It feels barebones and gimmicky at best (MachineGames) and downright frustrating at worst (RTCW). Shooting will always be way more fun. I might look into Duke 3D, but I don't really have a strong feeling for that game. I'll keep it in mind, though! If anything, I'd talk about Duke Nukem Forever, the 2D game that got turned into a different game entirely.
  5. In this video, I wanted to take a look at Tom Hall's Doom Bible and see how different the game might have been if it had been implemented. And then I wanted to show a few games that did bring Hall's visions to life after all... This topic is probably an old hat for some, but not for me. I never found the time to read the Bible and I certainly never had this much experience with Doom in general. I'd really like to hear what you guys think. Would it have made for a good game, or was it better they scrapped it?
  6. I keep thinking about this mod, I love it so very much. Would it be possible to add an option to enable alternate weapons, like the 0.5 versions of the rifle and the machine gun? I think that might be kinda neat. Would also be cool if Pinkies had their old death animation where they explode/burn up (?). Maybe as a gib animation? By the way, I'm in love with the Wolfenstein SMG, the fact it's based on the Jaguar sprites but still uses the DOS sounds AND lacks bullet puffs is wonderful. That weapon alone makes the secret levels worth visiting, in my opinion! Also please add an option to replace all textures with "JULES SUCKS" and "TOM IS KING" please thanks
  7. You can just copy them from Plutonia and add them to the WAD file using Slade. You need to create a "TX_START" marker somewhere, then a "TX_END"-marker immediately after it, and inbetween you put all the textures. Just create these with "New Entry", which defaults to the marker, and then type in those names exactly. These let Doom know where the new textures begin and end. You should also copy and paste the "PLAYPAL" and "COLORMAP" from Plutonia so all the colors show up correctly. It's very simple. I think you also might be able to find a WAD that's JUST the textures from Plutonia, so you could just drag all those files into there that way. I think it's necessary, because considering this mapset is literally about Doom 2, it's odd that it'd need textures from something that's unrelated to the maps you're remaking. Not a dealbreaker, but feels like a weird change (especially since not everyone has those IWADs). Including them in the WAD itself is a better option.
  8. Ah, seems like a strange choice for a WAD focused around Doom 2 in particular.
  9. Oh man, how did I not see this, this is awesome! I played the first map before but took a quick look at the others, very impressive. There are a few missing textures though, like the waterfalls (I assume), and many in the other maps. Doors you can't open normally should also use a different texture than those you can open, just makes it less confusing. Incredibly cute interpretations, though. Very creative, and all maps put their own spin on the originals. I especially love seeing an actual train yard, that's so adorable! And I love how you actually get to experience the proper hallway in the Waste Tunnels before it crashes down. A+!
  10. No, as in, the version you get from the creator's website (which bunches all three together) is like that.
  11. I played Chex Quest 3 the other day, and those were features already. At least I'm certain about the first one, not 100% sure about the latter.
  12. To clarify: I only pulled out my two maps because I didn't agree with how the project manager (not Johnny) handled things for the Amalgoom project. I let them know that as long as they and the co-manager were in charge of this project, I didn't want to be associated with it. If you're the current lead and you're still interested, I'd be fine with submitting my two maps as well. I'd be more than happy to, because I'm fairly proud of them, they do things none of the other maps in the project do, and they got me into Doom mapping again. I think they'd be a good addition to the project, to bump up the level count. If not, then I absolutely understand and you don't need to elaborate further. I'm really happy this project saw the light of day either way, because there's a lot of really interesting ideas here. My personal favorite is "Between Levels", actually.
  13. Looks pretty darn impressive! Just wish I knew what the title translates to.
  14. Legitimately excited for this one! I didn't know you were gonna refurbish all the Doom 1 and 2 stages, I thought it was just graphical changes or a new levelset entirely! I'm genuinely curious - how do you plan to do the Wolfenstein SS? And the Romero head? Ohh, or the Keens? Now I'm very curious.
×
×
  • Create New...