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About MoreMending
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Using Eureka (for some reason)
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things in doom that weirdly scared you back then
MoreMending replied to nathanB404's topic in Doom General
I remember when I was extremely new to doom 2, encountering the arch vile always felt like a jumpscare (I genuinely do not know why), and that was like 2021 -
What small tweaks to Doom's gameplay would you have suggested to id?
MoreMending replied to janiform's topic in Doom General
Give the pistol a teensy bit more dmg Make hell-knights a little faster, differentiating them from barons a little more, and making them an actual threat even when you have an ssg Also I second chomorkuz's last one -
Who are some people that every DOOM player should (eventually) know?
MoreMending replied to Trigsy's topic in Doom General
Maybe Dwars and 4shockblast? After all Dwars made (and probably makes, I haven't checked their channel in a little bit) some good doom videos (especially the sourceport ones), and 4shockblast did some very impressive (and very notable) speedruns -
While it’s not exactly easy, Valiant is pretty fun, and easy enough that someone who beat Doom II could probably beat it given enough time (or you could marathon it like I did and ruin a fair amount of the fun of Valiant)
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You should play teabag.wad by MoreMending (different guy, trust)
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I don't think it'll cause an explosion, but it will definitely cause a bunch of people to get into mapping. Although it would be nice for there to be a doom mapping explosion.
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John.wad's boutta take the whole internet by storm bro
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I honestly think that the average mapper for Doom maps on and off for around 2 or so years before they completely switch to another game to map for. I mean yeah you do have a lot of people mapping once, getting hooked, and then mapping for over a decade, but the average mapper probably makes a few maps, gets bored, finds inspiration again, makes more maps, then moves on from doom or just stops making maps. I gotta say tho when I first read the title I thought you meant something else
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Yeah it was originally a typo but I decided to keep it
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If this one doesn't work, check the tags and linedef types on your sectors and linedefs
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Try having your monster closet next to the room the player will be in, with a tiny sector connecting the two sectors and having a floor height that is just a bit lower than the ceiling of the sector, so that the sound goes through that and wakes up the monsters. You can find this technique in the iwads. Image for extra info and a visual representation
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Based Refueling (yet another first map)
MoreMending replied to StarTanned's topic in WAD Releases & Development
Took me a while but at least I did it I probably should have done it on HMP first and then UV, since this was hard as hell. Had to constantly use saves because I'm not the best but this was still fun. Also the switches not having visual cues wasn't exactly a problem for me, since you did a pretty good job at leading the player to or literally just showing the player what the switch did.