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treulosetomate

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  1. Ok, thanks. I'm wondering, because I can still run over/under monsters on Default. If anything breaks, I'll just switch the boom scrollers manually.
  2. "Boom Scrollers are additive" is set to "yes" in MBF (strict) but "no" in Default. :o
  3. Hi! I have question. How does this work exactly? Do I choose MBF (strict) or Default? When I choose Default, it gives me the same flags as with any other WAD.
  4. I may have encountered a few problems in episode 3. Maybe someone can help. I wanted to solve the new maps by myself and avoid watching any playthroughs, come up with my own routes. It's been going relatively smoothly, so far. There are some parts that require a bit of practice, but I can get successful demos with just a few attempts (even for map 26, which was damn hard, or the intimidating long maps). So I'm thinking, I have a pretty good handle on NERF. Here is my question: How do you beat map 29? I'm not even talking about secrets and items. Just getting the SSG without dying would be nice. I don't even feel like practicing this map, it seems so pointless. Is there a magic trick I'm not aware of? Hidden blur spheres? Or just git gud? Gimme a hint, pls. And one more thing. I played with god mode to see what's ahead.
  5. Should be mentioned that GZDoom also has compatibility settings similar to DSDA's complevels. If you want infinitely tall monsters in GZDoom, you just have to choose the "strict" presets (or set the flag individually). "Doom (strict)" for vanilla/limit-removing maps, "Boom (strict)" for Boom maps, and "MBF (strict)" for MBF maps. Though these are not 100% accurate emulations, and you may, for example, come across the occasional Boom map that won't run as intended with the "Boom (strict)" preset. You should really have both GZDoom and DSDA installed, and choose whichever is appropriate for the maps you want to play. WADs usually come with a txt file that tells you the map format and which source ports the maps were tested on.
  6. I can anecdotally confirm that most people I talk to about Doom are playing with the Unity port and only play the same vanilla WADs officially sanctioned by Bethesda. They don't even have the patience to install and setup any other source port.
  7. If you added jumps and free mouselook by default, you'd take something away from Doom. They're (some of the) aspects that make Doom unique and more interesting to me. Many maps are designed around these limitations, with enemies you can't snipe or shootable switches for secrets that are too high. Same with infinitely high actors. Adding jumps and mouselook would make Doom more like any other FPS game. Besides, the GZDoom WADs I've played that tell you to bind a jump key don't really do much with it other than "make a tiny jump over here to get this secret". Also, if Doom had had jumps from the beginning, the entire weird Doom platforming subgenre wouldn't exist. Disclaimer: I don't believe, this is an unpopular opinion.
  8. Doom 2016 being boring. Then I got curious and tried old Doom and Doom 2 in Dosbox and was surprised how such a "simplistic" shooter, where you can't even look up and down, could be so much fun. A year later, I installed GZDoom to play through Doom again. That was around the time Eviternity was released, the gateway drug. Thanks, Doom 2016!
  9. Judging by the ratings, this doesn't seem to be an unpopular opinion at all.
  10. If there isn't already a tutorial.wad that explains all of this in a playful manner, then maybe someone should make one. Kind of like what Learn 2 Kaizo and Kaizo Kindergarten do for SMW Kaizo hacks. Could focus on one thing per map (weapons, monster behavior, infighting, secret hunting, platforming, common strategies, etc.) with simple examples and optional challenges.
  11. Drawing shapes on the automap.
  12. I also wish I could play Doom the way I like. But those damn completionists and their videos force me to do as they say. How dare they go for 100% kills and secrets? Must be something wrong in their heads.
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