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janiform

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  1. Sorry for the radio silence, everyone. I've been out of town for most of May. Thanks @Sneezy McGlassFace and @Eon Toad for the updates and many thanks to @Demonic Meatball for keeping this thing going! @Anarkzie and @PasokonDeacon any updates/WIPs would be greatly appreciated!
  2. @intacowetrustWell, first of all, thank you for the amazing port! Second of all, please add a screenshot feature so we can take screenshots and show off your work! I'm using PsyDoom to play through PSX Doom for the first time and have come across a lot of beautiful screenshottable moments. I also have a Windows 11 PC and 4k display and can't use the print screen method either, but even if I could, it's not really a replacement for an actual screenshot feature.
  3. This seems like such a simple question, but neither F12 nor printscreen work.
  4. Apologies for such a basic question, but how do I take a screenshot in Psydoom? Neither F12 nor printscreen seem to work.
  5. Thanks for the thoughtful responses, everyone. Once I get a chance I'll try to tally up the suggestions to see which are most popular. I'm guessing it will be halving lost soul health and making the radsuit non-leaky. All you RNG haters should check out Deterministic Doom! This is similar to console Doom behavior, where each pickup is worth 2%. This is an interesting idea. What percent should they block, though - 1/3 or 1/2 of incoming damage? I could see the merits of either. This is a really good point - there are already three versions of each sound in the game files.
  6. Imagine you've traveled in time back to mid-1993 and id has asked for your feedback on an essentially complete build of Doom. What small tweaks would you suggest to them? Examples would be things like reducing lost soul health or giving the chaingun a unique sound effect - easily achievable changes within the restrictions of the time. EDIT: Tweaks for Doom 2 are also acceptable.
  7. @Demonic Meatball I'd planned to leave the intermission texts vanilla, since the episode themes are retained. But now I'm wondering if a new story that isn't a sequel to Doom 1 would be more in keeping with the project. @Anarkziethanks for the update!
  8. Oh wow, that's correct! That makes a lot more sense than releasing the sequel one season after the first game. This is what I get for trusting Google results:
  9. Okay, all the links in the OP should be up to date now! Thanks everyone for the updates. @Anarkzie@PasokonDeaconAny updates? If it's at all possible I'd love to get an initial release candidate for this project out before May, which is Doom 2's 30th anniversary. EDIT: May is definitely not Doom 2's 30th anniversary, but it would still be cool to get a release candidate out soon.
  10. Thanks to everyone for posting updates, and to @Demonic Meatball for the extensive playtesting! I'm downloading all the updates and will start compiling them into a release candidate as soon as @Anarkzie and @PasokonDeacon have submitted their maps. @Forgotten SoulThanks so much for this! I may have other plans for the help/credits screens, but the dehacked and level names you've done are a major help. @Demonic MeatballThanks, I'll work on a V6 of MAP23 to address the soulsphere secret and align some textures. Regarding DOORTRAK: IMO this is a low-content utility texture similar to the STEP textures, and probably should get an exception. So if you don't want to change your DOORTRAK use in a submitted map, that's fine. tl;dr: DOORTRAK is okay.
  11. @Kuro_mahoh@Bochnik ChlebaThanks for the updates! @Demonic MeatballThank you so much for all your help with this project - you should really be named co-lead on this thing! The Freedoom 2 assets TEXTURE1 lump looks complete. And yes, to my eternal shame, I mistakenly included CEMENT6 in the image of allowed textures/flats. CEMENT6 IS NOT ALLOWED - many apologies for the misleading image! I've updated the image. @Anarkzie@PasokonDeaconAny updates? EDIT: I'll also share my updated MAP23, which hopefully addresses the issues Demonic Meatball noted and slightly improves the aesthetics: MAP23_Abyss_-_janiform V5.zip
  12. I've often thought about Doom Alpha & Omega: a community project using only alpha and Final Doom textures.
  13. @Bochnik Chleba Nice work! Immaculate use of lighting and a limited palette of textures to create a sense of place. The intense combat and unique setting make this an ideal secret map. At the risk of asking a stupid question, how do you get the SSG on the pillar near the start?
  14. @Anarkzie @PasokonDeaconThanks for the updates! I'll be AFK most of the day today and probably won't get an RC up until tomorrow, so just get your maps to me as soon as you're able. Any updates @Bochnik Chleba?
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