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Everything posted by Doomkid
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Just to add onto what Foxpup is saying, the 4 flats SWATER1 - SWATER4 were planned, but never included, however these names can be used to add a new animating FLAT as well as the ones mentioned above for new animated textures. So handy!
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Highest quality HD scans of Doom, Doom 2, Master Levels big box art?
Doomkid replied to Doomkid's topic in Doom General
Hey everybody, inspired by THIS thread, I decided to bump this old thread too since I've done a handful more scans! HD big box scans: https://www.mediafire.com/file/2sgknjr3ccrlzop/Doom_Doom2_FinalDoom_Scans.zip/file I believe those to currently be the highest definition scans of the Ultimate Doom, Doom 2, and Final Doom boxes, specifically the GT interactive CD-ROM versions that have both the DOS and Windows versions of Doom. I consider these these best of the "standard" Doom big boxes, because they make a very clean 3-piece set when you have them all, and their serial codes and branding further cement them as related. I welcome anyone to improve on these, or just download and enjoy them! Here's a little sample, the CD-ROM scans. (I acknowledge that there's room for improvement!) -
The Ultimate Doom poster -Restored- (Now also Doom 2!)
Doomkid replied to Azafran's topic in Doom General
These are incredible, man! Here I have the highest quality scans (that I know of) of the Ultimate Doom, Doom 2, and Final Doom big boxes - the versions that come with both DOS Doom and Doom95, since they make a "3 part set" and will run on both ancient and modern computers with little hassle: https://www.mediafire.com/file/2sgknjr3ccrlzop/Doom_Doom2_FinalDoom_Scans.zip/file Because the boxes these images were scanned from were damaged and because my scanner isn't perfect the quality could be better, but like I said, I think they're (presently) the best version available. Your work is so good that I wonder if you'd consider doing this for the "clean" (no logo, no brands etc) versions of the Doom and Doom 2 art? Below are the highest quality versions I currently know of, I'm sure you could work wonders on 'em: Also, just since it's revelvant, some of the stuff in this thread might entertain you :) - https://www.doomworld.com/forum/topic/116404/ -
Zach Siegel midi pack (not my midis i just want to share them)
Doomkid replied to haruko haruhara's topic in Mods & Resources
This thread would have never been seen by anyone again if you hadn’t bumped it rofl. How did you even find this? Whatever, locking it so no one will ever have to think about it again. Bridgeburner has kindly offered to field PMs in regards to this situation so let’s just leave it at that. (also what snax said) -
In DeHackEd, if you set your “WeaponRaise” frames to call a second “WeaponRaise” frame with a duration of 0, it will double the speed of the weapon raising. You can use the Commander Keen or WolfSS enemies for these extra frames. The frames must already have an “action” set in vanilla Doom, however in Boom, MBF etc you can add actions to frames that don’t have them, making this even easier. Tango also has an older thread explaining how to do this in DeHackEd in a less “frame wasting” way, too!
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The Ultimate Doom poster -Restored- (Now also Doom 2!)
Doomkid replied to Azafran's topic in Doom General
This is incredible. I crave the highest-possible definition scans of all things DOOM, but you've gone above and beyond here. Thanks! -
Thank you, that matches the manual that came with my little frankenstein mail order box, further confirming black back with "Paul Raydek" (rather than a red back with "Paul Radek") really does only(?) belong with the Manaccom release. I wish some Aussie out there who got Doom via mail order back in the day could chime in, but it's such a specific piece of trivia.. EDIT: SIKE, it's been proven below that some international mail-order copies also had the black back manuals!
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Which engagement style of these do you resonate more with?
Doomkid replied to baja blast rd.'s topic in WAD Discussion
In my experience, all “at least decent” maps are either a mix of 1 and 2, or just (practically) all 2, in the case of “geometric jank” that still has great combat and clearly engages with the player’s mind. I struggle to think of a map that has 1 but not 2, which I know isn’t the most original observation, but - even in maps that are all about mood and combat is little more than an afterthought, I feel like the sense of mood, place etc almost fundamentally counts as a form of engagement or “conversation” with the player, automatically making 2 inherent to a good wad where 1 was the focus. I think a few others have made similar remarks (if I’m understanding correctly, at least) so for the sake of my post, I’m going to twist #2 ever so slightly into somewhat more “overt” dialogue with the player - not just a sense of theme/place/atmosphere/effort, but more direct dialogue by way of calculated combat, blatant environmental storytelling, or even direct storytelling through intermission texts, NPCs, messages written on walls, etc. I like framing it this way, because it turns it more into a dichotomy between wads where the player is a “wandering agent”, by that I mean it feels like the level was there before the player arrived and will continue to be long after, and whatever tricks or thrills happen to be there would have been regardless of the players presence. Contrasting to the wad design style where the player is the “star of the show”, where it feels like all the combat was designed for the sake of the player’s engagement, or maybe where there’s an overt storyline being communicated to the player, wherein beating the maps is the main driver of that plot. Even with it divided up this way, I’d say I like a mix of both! Ever the fence rider. Excellent thread. -
I love all 250 (and counting) of my children equally. Some are just a little more troubled than others, that’s all..
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Would you be willing to use Discord? I don't know of any Telegram or WhatsApp groups, but there are some multiplayer focused Discord channels at this link: https://www.doomworld.com/forum/topic/94590-doom-discords/ I can also say with confidence that Odamex and ZDaemon servers tend to use only light mods as well, they are worth looking into, if your PC can run them. I have a video here which is in English but nevertheless should help you out, if you are on Windows 7 or above: https://www.youtube.com/watch?v=KjEmlNJ4oQQ Hope this helps you out! Você estaria disposto a usar o Discord? Existem alguns canais Discord focados em multiplayer neste link: (above) Também posso dizer com confiança que os servidores Odamex e ZDaemon tendem a usar apenas mods leves, vale a pena investigá-los, se o seu PC puder executá-los. Eu tenho um vídeo aqui que está em inglês, mas deve ajudá-lo, se você estiver no Windows 7 ou superior: (above) Espero que isto te ajude!
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Haha, damn, well there's me outbid!
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What Commentary Qualities if any do you Look for in a Playtester?
Doomkid replied to Dubbag's topic in Everything Else
I find "DoomTuber" to be lame in the same way "YouTuber" is (although I feel like DoomTuber is intentionally lame, and thus at least a little amusing to me..) I don't find DoomTube to be an annoying way to refer to the Doom-based region of YT, though. It's an apt title that sums it up way better than saying "Classic Doom videos that are on YouTube" -
Sent a PM. If anyone tries offering less than a couple hundred dollars they are trying to rip you off, as this is pretty damn rare.
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It's starting to look like, although "blue label" DOOM disks were indeed common in the Manaccom releases, they were pretty much always disk 1, which further confuses the issue since my "blue label" disk is disk 4. An extra weird thing about my "two red label, one copy, one blue label" collecton is that - aside from the obviously copied Disk 3, of course - there's actually a serial number printed on the disks themselves, that's consistent between the red and blue label ones. Lends even more credence to the idea that there were from the same Aussie distributor at the time.. I'm thinking that, whoever that distributor may have been, it was possibly a separate operation from the Manaccom boxes that you guys posted above, one that specifically handled mail orders rather than buying the box from a computer store. (Again, my evidence being that the blue label disks always seem to be Disk 1 in those collections - although also, as seen in deathz0rs pic, there's also more prime examples of non-black official floppies there too..) Has it been confirmed beyond any shadow of a doubt that the "Paul Raydek" black-back manuals were included solely with the Manaccom releases, when it comes to Aussie versions of Doom? Or were they also used in mail-order copies for Australia? That manual having the typo and the non-red back is actually what got me thinking the blue disk came from a Manaccom box in the first place.. I'm still convinced the 3 of them in my collection are legitimate - the labels are just so much clearer and exactly on par with the labels on my Doom 2 floppies, which are official beyond any shadow of a doubt. Far above what lame consumer grade printers were capable of back then. Maybe they're just a few months apart in terms of production/sale date, which is why one has the blue label while the other two are red labels. An extra weird thing in the photos deathz0r posted though - That receipt clearly says December 27th, 1993, but the disks pictured are 1.2 - which wasn't made until February of 1994 - and in fact, I can clearly see a 1.666 upgrade disk in there too, which was DEFINITELY not a thing until mid-1994! Some kind of weird thing is going on there - either that receipt was somehow misplaced in the wrong Doom box somewhere along the way, or the floppies from a different box originally were put in that one later.. Might be a bit farfetched though, it's FAR more likely the result of a temporal disturbance causing two slightly different alternate realities to converge, one in where v1.666 was out by late 1993. (Thank you BTW Callann for signing up to share those useful pics!) EDIT: Just realized I never posted what version is on these disks, what a complete moron. It's version 1.2, and one thing seemingly mutually agreed upon by Doom collectors is that things got a lot more uniform post-1.666, so that could also explain away some degree of the general strangeness and inconsistencies with these 1.1 and 1.2 releases.
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What's something about Doom you absolutely love?
Doomkid replied to zzzornbringer's topic in Doom General
I do believe Hypnotoad specifically mentioned it being incompatible with DEH files even through the command line way back in the original Zandronum thread about the launcher, which is a total shame. Maybe it was fixed since though, I'll double check that soon. -
What's something about Doom you absolutely love?
Doomkid replied to zzzornbringer's topic in Doom General
Unfortunately it doesn't load .deh files, which makes it useless to me - but I do appreciate how well done that UI is. Doom Explorer gives me all I need since it has (imo) the best single player and multiplayer launcher as of now, and supports everything! -
What's something about Doom you absolutely love?
Doomkid replied to zzzornbringer's topic in Doom General
I just want to add onto this and say that the classic Doom games always were pretty fantastic is regards to splash screens and title screens for setting the mood. The Doom95 splash screen was indeed badass, but even the DOS versions had that cool, imposing bright red bar saying "DOOM II: HELL ON EARTH 1.666" at the top as the game loaded with the iconic Refresh Daemon text.. For being text-only it was a pretty nifty little loading screen, I remember other PC games of the era almost never having any color or interesting features at all on such screens. Dunno why 1.9 had to make the colors slightly lamer. Also, even though I'm a PC Doom fanatic and think it's the One True Version, I have to give credit where due to that cool-as-Hell PSX title screen, with the rising flames and badass music. Talk about setting an awesome tone! (Plus I do love PSX Doom in general, easily the best console Doom port) Since Doom95 was brought up I just want to mention its launcher as well. The definition of simple but elegant, imo. Really wish to see it recreated exactly for the current classic Doom scene, only with changes where absolutely necessary: the ability to pick source port, pick custom screen res, maybe convert the multiplayer window at the left to a server browser - heck, it already says Games Currently Available: -
What Commentary Qualities if any do you Look for in a Playtester?
Doomkid replied to Dubbag's topic in Everything Else
I prefer lighthearted and causal with some jokes thrown in, but absolutely not this overly-high-energy TikTok and Twitch fueled insanity, just people being themselves, commenting on the map fairly regularly while also not shutting down other discussions if they come up naturally. A conversational tone I think is a good way to describe it. With higher-skill Doom streamers, a more analytical and less subjective approach (think decino) is always enjoyable to listen to. It's like the exact antidote to ""high-skill"" streamers who constantly blame the fact that they just aren't all that good on the mapper or input lag or OBS or chat or etc etc... -
What's something about Doom that you absolutely hate?
Doomkid replied to Reaper978's topic in Doom General
One man's annoying Frankenstein monster is another man's.. Well, annoying Frankenstein monster (but the other guy enjoys it) -
What's something about Doom you absolutely love?
Doomkid replied to zzzornbringer's topic in Doom General
So many excellent answers here. I'm gonna do my stereotypical answer and say that I love how Doom started online, international multiplayer gaming. To me, playing video games is literally never as fun alone as it is with friends. Bluntly, Doom not only did it first, but did it best; that gameplay is 99.1% pure. Every multiplayer FPS I've played since ranges from "comes almost close to being as fun as Doom DM" and "falls so short it's not even a contest". Don't care that the weapon balance is only 99% perfect rather than 100%. Don't care about all the little weird gripes or hangups I've heard about it before. Using source ports, the ability to do minor tweaks and QoL improvements to the already-incredible baseline that vanilla Doom provides just makes it such a pure, primal multiplayer FPS experience. I absolutely appreciate the underlying point of your post, but I'm going to be a nitpicky asshole and say that I don't like referring to Boom / UDMF as more "mature" formats that Doom. I know you just mean more intricate, but some of the worst/most "immature" piece of shit wads I've ever played were Boom or ZDoom-specific rofl. Forgive me for mentioning DoomCraps in a thread about DoomGoods. Plutonia absolutely nails the "small map, fairly straightforward to navigate, always challenging but never unfair" formula for sure. Doom 1 and 2's maps are much bigger and more labyrinthine though, and kind of feel like this "big twisted world", whereas Plutonia generally doesn't have the same sense of place & narrative and feels distinctly more "arcadey" even than Doom 2 as a result. Not downplaying Plutonia which I love, but I do also like to play/make maps that have a fair bit more environmental storytelling and general sense of place & narrative. The best of both approaches is ideal! -
You've got 5 weeks before it's time to get crackin', purist! EDIT: I was a dumbass kid, but I was kinda smart to lie about my age and go as Doomkid89 fairly often on old Doom sites despite being born in 92. Probably prevented myself from getting kicked out of the community way back when by implying I was a little older and not mentioning my age, despite the name of course making me a suspect back then (not just DW, which I saw as the "adult" Doom site funnily enough, but also Skulltag Forums, Doom Connector, etc..). Had no idea COPPA was already a thing by the time I started..
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What's something about Doom that you absolutely hate?
Doomkid replied to Reaper978's topic in Doom General
Username checks out.- 466 replies
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