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Everything posted by Doomkid
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God damn, I know this review is old, but this person seriously needs a hug or something. Oh yeah, the wad.. It's good! Shame it was done with a seemingly poor attitude. I enjoyed it and you probably will too.. Well, if you're not sick of classic-style Doom that is (or maybe if you're not a "misty-eyed nostalgic" as our angry friend puts it)
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I'm just gonna echo your complaints, it's like the devs of so many games got cold feet or something at the last minute when implementing invisibility items.. Just let me be invisible damnit! Why do there always have to be all these lame caveats and drawbacks? It's so odd how taboo the idea of a true invisibility powerup seems to be.
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Selaco; an original "boomer shooter" that runs on GZDoom
Doomkid replied to [McD] James's topic in Everything Else
Any idea when we'll be able to see some footage? I really dig that shot, but movement/physics are going to be the big seller (I know it runs on GZDoom so decent movement is almost guaranteed, but still) I've checked my priorities and come to the conclusion that you can find the term "boomer shooter" annoying without it being on the top of your "grievances with the world" list. Also my respect for someone comes down to the individual's merits and accomplishments, not arbitrary factors like birth year.. but I don't want to veer offtopic. Back in my day, we called old FPSes "old FPSes", we didn't need to dadgum fancy-talk to get the point across.. *sip* yep, good times. -
If Morpheus offers you a pill, which pill would you take and why?
Doomkid replied to DooM Bear's topic in Everything Else
A side note to this comment: I'm not convinced the reality we're all supposedly perceiving right now isn't an illusion. I'm not saying this to be Mr. Galaxy Brain either, from ancient religions to modern theories about computer simulation, this possibility has been raised many times. Also, although many are aware of this and thinking about it saddens them, in any even remotely well off country we are living in relative bliss and ignorance while others suffer for our benefit (90-someodd percent of our goods come from 3rd world labour.) While this is blatantly awful and I wish it were not the case, the thought of leaving reality immediately because of this seems like a bridge too far for me. My life is guaranteed to end in just a few decades anyway, unless it's unbearable I may as well stick it out. -
Source port that allows "ghost data" / racing a demo?
Doomkid replied to Doomkid's topic in Source Ports
Your response made me realize this makes no sense by default in Doom! I suppose one interesting way to implement this idea would be to have it so just the Doomguy gets played back as a true "ghost" - none of the monsters reacting to him in any way whatsoever, no sectors react to him - just a visible ghost with no collision whatsoever, so he can just pass through doors and lifts and such during playback. But, since demos record input rather than things like player position, there's no doubt it would require a whole new format altogether.. Damn. If there was a format that could simply record a players X, Y and Z positions during play, it would probably be much easier to implement this idea. Thanks a lot for the response, answered my question exactly. -
In Mario Kart 64, you can record your previous run and race against your own "ghost". I'm wondering if such a thing is possible in any Doom source ports? I'd love to see my past self running through the map, so I could literally race myself. This would also be a lot of fun, for example two demos from different players could be stacked, and you could race against ZeroMaster and Looper or something (pointless of course, but it would be very enjoyable) Does any such thing exist? I know speedrunners are already constantly racing, but actually seeing someone else's run/a past run of your own in real-time would be swell.
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Mario Lopez to portray Colonel Sanders in upcoming KFC drama
Doomkid replied to [McD] James's topic in Everything Else
The title of this thread reads like a filled in Mad Lib: (name) to portray (character) in upcoming (restaurant, genre) “Bill Clinton to portray Jon Arbuckle in upcoming Denny’s Comedy” “Harrison Ford to portray Spider-Man in upcoming Outback Steakhouse Thriller” “Cardi B to portray Doomguy in upcoming McDonald’s Documentary” I swear these all make just as little sense as the real thing.. -
For some reason, my brain extrapolates the words “Diabolical Execution”, not sure why since the spelling doesn’t even match!
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I thought that sounded wrong but was just too lazy to check, lol!
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If Morpheus offers you a pill, which pill would you take and why?
Doomkid replied to DooM Bear's topic in Everything Else
I dunno if this is even a thing anymore, but the whole red pill and blue pill thing reminds me of those old ads for the purple pill called Nexium Edit: Thank you to all those unsung heroes who upload old ads literally no one ever cared about (70 views, rofl) -
I was never interested in this game, but a warm thank you to the devs - these glitch videos are seemingly designed to cater to my sense of humour! People running around pissing the whole time was the cherry on the sundae!!
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What's the best software for making MIDIs to use in WADS?
Doomkid replied to Longsword97's topic in WAD Discussion
WAV files tend to be huge, so I’d say use OGG if you want a non midi format. Midi is still the best though since the files are so tiny. In addition to Sekaiju, I’d suggest TuxGuitar. -
Which vanilla map you consider to be the most underwhelming?
Doomkid replied to Hisymak's topic in Doom General
E3M1, E4M4 and MAP12 of Doom 2 are all contenders. Even the other “not so amazing” Iwad maps have more personality and charm which makes up for their imperfections, these 3 are just phoned in to the max. -
Which sourceport do you use the most and why?
Doomkid replied to Thermal Lance's topic in Doom General
I know the OP specifically said they don't want a debate, but the only halfway-kinda-not-really legitimate grievance with GZDoom is that it does encourage some bad mapping practices for those who maybe would want universal compatibility, but simply don't know the ins and outs of Doom. For instance, it erases things like meduas and tutti frutti - which I would argue is a good thing in some ways as it reduces hassle for mappers, but for the sake of encouraging people to map The Right Way™, it can arguably do more harm than good by letting mappers get away with murder, so to speak. Whether or not one finds this general phenomenon a good thing is entirely subjective - it's good in that it makes life easier for mappers, but bad in that it encourages you to do things in a way that's only guaranteed to work with GZDoom, leading to maps that could work with Vanilla or PrBoom or whatever not working artificially.- 195 replies
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FWIW Ultimate Doom was offered as a free upgrade to those who had already registered their copy of Doom. If he’s playing a registered copy, he has every legal/moral/logical right to a copy of Ultimate, surprised there aren’t any “up patchers” that take this into account?
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How can I pack multiple maps into one .WAD file?
Doomkid replied to 0o0[ULTIM4TE]L1FE[F0RM]0o0's question in Editing Questions
maybe I’ll have to make a basic Slade tutorial at some point. I have a video tutorial for making MAPINFO lumps (in the older-but-easier format) which has a lot of incidental Slade usage, it might be helpful for compiling maps and setting custom music/skies: https://youtu.be/vROfzz1M8Jg On the topic of Hexen format VS udmf, keep in mind that Hexen maps will also run in ZDaemon, Odamex and other older or more obscure ports derived from ZDoom, whereas with UDMF you’ll be making a wad strictly for GZDoom (or, if by sheer luck you don’t use newer functions, it will run in Zandronum as well). For most people, the decision of which one to use comes down to how many ports you want your wad to be compatible with. (In my personal opinion, more port choices is a great thing, but you have to weigh that against the limits of the format. Since you’re new, for the time being, I’d say just stick with what you’re currently doing. EDIT: the old Doom / Doom 2 format has universal compatibility which means it will run in any source port, but the drawback is that it’s very limited compared to Hexen and UDMF. If you’ve started with Hexen, I’d say just stick with that for now, it strikes a decent balance between port compatibility and ease of understanding. -
EndGameC but without that worldly title crawl
Doomkid replied to Clippy's question in Editing Questions
FWIW, the old Mapinfo format seems to have wider compatibility, some ports derived from old versions of ZDoom don’t seem to like the new format (also, it may just be me, but the old format is 99x easier to look at, all the arbitrary spaces and brackets and stuff in the newer format confuse me..) -
How can I pack multiple maps into one .WAD file?
Doomkid replied to 0o0[ULTIM4TE]L1FE[F0RM]0o0's question in Editing Questions
Slade is easy, don’t be overwhelmed by the list of lumps. As ViolentBeetle said, you’ll need slade to have custom MIDI and sky textures for your map, so it’s best to learn it early on. -
The visual style of SIGIL vs the visual style of Inferno
Doomkid replied to mattjoes's topic in Doom General
Inferno, for the most part, feels very open while Sigil often feels boxed in. I get this feeling like I’d hardly be able to breathe in the world of Sigil, whereas it would be no trouble in Inferno. This doesn’t have much to do with the actual texture usage, but it gives Sigil a much more oppressive feeling. Inferno feels like the wide open fields of Hell, where demons frolic carefree. -
This may just be me, but a touch of blurring actually serves to cover up some imperfections. Really though, they both look fine to me.
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Which sourceport do you use the most and why?
Doomkid replied to Thermal Lance's topic in Doom General
It’s a tie between a whole bunch. Vanilla, Chocolate and Zandronum probably get run the most for general playing and testing, but I also use ZDaemon and Odamex whenever I want some multiplayer.- 195 replies
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Imp [gameplay mod | v1.0 12/12/2020 | final version]
Doomkid replied to Tango's topic in Mods & Resources
Wow, is this really how low the standard for gameplay mods has sunk? Wow, I'm disappointed. Wow, this actually uses the name of an existing object in the game too, so that's even more points off, wow. Wow, no DeHacked compatibility? Wow. 10/10 I will never not use this mod from here on out. In all seriousness, I freaking love how the imps have their health and size scaled depending on which enemy they replace.. The little zombie replacement imps (that inexplicably drop clips/shotguns) are goddamn adorable. I had a kinda-sorta-maybe similar idea to replace every enemy with Zombie variants, but it was going to be less funny and cute than this! Still, it inspires me to maybe finish that one up.. and take some notes from how you executed this one! -
GzDoom framerate on big maps - am I missing something?
Doomkid replied to Mazze's topic in Doom General
I unfortunately had the same issue with Ar Luminae, but I quickly found this video of Suitepee playing it with pretty decent framerate, aside from the occasional chug - which was surely exacerbated by recording/streaming, too: Maybe you could ask him what settings he used to get it this playable? Sometimes it dips to ~30 fps, but it seems to be sitting at or above 60 for the vast majority. By contrast, I was not able to eek out more than about 25 fps, but I put that down to having a very old graphics card as of my last attempt. -
This is a straight up scam, for all the reasons Buckshot has stated. Doom floppies, especially 3.5 inch floppies, are still pretty damn easy to find.