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Doom Corner  "for all Doom related discussion"

User is online   dnskill 

  • Honored Donor

#4861

Romero correcting him is a good thing, but Sandy seems like he's legitimately misremembering and not trying to deliberately tell half-truths or lies. It is funny that it's happened quite a few times now.
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User is online   ck3D 

#4862

View Postdnskill, on 13 January 2026 - 11:49 AM, said:

Romero correcting him is a good thing, but Sandy seems like he's legitimately misremembering and not trying to deliberately tell half-truths or lies. It is funny that it's happened quite a few times now.


Makes sense there would be a fine Chasm between Sandy's recollection and the truth.

The passion he just exfoliated the whole time during that interview was great to see. Was surprised, but shouldn't have been, that he referenced Super Mario World (as an on-point example of a game where every level feels different and none like a repeat).

This post has been edited by ck3D: 13 January 2026 - 01:10 PM

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User is offline   NNC 

#4863

It would be such a great news to see Sandy back to mapping. I would look at his style with no strict timelines and more established mapping with less limitations.

I think it will never happen though.

I'm a big fan of Romero's modern style, yes, not always kind to players, but it looks so authentic with the vibes of the original game, something I rarely see in wads (although I missed out quite a lot).

This post has been edited by NNC: 14 January 2026 - 07:15 AM

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User is online   ck3D 

#4864

View PostNNC, on 14 January 2026 - 07:13 AM, said:

It would be such a great news to see Sandy back to mapping. I would look at his style with no strict timelines and more established mapping with less limitations.

I think it will never happen though.

I'm a big fan of Romero's modern style, yes, not always kind to players, but it looks so authentic with the vibes of the original game, something I rarely see in wads (although I missed out quite a lot).


I agree that it would be neat and also that it most likely won't happen, interview made it sound DooM mapping was something to do at the time but he would not go back and instead of looking back seems to appreciate the possibilities of more modern engines.

But it is funny, at the same time when JesseP barely just whispered the words 'Build engine' for the first time in the interview, Sandy's reaction looked like one of disgust seeing someone spit into his cereal. Or "We don't talk about that" kind of vibe. I think it's just he never got to look at it closely enough to understand the particularities that make it interesting I figure, or maybe it seemed too technical, but I am not sure I can even start to imagine what kind of maps we would get from this guy if some kind of holy lightning ever struck him into learning SOS.

I also suspect if he ever had to make a Build engine city, that would share plenty of similarities with LameDuke L6.

This post has been edited by ck3D: 14 January 2026 - 09:03 AM

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User is offline   Ninety-Six 

#4865

Welp. I've just experienced one of the worst slaughtermaps I've ever seen in my entire life.

Kukui

And some genius decided it should be the regular secret level, while the super secret was an extremely chill nightclub level. Because that makes sense (if you were dropped on your head).

Regarding the level itself, allow me to paint a picture for you for those who haven't seen this.

You start the level already in the middle of a monster mosh pit, filled with chaingunners, revenants, imps, pinkies, knights, mancubi, and a handful of cacos scattered about on top of it all. Off to a bad start.

You are on a square ring that runs around the level, sheer wall on one side and a death pit on the other. The ring is wide enough to fit about two semi-trucks parked side-by-side in parallel with the wall. Monsters fill the entire width of the ring on all sides except the tiny pocket you start in. Spider- and Cyberdemons occupy the four corners of this ring.

You begin with a megasphere, a BFG, a backpack, and a full compliment of 600 cells. All well and good, except that 600 cells is nowhere NEAR enough ammunition, and 200/200 is nowhere near enough health/armor to survive all the unavoidable damage.

Good news: there are megaspheres and ammo dumps located periodically along the ring.

Bad news: You can't see jack shit. Between the heaving demonic bodies, the corpses, the demons mid-death animations, the BFG blasts, all the projectiles and the extremely red screen from the constant influx of unavoidable goddamn damage, seeing where ANY of the pickups are is a lost cause. You effectively have to stumble into them blindly the first time to even know they exist, and from then on just sorta GUESS where they're supposed to be. And with Doom's already-terrible pickup radius with things you CAN see, it's an exercise in keeping foam out of your mouth.

Even with transparent projectiles switched on, my own mini-mod that reduces Caco corpse sprites, and LZDoom's ability to scale back the intensity of the damage screen flash, I still couldn't see what the hell I was doing.

The intended strategy is to hold down the fire button on the BFG and march forward in either direction to those essential pickups. But it's a complete and total fucking crapshoot if it works, dependent pretty much entirely on luck. How much damage you take, if you can successfully guess where the next pickup is, and how much infighting decides to happen. But no I guess taking damage from all sides at all times while completely and utterly fucking blind is a skill issue on the player's part, huh?


Let me put into perspective just how bad this is.

There's a mod out there called Powergun. It's a weapon mod for classic doom that is meant to make slaughtermaps a bit less grindy and luck-based. Once I realized that no amount of savescumming was going to make this fucking dumpster fire of a level doable, I decided to switch to powergun just to see if it was even possible.

And guess what. It wasn't.

Powergun also comes with SUPER powergun. A version of powergun with almost no balancing at all. Almost kinda like Russian Overkill but without the funny.

Even with Super powergun it was only just barely possible. And it took me about 2 and a half hours. Why did I keep going? Because I needed to know if it was even remotely possible with the most broken weaponset I had.



I have never seen a more perfect example of why I despise the Doom community so much. Garbage tier grindy luck-based trial-and-error shitfests that just show up unwantedly and without warning, and often block progress to other parts of the wad. Levels that can't be beaten without hours of savescumming, and yet all the mappers are convinced that a player who dies because they're fucking blind and rolled badly on a pair of dice simply suffers from a skill issue. And by the same token, convinced that getting lucky and perfect memorization is the pinnacle of skill.

Escaping slaughtermaps is fucking impossible. They're what 80% of the Cacowards always go to, and in community projects they just fucking show up out of nowhere. You are constantly forced into playing these trash heaps. On occasion they'll be merciful enough to be optional, but as we've seen in this current example, even that's not fucking foolproof because for some godforsaken reason a much more chill level in line with the rest of the wad's lineup to that point is locked behind this dumpster fire.

This post has been edited by Ninety-Six: 07 February 2026 - 11:31 AM

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User is offline   Ninety-Six 

#4866

doomworld.mov
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User is online   ck3D 

#4867



Interview by JesseP.
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User is offline   Merlijn 

#4868

View PostNinety-Six, on 07 February 2026 - 11:29 AM, said:

Welp. I've just experienced one of the worst slaughtermaps I've ever seen in my entire life.
(...)
Escaping slaughtermaps is fucking impossible. They're what 80% of the Cacowards always go to, and in community projects they just fucking show up out of nowhere. You are constantly forced into playing these trash heaps. On occasion they'll be merciful enough to be optional, but as we've seen in this current example, even that's not fucking foolproof because for some godforsaken reason a much more chill level in line with the rest of the wad's lineup to that point is locked behind this dumpster fire.


That does sound rather miserable. I don't play Doom wads myself, but I do like watching gameplay footage on Youtube sometimes (some good fellow Dutchmen have quality playthroughs, such as Decino and Vytaan). IMO what holds a lot of wads back is the megawad structure. Most campaigns just don't stay interesting for 30 maps and 2 secret gimmicky ones in the middle. Heck, even the original Doom2 is VERY uneven when it comes to the quality of the levels. Sometimes it's just better to keep the number of maps lower instead of adding filler just to fill every slot.

Plus the icon of sin kinda sucks.

One wad that looks very interesting to me is Blues Brothers 2025, it also gets more slaughtery towards the end but at least it's in interesting ways. And the horror elements are just perfect for someone like me. :D

This post has been edited by Merlijn: 08 February 2026 - 07:59 AM

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User is offline   DNS 

#4869

View PostNinety-Six, on 07 February 2026 - 11:29 AM, said:

Welp. I've just experienced one of the worst slaughtermaps I've ever seen in my entire life.

Kukui

And some genius decided it should be the regular secret level, while the super secret was an extremely chill nightclub level. Because that makes sense (if you were dropped on your head).

Regarding the level itself, allow me to paint a picture for you for those who haven't seen this.

You start the level already in the middle of a monster mosh pit, filled with chaingunners, revenants, imps, pinkies, knights, mancubi, and a handful of cacos scattered about on top of it all. Off to a bad start.

You are on a square ring that runs around the level, sheer wall on one side and a death pit on the other. The ring is wide enough to fit about two semi-trucks parked side-by-side in parallel with the wall. Monsters fill the entire width of the ring on all sides except the tiny pocket you start in. Spider- and Cyberdemons occupy the four corners of this ring.

You begin with a megasphere, a BFG, a backpack, and a full compliment of 600 cells. All well and good, except that 600 cells is nowhere NEAR enough ammunition, and 200/200 is nowhere near enough health/armor to survive all the unavoidable damage.

Good news: there are megaspheres and ammo dumps located periodically along the ring.

Bad news: You can't see jack shit. Between the heaving demonic bodies, the corpses, the demons mid-death animations, the BFG blasts, all the projectiles and the extremely red screen from the constant influx of unavoidable goddamn damage, seeing where ANY of the pickups are is a lost cause. You effectively have to stumble into them blindly the first time to even know they exist, and from then on just sorta GUESS where they're supposed to be. And with Doom's already-terrible pickup radius with things you CAN see, it's an exercise in keeping foam out of your mouth.

Even with transparent projectiles switched on, my own mini-mod that reduces Caco corpse sprites, and LZDoom's ability to scale back the intensity of the damage screen flash, I still couldn't see what the hell I was doing.

The intended strategy is to hold down the fire button on the BFG and march forward in either direction to those essential pickups. But it's a complete and total fucking crapshoot if it works, dependent pretty much entirely on luck. How much damage you take, if you can successfully guess where the next pickup is, and how much infighting decides to happen. But no I guess taking damage from all sides at all times while completely and utterly fucking blind is a skill issue on the player's part, huh?


Let me put into perspective just how bad this is.

There's a mod out there called Powergun. It's a weapon mod for classic doom that is meant to make slaughtermaps a bit less grindy and luck-based. Once I realized that no amount of savescumming was going to make this fucking dumpster fire of a level doable, I decided to switch to powergun just to see if it was even possible.

And guess what. It wasn't.

Powergun also comes with SUPER powergun. A version of powergun with almost no balancing at all. Almost kinda like Russian Overkill but without the funny.

Even with Super powergun it was only just barely possible. And it took me about 2 and a half hours. Why did I keep going? Because I needed to know if it was even remotely possible with the most broken weaponset I had.



I have never seen a more perfect example of why I despise the Doom community so much. Garbage tier grindy luck-based trial-and-error shitfests that just show up unwantedly and without warning, and often block progress to other parts of the wad. Levels that can't be beaten without hours of savescumming, and yet all the mappers are convinced that a player who dies because they're fucking blind and rolled badly on a pair of dice simply suffers from a skill issue. And by the same token, convinced that getting lucky and perfect memorization is the pinnacle of skill.

Escaping slaughtermaps is fucking impossible. They're what 80% of the Cacowards always go to, and in community projects they just fucking show up out of nowhere. You are constantly forced into playing these trash heaps. On occasion they'll be merciful enough to be optional, but as we've seen in this current example, even that's not fucking foolproof because for some godforsaken reason a much more chill level in line with the rest of the wad's lineup to that point is locked behind this dumpster fire.


As much as the doom "community" is a woke dumpster fire, I disagree with the cacowards being almost all exclusively given to slaughter map wads. I personally don't mind the odd one tossed into a megawad from time to time but do try my best to avoid slaughter maps because I don't really find ultra tedius gameplay where you run around in circles until the majority of the monsters kill each other from infighting and then spamming the plasma rifle/BFG to kill the remaining cyberdemons fun.

I find the best way to avoid garbage like this is to stick to playing the highly rated megawads, (few consist of majority slaughter maps) actually read the readme/comments on the id games archive before downloading if it's something more obscure because it usually mentions the gameplay style some where and then avoid hard deadline or gimmick based community compilations because the mappers often substitute slaughter for creativity due to such constraints.

Either way, I'm not sure how "hardcore" a doom player you are but there are dozens of great megawads out there. If you're looking for new maps, list what you've completed thus far and I'm sure that I can recommend many more.

Or you could always look up a tutorial on youtube since you've clearly already cheated trying to beat the map on your own...

This post has been edited by DNS: 09 February 2026 - 08:40 AM

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User is offline   Ninety-Six 

#4870

View PostMerlijn, on 08 February 2026 - 07:58 AM, said:

IMO what holds a lot of wads back is the megawad structure. Most campaigns just don't stay interesting for 30 maps and 2 secret gimmicky ones in the middle. Heck, even the original Doom2 is VERY uneven when it comes to the quality of the levels. Sometimes it's just better to keep the number of maps lower instead of adding filler just to fill every slot.


Funny you say that since the wad in question has a whopping 48.

View PostMerlijn, on 08 February 2026 - 07:58 AM, said:

One wad that looks very interesting to me is Blues Brothers 2025, it also gets more slaughtery towards the end but at least it's in interesting ways. And the horror elements are just perfect for someone like me. :D


I've seen that and while it did pique my interest, I'm wary about it just because it's a new megawad and my luck at not finding bullshit traps is not great.

View PostDNS, on 09 February 2026 - 08:30 AM, said:

I find the best way to avoid garbage like this is to stick to playing the highly rated megawads, (few consist of majority slaughter maps) actually read the readme/comments on the id games archive before downloading if it's something more obscure because it usually mentions the gameplay style some where and then avoid hard deadline or gimmick based community compilations because the mappers often substitute slaughter for creativity due to such constraints.


I also try my best to avoid it but most of the time it's what I find. I've almost entirely written off the cacowards because they either recommend slaughter or utter trial-and-error garbage like Ancient Aliens. The only real hope are in the runners-up/honorable mentions, though even that's a crapshoot at times.

Hell, this mapset came at the recommendation of Impie. But because it's a community project, there is no warning whatsoever when bullshit appears. It just simply wills itself into existence.


View PostDNS, on 09 February 2026 - 08:30 AM, said:

Either way, I'm not sure how "hardcore" a doom player you are but there are dozens of great megawads out there. If you're looking for new maps, list what you've completed thus far and I'm sure that I can recommend many more.


I like a challenge as long as it's fair. Unfortunately the majority of the doom community's output isn't even close. They love their trial-and-error bullshit, either in the form of enemy spam slaughtermaps that you need to be smoking the exact blend of weed the mapper was in order to get to the end (just like classic adventure games!), or in the form of walking over an invisible linedef and getting immediately buttfucked by every Revenant this half of the galaxy because god forbid you didn't have the BFG out and pre-fired ahead of time. Like every single motherfucking player wouldn't the first time.

I can handle hard. What I can't fucking stand is unfair beginner's traps that WILL kill you the first time through. I don't find savescumming every five seconds to be fun or an expression of skill. It's JUST a waste of fucking time, and this shit is EVERYWHERE.

Good example of hard-but-fair would be anything by cyriak/mouldy (Going Down, Overboard, etc).

View PostDNS, on 09 February 2026 - 08:30 AM, said:

Or you could always look up a tutorial on youtube since you've clearly already cheated trying to beat the map on your own...


The strategy in this case is the bloody same and it all comes down exclusively to luck. It's garbage.

But even if there was some hidden strategy, it's not fucking worth it. It shouldn't be in the megawad. Nor should it and its army of clones be as widespread as it is throughout that rotten community.

For a bunch of elitist pricks that get mad when they're called "mappers" and not "level designers" they sure do suck balls at designing levels.

This post has been edited by Ninety-Six: 09 February 2026 - 05:37 PM

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User is offline   DNS 

#4871

View PostNinety-Six, on 09 February 2026 - 05:37 PM, said:

Funny you say that since the wad in question has a whopping 48.



I've seen that and while it did pique my interest, I'm wary about it just because it's a new megawad and my luck at not finding bullshit traps is not great.



I also try my best to avoid it but most of the time it's what I find. I've almost entirely written off the cacowards because they either recommend slaughter or utter trial-and-error garbage like Ancient Aliens. The only real hope are in the runners-up/honorable mentions, though even that's a crapshoot at times.

Hell, this mapset came at the recommendation of Impie. But because it's a community project, there is no warning whatsoever when bullshit appears. It just simply wills itself into existence.




I like a challenge as long as it's fair. Unfortunately the majority of the doom community's output isn't even close. They love their trial-and-error bullshit, either in the form of enemy spam slaughtermaps that you need to be smoking the exact blend of weed the mapper was in order to get to the end (just like classic adventure games!), or in the form of walking over an invisible linedef and getting immediately buttfucked by every Revenant this half of the galaxy because god forbid you didn't have the BFG out and pre-fired ahead of time. Like every single motherfucking player wouldn't the first time.

I can handle hard. What I can't fucking stand is unfair beginner's traps that WILL kill you the first time through. I don't find savescumming every five seconds to be fun or an expression of skill. It's JUST a waste of fucking time, and this shit is EVERYWHERE.

Good example of hard-but-fair would be anything by cyriak/mouldy (Going Down, Overboard, etc).



The strategy in this case is the bloody same and it all comes down exclusively to luck. It's garbage.

But even if there was some hidden strategy, it's not fucking worth it. It shouldn't be in the megawad. Nor should it and its army of clones be as widespread as it is throughout that rotten community.

For a bunch of elitist pricks that get mad when they're called "mappers" and not "level designers" they sure do suck balls at designing levels.


Well if you're going to also include linedef/item trigger monster closet ambushes as well then you'll have to stick to older maps unfortunately. This is a very popular gameplay element most modern mappers utilize to increase difficulty. Hell, even Romero heavily relied on this tactic for the Sigil episode expansions as well as other cheap shit like putting a couple of hidden Barons behind a door that you have to open from a tiny ledge with a death pit behind if you fall or a hidden switch to crush a cyberdemon because you otherwise don't have enough ammo in the level to kill it. All shit that you have no idea about in a first time play through.

Also, did you ever find a way to play Doom 64 without the blockmap fix? I remember a project from a while back called "DZDoom" that was a modified version of GZDoom with additional features to maintain the Playstation and Doom 64 easthetics more accurately. If I remember correctly it ran PK3's/sound fonts converted from dumped roms of the original console cartridge/discs but I haven't played it in probably a decade so I can't remember if it had vanilla behavior in that regard or not. Might be worth tracking down of you're still searching for a Doom 64 solution.

This post has been edited by DNS: 09 February 2026 - 11:29 PM

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User is offline   Ninety-Six 

#4872

View PostDNS, on 09 February 2026 - 11:27 PM, said:

Well if you're going to also include linedef/item trigger monster closet ambushes as well then you'll have to stick to older maps unfortunately. This is a very popular gameplay element most modern mappers utilize to increase difficulty. Hell, even Romero heavily relied on this tactic for the Sigil episode expansions as well as other cheap shit like putting a couple of hidden Barons behind a door that you have to open from a tiny ledge with a death pit behind if you fall or a hidden switch to crush a cyberdemon because you otherwise don't have enough ammo in the level to kill it. All shit that you have no idea about in a first time play through.


Yeah I'm aware mostly older stuff are safe, plus the occasional new thing by trusted mappers (like valkiriforce, the aforementioned mouldy, RMG, and a handful of others).

It's not even the concept of linedef ambushes that piss me off, as it is the ones that no human can possibly react to in time. Traps that require foreknowledge of them to overcome, in other words. Those are what light my ass on fire.


I actually used to play saveless and I still prefer that style, but I had to give that up ages ago because of that crap. I have no problems restarting all over (and without my guns) if I am the one who screwed up. I made a bad call, or failed to execute a good call correctly. That's totally fine because it's on me. Dying, however, because I got blindsided by something I couldn't possibly have known was there, or a personal favorite, encountering a fight that REQUIRES a certain secret, no, that's when I get angry.

(Seriously, everyone including the Doom community accepts that hiding keys behind secrets is bad, but it's totally okay when a fight is balanced around a specific hidden powerup or gun? Fuck that community)

View PostDNS, on 09 February 2026 - 11:27 PM, said:

Also, did you ever find a way to play Doom 64 without the blockmap fix? I remember a project from a while back called "DZDoom" that was a modified version of GZDoom with additional features to maintain the Playstation and Doom 64 easthetics more accurately. If I remember correctly it ran PK3's/sound fonts converted from dumped roms of the original console cartridge/discs but I haven't played it in probably a decade so I can't remember if it had vanilla behavior in that regard or not. Might be worth tracking down of you're still searching for a Doom 64 solution.


I was pointed to Doom 64 CE which is essentially a full port of it to GZDoom. I don't much care for GZ but it works and I have a machine that can run it now so I'll take it.

Plus it not only lets you play the official Lost Levels expansion, it also includes Kaiser's original level set from the Absolution TC (as well as the ability to toggle Absolution's changes to the base campaign), and one other campaign I'm not sure where it comes from but it's there and I suppose it can be seen as a consolation prize since I'm effectively locked out of any other D64 mods because they require shitty ports with the broken blockmap.


Thanks anyway, though. I appreciate it.

This post has been edited by Ninety-Six: 10 February 2026 - 09:08 AM

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User is offline   DNS 

#4873

View PostNinety-Six, on 10 February 2026 - 09:02 AM, said:

I was pointed to Doom 64 CE which is essentially a full port of it to GZDoom. I don't much care for GZ but it works and I have a machine that can run it now so I'll take it.

Plus it not only lets you play the official Lost Levels expansion, it also includes Kaiser's original level set from the Absolution TC (as well as the ability to toggle Absolution's changes to the base campaign), and one other campaign I'm not sure where it comes from but it's there and I suppose it can be seen as a consolation prize since I'm effectively locked out of any other D64 mods because they require shitty ports with the broken blockmap.


Thanks anyway, though. I appreciate it.


Okay if you're happy with CE. I know a lot of purists aren't because it's an approximation port of the console levels rather than direct rom dumps and came packaged with a bunch of additional PC levels not originally present/mods configured by default (at least the last time that I looked at it).
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User is offline   Ninety-Six 

#4874

View PostDNS, on 10 February 2026 - 03:00 PM, said:

Okay if you're happy with CE. I know a lot of purists aren't because it's an approximation port of the console levels rather than direct rom dumps and came packaged with a bunch of additional PC levels not originally present/mods configured by default (at least the last time that I looked at it).


Said levels are locked away in their own campaigns, and when you first start it up you can select how faithful you want the experience to be. This also applies to the PSXDoom/Final Doom set from the same author(s). They even recreated the movement of the console editions and give you the option to select which movement style you want. It's very customizable.

As for map accuracy, everything looks the same to my admittedly untrained eye. If they're recreations they are damn good ones.


EDIT: I decided to check the ModDB page for it again to make sure I wasn't talking out of my ass, and it turns out CE is in fact based on DZDoom code, as well as the old PSXDoom TC (but made much more accurate via ZScript and other such).

Regarding the maps, this is what is said:

"The Absolution/DOOM 64: The original campaign.

The Lost Levels: These maps are exclusive to Doom 64's 2020 remaster by Nightdive. They are only available if the included installer finds a valid installation of the 2020 release.

The Doomsday Levels: Maps that were exclusive to Kaiser's 2003's Absolution TC and its Outcast Levels expansion, merged into a single episode. (Note: the artifact in Crisis has been replaced with a Megasphere because a similar artifact is already present in a later level). The maps included here are based on conversions made by Nevander for Doom 64: Retribution.

Redemption Denied: A 2005 mapset by Steven Searle and AgentSpork for the Absolution TC. The maps included here are based on conversions made by Nevander for Doom 64: Retribution.

The Reckoning: A 2008 mapset by Steven Searle for the Absolution TC. These maps included here are based on conversions made by thexgiddoomerx for Doom 64 EX.

Bonus maps: Waste Processing and Mining Front by Maverick and Temple Ruins and Temple Grounds by Henri Leto, standalone maps made for the Absolution TC, are included. They are based on conversions made by thexgiddoomerx for Doom 64 EX."

By all accounts it seems to be about as accurate as it could be short of actually running off of data dumps. If a more faithful port comes along that fixes the shitty blockmap bug, great, I'll make the switch (and that will probably let me play mods made for the more faithful ports). Until then though, this seems to more than do the job. It still looks and feels like Doom 64, and if you put them side-by-side (and lower the resolution) I don't think I'd be able to tell the difference.

I confess I never grew up with Doom 64. Most of my prior experience before now comes from Kaiser's Doom 64EX. I still love that port, but it does not run well on Windows 10 and doesn't have the ability to play the new official levels. Unfortunately both of its successors nuked the blockmap fix. But with that experience in mind, I can't tell the difference between EX and CE (with CE set to faithful, I mean).

I've never been much of a purist anyway. Honestly, if I were, the blockmap bug wouldn't be the bane of my existence. I will happily take a 99% accurate recreation over a true genuine original if it plays better, and CE does (at least compared to EX+ or the Nightdive version).



Speaking of the PSX TC, that actually reminds me. If there's anyone else out there that remembers the old PSXDoom TC and its Lost Levels expansion, while this is included in the download for CE (but can be disabled), the only way to play the Lost Levels in this version is via the integrated style, meaning it mimics the PC level ordering. Which is fine, but one of the reasons I enjoy playing console-ported versions of these games is for the different experience they provide. As such, I actually prefer the original Lost Levels standalone campaign as it was presented back then. I went out of my way to make a mini-mod that restores that old mod on this edition of the game.

I can't upload it here because of filesize restrictions but if anyone's interested, let me know and I'll try to figure something out. Or you could do it yourself, as opening up the files in SLADE, you can still see the remnants of the standalone campaign it once was.



EDIT2: As it turns out, some very nice people took the time to convert a handful of 64EX+/ND mods and port them to CE. This just keeps getting better.

This post has been edited by Ninety-Six: 10 February 2026 - 04:26 PM

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User is offline   Player Lin 

#4875

My own way to deal with ANY slaughter-based maps in DooM (ZDooM-based engine only): sv_fastweapons 1

I rarely to actually play any of such maps because I just don't have time to do that "properly" - I tried, but it get boring very fast, if I'm not keep dying... - and it's not related the "slaughter trend" recent years in DooM community...such maps from TimeOfDeath and few authors already made me sick of slaughter-based maps since 2010s, because I never liked such "challenges". :P


IoS from original DooM 2 also annoying too. At least some of map authors knew that and tried changing to something else...just a normal boss monster in final map, or changed to made with better puzzle designs...or just omit it at all...

This post has been edited by Player Lin: 21 February 2026 - 03:08 AM

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User is offline   Ninety-Six 

#4876

View PostPlayer Lin, on 21 February 2026 - 03:06 AM, said:

My own way to deal with ANY slaughter-based maps in DooM (ZDooM-based engine only): sv_fastweapons 1


I'm not actually familiar with this command.
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User is offline   Player Lin 

#4877

View PostNinety-Six, on 21 February 2026 - 06:15 PM, said:

I'm not actually familiar with this command.


Taken from ZDooM wiki:
https://zdoom.org/w/...#sv_fastweapons

    sv_fastweapons (integer)

    Default: 0
    Increases the speed of your weapons. Setting this to 2 makes weapons even faster. 
    Note: Keep in mind that some custom weapons use special state handling (such as reloading) and using this may cause the game to crash.


Simply said, it made the weapon shooting much faster.
I always use 1 because 2 will caused problems for custom weapons.

This post has been edited by Player Lin: 22 February 2026 - 06:31 AM

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