Doom Corner "for all Doom related discussion"
#3154 Posted 01 September 2019 - 01:31 PM
Zaxx, on 01 September 2019 - 07:09 AM, said:
Most Boom-compatible WADs can, even several of the major megawads today. Boom is a DOS source port, after all. The real impressive bit here (since it includes no maps) is that this is made using a vanilla-format DeHackEd patch, which is far more stringent in its capabilities than a Boom-format BEX patch.
#3155 Posted 01 September 2019 - 03:08 PM
#3157 Posted 02 September 2019 - 12:52 AM
#3158 Posted 02 September 2019 - 03:03 AM
Ninety-Six, on 01 September 2019 - 10:13 AM, said:
My thoughts exactly!
#3159 Posted 02 September 2019 - 04:29 AM
This post has been edited by ReaperAA: 02 September 2019 - 04:32 AM
#3160 Posted 02 September 2019 - 04:50 AM
This post has been edited by Ninety-Six: 02 September 2019 - 04:51 AM
#3161 Posted 02 September 2019 - 08:08 AM
So I'm having fun doing my mostly saveless runs, and I see the Doom 4 video and before watching I'm thinking... 'Yeah... I bet this is one of those mods that will never work in ports like Crispy Doom or Chocolate Doom. I'm gonna have to fire up GZDoom to set this up and check it out.' Then I watch the video and much to my delight I see it is compatible with Crispy Doom! What a nice surprise. I'll freely admit I know nothing about programming or anything remotely related to whatever goes on in the process of making mods, but just to have it run so well in vanilla ports is impressive to me.
Can't wait to fully try this out once I'm done with Final Doom.
#3162 Posted 04 September 2019 - 12:08 AM
The Doom Fullscreen Statusbar Mod v5.0 has been released. This is a full rewrite of the entire project done by 3saster (I was testing and fixing stuff after he was done) and pushes the whole thing to the next level. Especially level stats and transparency are a lot more customizable now, but there are also tons of other more or less obvious changes which you guys will hopefully appreciate. There's a compatibility fix for Doom 4 Vanilla as well (d4v_fshfix.wad) to make it look nicer.
Preview:
Coming up next: Strife support...
#3163 Posted 04 September 2019 - 11:55 AM
NightFright, on 04 September 2019 - 12:08 AM, said:
The Doom Fullscreen Statusbar Mod v5.0 has been released. This is a full rewrite of the entire project done by 3saster (I was testing and fixing stuff after he was done) and pushes the whole thing to the next level. Especially level stats and transparency are a lot more customizable now, but there are also tons of other more or less obvious changes which you guys will hopefully appreciate.
Very nice work here. This is going to be a keeper !
#3164 Posted 05 September 2019 - 03:32 AM
#3165 Posted 05 September 2019 - 08:34 AM
#3166 Posted 05 September 2019 - 01:47 PM
Zaxx, on 05 September 2019 - 08:34 AM, said:
I'm going to try and remain optimistic and say it's for the trailer. It is a very dark game, and for a reveal trailer they'd probably want everyone to be able to see it.
#3167 Posted 06 September 2019 - 06:17 AM
Ninety-Six, on 05 September 2019 - 01:47 PM, said:
The game had a freaking cheat to max out the brightness so you could see where the Hell you were going and what you were supposed to be doing. I don't blame Nightdive for brightening up the trailer to make it easier to see everything.
#3168 Posted 06 September 2019 - 04:54 PM
#3169 Posted 06 September 2019 - 11:06 PM
Zaxx, on 06 September 2019 - 04:54 PM, said:
Indeed. But this was the same with the Blood Fresh Supply trailer and when the game was released, the weird bloom thing was nowhere to be seen.
#3170 Posted 08 September 2019 - 07:29 PM
TNT and Plutonia can be quite hard, but I never feel exhausted after finishing a map. This happened to me quite often with the Master Levels. I don't hate them, and they were definitely worth going through at least once, but for me they just lack that appeal that makes me want to go back to them that Ultimate Doom/Doom II/SIGIL/NRFTL/Final Doom have.
This post has been edited by Putrid Pete: 08 September 2019 - 07:29 PM
#3171 Posted 09 September 2019 - 09:42 AM
It's safe to say it's a mixed bag and many entries don't feel as "masterful" as the title of the pack implies. Sadly, at least some of the map authors have delivered much better pieces which unfortunately are not part of the collection.
This post has been edited by NightFright: 09 September 2019 - 12:54 PM
#3172 Posted 09 September 2019 - 09:50 AM
#3173 Posted 09 September 2019 - 11:02 AM
#3175 Posted 09 September 2019 - 01:14 PM
#3176 Posted 09 September 2019 - 01:47 PM
This post has been edited by Putrid Pete: 09 September 2019 - 01:47 PM
#3177 Posted 10 September 2019 - 09:23 AM
#3178 Posted 10 September 2019 - 09:42 AM
#3179 Posted 10 September 2019 - 10:04 AM
Striker, on 10 September 2019 - 09:23 AM, said:
Man, that fucking map was a nightmare during my saveless run. I think I replayed that level so many times it has been permanently seared into my conscience. Definitely one of the most frustrating maps I've played.
#3180 Posted 10 September 2019 - 10:55 AM
NightFright, on 10 September 2019 - 09:42 AM, said:
Do you start each map with a pistol or do your weapons carry over? Also, could you please provide a link to it if it isn't much trouble? Thanks.
This post has been edited by Putrid Pete: 10 September 2019 - 10:55 AM