Search found 455 matches

by SiFi270
Sat Jul 05, 2025 7:55 am
Forum: Requests
Topic: Vader's Terminator hi-res/concept pics/fan art/
Replies: 2
Views: 89

Re: Vader's Terminator hi-res/concept pics/fan art/

QCDE has the Terminator as one of its champions, and its mugshot looks like this:
Image
Would that work?
by SiFi270
Sat Jun 14, 2025 1:16 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38034
Views: 4643302

Re: [SPRITES] Spriting Carnival!!

My next guess would be the marine from Doom 2's boxart/titlepic, but the lack of details like a red spot on the left shoulder and torn pants still leave me unsure.
by SiFi270
Fri Sep 13, 2024 1:27 pm
Forum: Rules and Forum Announcements
Topic: Regarding the use of Legacy of Rust assets — UPDATE
Replies: 12
Views: 4978

Re: Regarding the use of Legacy of Rust assets

I doubt I'll make any kind of anything in the foreseeable future, but I'm still curious. If I just wanted to use a midi from id1.wad, would that be acceptable?
by SiFi270
Mon Aug 26, 2024 3:06 am
Forum: TCs, Full Games, and Other Projects
Topic: Compendium - Classic Megawad Compilation
Replies: 170
Views: 150253

Re: Compendium - Classic Megawad Compilation

It's this map from The Abyss. The label for it in Compendium is ABY10.
by SiFi270
Thu Sep 07, 2023 10:53 am
Forum: Gameplay Mods
Topic: Shades of Doom v4.1 (07-09-23)
Replies: 378
Views: 119881

Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Glad to see you're still working on this, even if it's not new skins.
by SiFi270
Fri Aug 25, 2023 3:25 am
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 130699

Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

I managed to make it work more or less how it does in the original megawad by entering "remove bosseye" into the console at the start of the map. I'm guessing it's too late for that advice to be of use to you, but hopefully it can still help others.
by SiFi270
Tue Aug 22, 2023 10:02 am
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 130699

Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

I tried firing one into this crowd from map23 of Memento Mori 1, and I still didn't get it.

Also, gizmos not appearing does indeed seem to be a nomad-specific issue. I've done a couple of playthroughs with the technician and he found his fair share, especially with the trespasser familiar's help.
by SiFi270
Thu Aug 10, 2023 2:47 pm
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 130699

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

Went through a megawad without any mapinfo shenanigans and got the Adaptive Nomad achievement this time. This time, despite being just as thourough, I only saw gizmos on maps 3 and 4. I'll try another class soon.
by SiFi270
Wed Aug 09, 2023 3:07 pm
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 130699

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

What other wads were you using? Any that alter map progression? Sort of. I was using the Xbox Doom 2 IWAD because I figured another map would mean another chance for achievement-granting items to spawn, but I didn't realize until it was too late that this addon would just have map02's secret exit ...
by SiFi270
Wed Aug 09, 2023 7:46 am
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 130699

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

So I just did an Adaptive run with the Nomad. I didn't get the achievement for it, but I think that's more to do with some of the other wads I had loaded. What I really found strange was how I only saw gizmos on maps 2 and 3. I did every map 100% as usual, they just didn't appear. Also, the Phase ...
by SiFi270
Mon Jul 10, 2023 1:42 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1199
Views: 445859

Re: [3.4!] FINAL DOOMER +

ThrashfanBert1994 wrote: Mon Jul 10, 2023 12:18 am when are we getting eternal
In 2015.
by SiFi270
Thu Jul 06, 2023 1:18 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1199
Views: 445859

Re: [3.4!] FINAL DOOMER +

You might be thinking of these? I don't think any of them got more than one frame though.
by SiFi270
Thu Mar 02, 2023 4:20 pm
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 130699

Re: DoomRLA EXTENDED [1.0beta] - Fixes galore!

I don't know how feasible new weapons might have somehow become at some point, but one thing the original DRL has that DRLA doesn't is the Mega Buster , and I thought finding that could be the perfect excuse to implement Maestro as a familiar and unlock him by finding one. Naturally, applying a ...
by SiFi270
Sat Jan 28, 2023 3:30 pm
Forum: Gameplay Mods
Topic: y2k Doom [nostalgia for y2k era Doom modding]
Replies: 9
Views: 4804

Re: y2k Doom [nostalgia for y2k era Doom modding]

As far as I can tell, the only thing it's missing is Scuba Steve's interpretation of the Unmaker. You know, the one that makes a gibbing sound when you fire it.
by SiFi270
Thu Dec 29, 2022 4:24 pm
Forum: TCs, Full Games, and Other Projects
Topic: RELEASE: Wolfenstein 3D TC Version 3.1
Replies: 1536
Views: 347744

Re: RELEASE: Wolfenstein 3D TC Version 3.0

How complicated would it be to give SOD17 a proper sky when ceiling textures are enabled? It is supposed to take place on the roof, after all.

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