Search found 458 matches

by SiFi270
Thu Sep 25, 2025 12:56 pm
Forum: Requests
Topic: Full rotations for zombieman with pistol.
Replies: 3
Views: 1608

Re: Full rotations for zombieman with pistol.

Thank you. I do indeed have that in my resources folder nowadays, but it's one of those things where I'm not always sure where I got it from, so it's good to have a handy link like that in case I lose it somehow.
by SiFi270
Thu Sep 25, 2025 9:33 am
Forum: Requests
Topic: Looking for Doom 64 Pistol Zombieman sprites
Replies: 3
Views: 127

Re: Looking for Doom 64 Pistol Zombieman sprites

The best one I know of is by DrDoctor.
by SiFi270
Thu Sep 18, 2025 4:33 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1206
Views: 453708

Re: [3.4!] FINAL DOOMER +

I don't know if it's too late to report this, but I gave map18 of TNT another try with this mod in ZD 2.8.1, and the voodoo shenanigans to automatically give the player two weapons don't work with the mod loaded. The same is true for modern versions of GZDoom, but I realize the mod doesn't really ...
by SiFi270
Sat Jul 05, 2025 7:55 am
Forum: Requests
Topic: Vader's Terminator hi-res/concept pics/fan art/
Replies: 2
Views: 208

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: 38050
Views: 4674830

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: 5564

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: 154034

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: 121448

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: 217
Views: 135750

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: 217
Views: 135750

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: 217
Views: 135750

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: 217
Views: 135750

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: 217
Views: 135750

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: 1206
Views: 453708

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: 1206
Views: 453708

Re: [3.4!] FINAL DOOMER +

You might be thinking of these? I don't think any of them got more than one frame though.

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