Search found 26 matches

by Faceman2000
Mon Jun 26, 2023 9:52 pm
Forum: Levels
Topic: [WIP] The Shores of Zdoom
Replies: 645
Views: 92609

Re: [WIP] The Shores of Zdoom

Apologies for the massive bump. . . KDiKDiZD has put those project back in my mind, especially since I heard some of the resources (the marble STARx textures and the undead Hell Noble) were originally intended for this project. I know chances of this being revived any time soon are probably quite ...
by Faceman2000
Sun Apr 30, 2023 2:06 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153635

Re: Hell-Forged - Episode 2 (Restarting Soon)

No, I’m pretty sure this is a recent change. Exciting stuff!
by Faceman2000
Sun Apr 30, 2023 12:26 pm
Forum: Levels
Topic: Death Exit Episode 1: 7 limit-removing maps for MAPINFO ports
Replies: 1
Views: 914

Death Exit Episode 1: 7 limit-removing maps for MAPINFO ports

Hello all! Crossposting this from Doomworld. This is the first episode of my in-progress megawad, Death Exit. It consists of six maps and a secret level, and features new textures, new music, and a couple new enemies. Enemies are implemented via DeHacked so it likely won’t play well with gameplay m ...
by Faceman2000
Thu Jan 12, 2023 1:34 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153635

Re: Hell-Forged - Episode 2 (Corpse Spider completed - P24)

Well that’s. . . horrifying.

I love it!
by Faceman2000
Tue Dec 06, 2022 11:48 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405875

Re: Ultimate Doom Builder

Awesome, thanks!
by Faceman2000
Tue Dec 06, 2022 9:26 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1029
Views: 405875

Re: Ultimate Doom Builder

Since the most recent update, I get little dialogue boxes telling me when I've toggled highlighting or gravity or so forth on and off. Is there a way to disable this?
by Faceman2000
Mon Oct 10, 2022 6:35 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153635

Re: Hell-Forged - Version 2.00 (Succubus completed - P20)

Honestly, I feel Doom’s sense of scale is variable enough that if you wanted to you could scale her down and it wouldn’t appear odd that the mites change size as they come out of her.
by Faceman2000
Sat Sep 17, 2022 7:57 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153635

Re: Hell-Forged - Version 2.00 (Vulgar completed - P18)

Oh man, I read that tutorial like a decade ago and haven’t been able to find it since. Are there any plans to ever finish the Ignist? I though that was such a cool monster and was disappointed it was never finished back in the DE days.
by Faceman2000
Thu Aug 25, 2022 8:23 am
Forum: Scripting
Topic: Episode Selection Submenus
Replies: 0
Views: 274

Episode Selection Submenus

Hey everyone, I'm messing around with MENUDEFs and I'm having a hard time figuring this out. What I would like to do is have the Episodes Menu divided into submenus, so that when I open it up I see: >Ultimate Doom >Doom 2 >TNT: Evilution >Plutonia >The Master Levels But then, if I select "Ultimate ...
by Faceman2000
Mon Dec 27, 2021 7:40 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153635

Re: Hell-Forged - Version 2.00 (Announcement)

ActionAlligator wrote:the Vampyr preview sprites on the first page look a little cheesy to me
I personally think it looks awesome.
by Faceman2000
Mon Dec 13, 2021 6:33 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged - Episode 2 (Restarting Eventually)
Replies: 422
Views: 153635

Re: Hell-Forged - Version 2.00 (Announcement)

Amuscaria wrote:Working on the Blood Strider Model.
Spoiler:
Oh wow, this looks awesome! You continue to be the number one name in custom enemies haha.
by Faceman2000
Thu Aug 20, 2020 1:12 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 416855

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

I have Capital-P Plans for the Marauder that'll probably be its own CVar so people don't have to worry about him ruining their fun unless they're feeling up to it. Awesome. I know a lot of people hate the Marauder but I’ve really grown to love him as an enemy and am very interested to see how he’ll ...
by Faceman2000
Thu Aug 20, 2020 11:58 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 416855

Re: MetaDoom v666 "Titan" (UPDATED!! p115)

Oh man, a classic meathook makes my mouth water. As far as enemy functionality goes. . . Someone spawning destructible walls like the Carcass does would be fun, as would an enemy that teleports behind you and melees you like the Prowlers. I know the Imp Lord already teleports, but he does it more as ...
by Faceman2000
Sat Mar 28, 2020 1:10 pm
Forum: Resources
Topic: Reincarnation of Evil - Remaking Doom 3/4 Content in 2
Replies: 1383
Views: 174330

Re: Reincarnation of Evil - Remaking Doom 3/4 Content in 2

That seems like a solid idea to me!
by Faceman2000
Wed Jan 22, 2020 6:17 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 416855

Re: MetaDoom v5.666 "Klave EX" (Status Report p109)

Super excited to see work resume on this!

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