Search found 68 matches

by Kills_Alone
Sat Jan 28, 2023 4:50 pm
Forum: Levels
Topic: [GZDoom] Overlook City (Jump allowed)
Replies: 3
Views: 2724

Re: [GZDoom] Overlook City (Jump allowed)

-I like all the interactive stuff like the closets, phone, light switch, dominatrix, etc. Minor: If all the light switches worked that would help with immersion. -In the bank/morgue (blood bank?) if you could make it so one of two of the drawers were open or could be opened this would make it easier ...
by Kills_Alone
Sun Jan 22, 2023 10:08 pm
Forum: Levels
Topic: [GZDoom] Weird West (Jump allowed)
Replies: 5
Views: 3005

Re: [GZDoom] Weird West

https://rumble.com/v2auea6-brutal-doom-v21-gold-weird-west-2023.html Thanks for the fun little map, and I enjoyed reading about the source materials/inspiration. A few notes: -I think the secret windows (chainsaw and BFG) should have some type of clue that they exist otherwise its very unlikely ...
by Kills_Alone
Thu Jul 14, 2022 2:34 pm
Forum: Levels
Topic: Doom Redux - Attempt #3
Replies: 18
Views: 8976

Re: Doom Redux - Attempt #3

While its easy to get discouraged, you should keep in mind there are many lurkers who rarely if ever comment, and the world is constantly in a state of peril so there is a lot to be distracted by. I've been focusing on real life stuff (fixing up my property, exercise, family & friends) so I've ...
by Kills_Alone
Sun Jan 09, 2022 2:21 am
Forum: Levels
Topic: E2M1 - Deimos Anomaly Remake
Replies: 10
Views: 7076

Re: E2M1 - Deimos Anomaly Remake

I'm seeing a ghosting effect above some of the control panels and black where I think a texture should be in some window areas, tested with GZDoom v4.7.1 and v4.6.1. EDIT: It was the slanted areas, I was editing the level so the scripts that were activated by items would be replaced by linedefs (for ...
by Kills_Alone
Wed Dec 22, 2021 4:03 pm
Forum: Levels
Topic: E1M5 - Phobos Lab remake (version 1.1 released)
Replies: 9
Views: 6557

Re: E1M5 - Phobos Lab remake (version 1.1 released)

Often I was ending a UV run with 266 kills and about 6 or more enemies remaining. Probably BD causing a conflict where it adds a few extra enemies (that do not seem to exist). Just wanted to confirm if 266 is 100%? Really enjoyed this one, haven't played ZDoom in a few months so this was a nice ...
by Kills_Alone
Sat Oct 23, 2021 1:52 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646146

Re: (Release 1.00) Ashes Afterglow TC

Hello! I love your mod so far, great job! I appear to have found a major gamebreaking bug that has my saves softlocked, when you complete a mission out of order (Ex: Clearing out the tunnels in the badlands before being told to do so.) the mission doesn't register as being complete when you acquire ...
by Kills_Alone
Fri Oct 01, 2021 4:42 pm
Forum: Levels
Topic: Dragon Sector (Remake) Mapset
Replies: 57
Views: 28390

Re: Dragon Sector (Remake) Mapset

Good stuff, I waited for v0.3 and yeah the performance seems a little better. Had to lower a lot of settings to maintain a decent frame rate. GZDoom is more CPU dependent then GPU (though a nice GPU doesn't hurt).

Some footage of MAP01 with BDv21:
by Kills_Alone
Tue Sep 28, 2021 8:57 pm
Forum: Levels
Topic: Doom Episode - 1 Remaster (demo available)
Replies: 33
Views: 41778

Re: Doom Episode - 1 Remaster (demo available)

Was playing this in VR and I noticed an ever so tiny issue. On Hangar there is the secret lift triggered by line #608, this should be set to monster cross as well, that way you can get an enemy to lower the lift for you.
by Kills_Alone
Sun Sep 19, 2021 4:54 pm
Forum: Levels
Topic: Doom Episode - 1 Remaster (demo available)
Replies: 33
Views: 41778

Re: Doom Episode - 1 Remaster (demo available)

Oh nice, I must have missed this release last month, playing too much of the Quake Remaster.



The only bug to report is the Pinky's falling into the lava below the lifts on E1M5 (Phobos Lab).
by Kills_Alone
Mon Jul 26, 2021 1:50 pm
Forum: Levels
Topic: [GZDoom] Daisy's Revenge
Replies: 7
Views: 2730

Re: [GZDoom] Daisy's Revenge

This looks pretty pog, I'll check it out.

EDIT: The first level was pretty fun with some minor annoyances, overall it had a good flow.
Second level crashed on me. Was running latest GZDoom v4.6.
by Kills_Alone
Sun Feb 21, 2021 7:01 pm
Forum: Levels
Topic: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]
Replies: 102
Views: 93494

Re: [WIP] Doom 2 - Re-Build-t [updated 4-12-2020]

I honestly wish this page wasn't bumped every month making me think there are updates when it's just people saying "looks cool". Hah, yet it does look cool. xD You can tell if its been updated by the title. I'm looking forward to the next release as well, definitely one of the best and most unique ...
by Kills_Alone
Thu Feb 04, 2021 7:05 pm
Forum: Levels
Topic: GZ Slaughterhouse 1.1 - First Map Improved
Replies: 9
Views: 4795

Re: GZ Slaughterhouse - My very first Doom Map

A pretty decent first level, it was only at the end I was like, wait is there an ending, oh yeah there it is. Tiny bug, the door that opens to reveal the exit can be seen from the opposite side (look back just before exiting).

by Kills_Alone
Thu Nov 19, 2020 7:47 am
Forum: Levels
Topic: The Apartment Complex: Demo 1
Replies: 4
Views: 1928

Re: The Apartment Complex: Demo 1

Pretty good for what it is but oh so short, hope to see it expanded. I like how you had many text descriptions like the dead body, door labels, box notes, & painting. The overgrown grass on the doors was a small but good detail. One issue is the keys, often they are difficult to pickup unless the ...
by Kills_Alone
Thu Nov 19, 2020 7:40 am
Forum: Levels
Topic: [GZDoom][OTEX] First Contact 1.5 - a varied mapset
Replies: 25
Views: 11514

Re: [GZDoom][OTEX] First Contact 1.5 - a varied mapset

I really enjoyed the level design (feels more realistic like Duke 3D) and nice use of OTEX. Spent about 40 mins playing the levels. More darkness/shadows might help a few areas look unique. Near the start you might wanna add a section which encourages the player to jump and crouch teaching them to ...
by Kills_Alone
Tue Nov 10, 2020 3:03 am
Forum: Abandoned/Dead Projects
Topic: [WIP][Horror] Divine Frequency (Demo Updated)
Replies: 175
Views: 83931

Re: [Demo][Spooky Mod] Divine Frequency

Yeah exactly, there would have to be a cost either way (a benefit and a punishment). You kill a team mate you get money or whatever but you lose an ally and gain all of their enemies, however, this could be a boon depending on where you are in the level. Perhaps a weapon always stays in co-op mode ...

Go to advanced search