Search found 68 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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:
Some footage of MAP01 with BDv21:
- 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.
- 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).
The only bug to report is the Pinky's falling into the lava below the lifts on E1M5 (Phobos Lab).
- 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.
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.
- 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 ...
- 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).
- 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 ...
- 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 ...
- 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 ...