Search found 56 matches
- Thu May 05, 2016 10:45 am
- Forum: Levels
- Topic: [WIP] The Ultimate Doom II : Doom II levels Reimagined
- Replies: 227
- Views: 130744
Re: [WIP] The Ultimate Doom II
The mapping style here reminds me of a mapping experience I've only dreamed of. Kind of a fusion between Doom II Reloaded and Hellbound. This is amazing! Keep it up! I was about to say something like this. It feels like Doom 2 fully reimagined in Hellbound's style, and as someone that really liked ...
- Tue Mar 10, 2015 2:14 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Dsdoom3 - 32 map Total Conversion almost done!
- Replies: 204
- Views: 45264
Re: Dsdoom3 - 32 map Total Conversion almost done!
I must admit that I've not played quite as much as I'd like to yet, but I've enjoyed what I have tried. It's a great mod, and it's clear a lot of love and effort went into it. Can't wait to see the polished-up final version.
- Sun Mar 08, 2015 5:51 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Dsdoom3 - 32 map Total Conversion almost done!
- Replies: 204
- Views: 45264
Re: Dsdoom3 - 32 map Total Conversion almost done!
I'd rather like a beta/release candidate copy to poke around, too! Honestly, you might as well just put out an 'RC1' version and take feedback from that. It worked for ZDCMP2 after all.
- Mon Feb 16, 2015 2:53 am
- Forum: Abandoned/Dead Projects
- Topic: Re-Exhumed [Public Test 1.2]
- Replies: 151
- Views: 37448
Re: Re-Exhumed [Public Test 1.1]
I really hope this remake gets completed. I'm very impressed by what I've seen in this little test build, and it'll be a great counterpart to the upcoming port of the Sega Saturn version (a completely different game with shared art assets) that Night Dive/Kaiser are working on right now. 2015: The ...
- Fri Jan 16, 2015 1:52 pm
- Forum: Graphic/Audio Patches
- Topic: HXRTC HUD 7.0 (for Doom, Smooth Doom, BD v20b, PB and more)
- Replies: 195
- Views: 168041
Re: HXRTC HUD 1.2 (for classic Doom and more)
Really like the look of this, although personally I'd make it just a *tiny* bit more transparent. The background could be another 10-15% lighter, but also the HUD text/sprites itself would probably work nicely at 90% transparency. Otherwise, really looking forward to this, especially once the ...
- Fri Jan 16, 2015 1:49 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Dsdoom3 - 32 map Total Conversion almost done!
- Replies: 204
- Views: 45264
Re: Dsdoom3 - 32 map Total Conversion almost done!
my map project will purposely be incompatible with Brutal doom anyway you slice it, Purposely? As in, it could be compatible but you're deliberately breaking it so it isn't? If so, that's rather petty. I hope I'm reading that wrong - If it's inherently incompatible due to new enemies/scripting ...
- Fri Jan 16, 2015 10:31 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Dsdoom3 - 32 map Total Conversion almost done!
- Replies: 204
- Views: 45264
Re: Dsdoom3 - 32 map Total Conversion almost done!
I used to like brutal doom. untill people said our project must be Brutal doom compatable or its doomed to fail. Who the hell says that? That's ridiculous. Brutal Doom is a fine mod for use on vanilla map-sets, but of course anything more ambitious than that is going to be incompatible. That's just ...
- Mon Dec 08, 2014 5:26 pm
- Forum: Gameplay Mods
- Topic: Your Name: Lieutenant John Doom. Your Mission:
- Replies: 1402
- Views: 270309
Re: BDJ - grenades, fighting, and fatalities worth doing
I gotta echo the sentiments here: BDJ is pretty rad. There's some areas that could be improved (widescreen-friendly punch sprites, maybe revert to the BD plasma gun for art style consistency, etc?), but it feels like there's a lot more coherence and vision here than most Brutal Doom variants ...
- Wed Sep 10, 2014 1:28 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2009
- Views: 671372
Re: Smooth Doom (GOOD MMMMMMMMORNING PHOBOS!)
Not too many HUDs play nice with Smooth Doom, so I went and tweaked Hexereticdoom's one a little. Now it does!
http://forum.zdoom.org/viewtopic.php?p=782571#p782571

The HUD even stays on screen when you're using the overlay map, which is double nifty.
http://forum.zdoom.org/viewtopic.php?p=782571#p782571

The HUD even stays on screen when you're using the overlay map, which is double nifty.
- Wed Sep 10, 2014 12:33 pm
- Forum: Abandoned/Dead Projects
- Topic: BTSX HUD v2.x for Brutal Doom (ABANDONED FOR NOW)
- Replies: 39
- Views: 17459
Re: BTSX HUD v2.1 for Brutal Doom (Silver + Gold skin)
I really like this HUD, but I'm shelving Brutal Doom until V20... So I went and made Vanilla and Smooth Doom variants, for anyone who wants them: https://mega.co.nz/#!4t50VBCB!9lcZXzFtZ_96BnzFUlWKLj8SVMJ-zb-c0_QB_67U3vc It even plays nice with Smooth Doom's smoother mugshot animations, which is ...
- Mon Sep 01, 2014 6:17 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [V1.3] The Adventures of Square: Episode 1!
- Replies: 299
- Views: 64877
Re: [RELEASE] The Adventures of Square: Episode 1
It's kinda funny that so many old-school Doom players have been exclusively playing on Hard mode, often with no quicksaves or even sometimes with pistol-only starts, and now that modders are starting to make new campaigns balanced around Normal difficulty, it's biting them in the ass. Adapt. Swallow ...
- Sat Aug 30, 2014 6:15 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [V1.3] The Adventures of Square: Episode 1!
- Replies: 299
- Views: 64877
Re: [RELEASE] The Adventures of Square: Episode 1
Any chance we could get an official OpenGL version? GZDoom looks identical to the software version if you use Nearest Neighbor (Mipmap) filtering, and it fixes some of the issues. You get full mouse-aim (no Y limitation), no texture-filtering artifacts and all that jazz. I managed to get it working ...
- Fri Dec 13, 2013 7:30 am
- Forum: Levels
- Topic: ZDCMP2: Happy Doomsday Edition (RC2)
- Replies: 48
- Views: 22680
Re: ZDCMP2: Happy Doomsday Edition (RC2)
Yeah, ZDCMP2 is never going to stack gracefully with ANY mod. It has so much new content and so many features of its own that anything other than pure vanilla GZDoom settings is likely going to trip it up. A general rule of thumb is that gameplay mods such as Brutal Doom, Project MSX, etc are best ...
- Sun Jan 20, 2013 1:50 pm
- Forum: Levels
- Topic: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
- Replies: 120
- Views: 17686
Re: [ZDCMP2] RC1 released (yay, it's not mordeth'd)
-I tried fighting two cyberbruisers with that new superweapon (can be found behind the blue skull key door). I tried blasting them with full charges (and then also with partial charges), but it never killed them both, even though I expended all 300 "soul ammo". Are they supposed to be resistant to ...
- Tue Oct 16, 2012 6:27 pm
- Forum: Levels
- Topic: Winter's Fury
- Replies: 419
- Views: 94583
Re: Winter's Fury
I'd just like to point out that Pyroscourge's PC, as mentioned: - Windows 7 Home Premium 32-bit Operating System - 2GB RAM - Intel Core Duo 2.6GHz - NVIDIA GeForce GT 430 IS an older machine. That CPU is 6 years old (and wasn't even top-of-the-line back then), and the GT-430 is a super-lightweight ...