Search found 126 matches

by Jblade
Sun Dec 11, 2022 12:18 pm
Forum: TCs, Full Games, and Other Projects
Topic: Space Cats Saga+ (1.4) New Weapons and Overhauls
Replies: 172
Views: 81944

Re: Space Cats Saga 2.0 (Update 2.8) Sill is here!

It's a really good project, I love the character art since it reminds me of 90s anime; playing through episode one and even though there's lots of enemies the weapons are all really really satisfying to use and cut through them with ease. I don't think I can remember the last game I played where ...
by Jblade
Thu Nov 10, 2022 12:31 am
Forum: Resources
Topic: BouncyTEM's music albums: New - Spookyween 22!
Replies: 6
Views: 2890

Re: BouncyTEM's music albums: New - Spookyween 22!

Your stuff is fantastic, thanks for sharing with everyone - bandcamp's playing up for some reason but I'll pick up this latest one as soon as I can.
by Jblade
Sun Mar 06, 2022 10:36 pm
Forum: Levels
Topic: [Hexen] [ERLBA Demo Map] Sunrise Citadel - release
Replies: 5
Views: 3082

Re: [Hexen] [ERLBA Demo Map] Sunrise Citadel - release

Giving this a play, I'm enjoying it so far - it feels faithful to the original style of Hexen which is cool to see. I'm in the lower area with the switch puzzle where I assume I need to hit the switches so the symbol on the floor matches the one on the wall? It's pretty creative which is cool to see ...
by Jblade
Tue Mar 01, 2022 12:05 pm
Forum: TCs, Full Games, and Other Projects
Topic: Abysm 2 EXPANSION: Spirit Falcon - NEW! Release v1.2
Replies: 26
Views: 13840

Re: Abysm 2 EXPANSION: Spirit Falcon - Public Beta v2

Just played through it, really enjoyed it - I didn't find all the secrets but I did find a fair few hidden levels RoTT one was very fun - the penultimate level in the fortress was really great, made me very glad I put together the hive weapon. Final boss was also really cool, I felt the previous ...
by Jblade
Fri Dec 31, 2021 12:26 pm
Forum: Levels
Topic: E2M1 - Deimos Anomaly Remake
Replies: 10
Views: 7079

Re: E2M1 - Deimos Anomaly Remake

just checked it out, not much to say other than I really liked it - the style also reminded me of the ZDCMP2 as well, but it was still recognisable as E2M1. Nice work!
by Jblade
Sat Nov 13, 2021 11:59 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 647457

Re: (V1.05 Page50) Ashes Afterglow TC

Replaying the mod, still loving it but stumbled across an issue - my bike's disappeared on me. I swear I left it outside of Prosperity but when I came back out, it's gone and I can't find it anywhere. Is there a console command to spawn it in, since I can't progress to the final section without it?
by Jblade
Tue Oct 26, 2021 1:33 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 647457

Re: (Release 1.02) Ashes Afterglow TC

Just finished Afterglow, really fantastic work - the sound work was phenomenal, it's good to see a project using GZdoom's environmental reverb/echo feature since it really really helps the atmosphere. I didn't find that many secrets but really enjoyed spotting all the little references dotted ...
by Jblade
Sun May 02, 2021 8:51 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1407
Views: 334608

Re: Walpurgis 0.93 (For Doom/Heretic/Hexen) NEW RELEASE!!

Checked this out, really enjoying it - you've managed to make using magical attacks really satisfying, normally I find them fairly dull but the ice attacks especially are pretty sweet. Nice work!
by Jblade
Thu Sep 26, 2019 11:44 am
Forum: Off-Topic
Topic: Can a GZDoom-like engine be made for Build games?
Replies: 185
Views: 20414

Re: Can a GZDoom-like engine be made for Build games?

That's true for sure - as for the reason to the limit, it's related to the data values in the Build source code IIRC, here's an ancient quote from Jonof on the subject: I believe Ken or possibly myself has explained somewhere in a public forum why the absolute limits to Build's sectors/walls/sprites ...
by Jblade
Thu Sep 26, 2019 10:55 am
Forum: Off-Topic
Topic: Can a GZDoom-like engine be made for Build games?
Replies: 185
Views: 20414

Re: Can a GZDoom-like engine be made for Build games?

eDuke32 supports a maximum of 4096 sectors, 16384 walls and sprites That's a really low amount compared to GZDoom's low is a bit disingenuous though because you can still make massive single maps in Duke, even without using the hub system. The beach CBP or CBP8 are good examples of big maps that ...
by Jblade
Thu Sep 26, 2019 1:45 am
Forum: Off-Topic
Topic: Can a GZDoom-like engine be made for Build games?
Replies: 185
Views: 20414

Re: Can a GZDoom-like engine be made for Build games?

There is/was a lot of large scale projects for Duke3D, the engine might be a cluster fuck but modding it is extremely easy and you only need to look at MSDN to see that there's tons of stuff out for it. I'll easily concede that Mapster isn't really fit for newer mappers though, we've got a few ...
by Jblade
Tue Jun 26, 2018 2:20 am
Forum: TCs, Full Games, and Other Projects
Topic: [WIP] Interstellar Enforcer - (Hiatus)
Replies: 49
Views: 24791

Re: [WIP] Interstellar Enforcer - (Demo 1 Release!)

just checked out the demo, what's there is pretty neat! I like the additional systems and the PDU you've added in; as well as the base at home - definitely getting a Mass Effect vibe from things here. Best of luck making the rest of the project, and looking forward to playing it as well :)
by Jblade
Fri Mar 09, 2018 2:38 am
Forum: Resources
Topic: [SPRITES]Lt.Blams pile of unused shiz, (more) NEW SPRITES!
Replies: 16
Views: 6465

Re: [SPRITES]Lt.Blams pile of unused shiz, (more) NEW SPRITE

these are pretty fantastic, thanks for sharing them!
by Jblade
Mon Jul 24, 2017 12:32 am
Forum: Levels
Topic: Released - Bad Religion
Replies: 4
Views: 1563

Re: [Beta] New map - Bad Religion

Just checked this out now - a pretty nice map overall! Aesthetically it was well done, texture choice was solid and the level had a solid layout overall. Lots of secrets as well, which is good. Only thing I could think of suggesting is maybe making the drop to the blue key area a little bit more ...
by Jblade
Fri Jun 16, 2017 1:09 pm
Forum: Resources
Topic: Resurrect: Ability to revive players in coop
Replies: 15
Views: 6720

Re: Resurrect: Ability to revive players in coop

This is pretty cool, hopefully it gets some good use in servers and stuff.

Go to advanced search