Didn't want to make a new thread about this, so I'll but it here. This has been something that's been occupying my mind for some time, and I've been going back and forth about it for the past year or so. But I think now is a good time for me to put down Doom for good.
I've been Doom modding since ...
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- Sun Apr 05, 2026 11:45 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
- Fri Jul 12, 2024 6:11 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Eventually)
In the context of Doom and its usual gameplay loop. Will a monster whose attacks stun you momentarily, either slowly down or freezing your movement for a fraction of a second (~0.1 seconds), making you vulnerable to more attacks, be game breaking?
Thinking of a monster that is a cross between an ...
Thinking of a monster that is a cross between an ...
- Tue May 28, 2024 1:09 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
- Mon May 27, 2024 9:51 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Eventually)
@Hambourgeois: I actually don't need intermission text, just a episode intermission graphic with the arrow pointing to the location of the level, like doom 1, and in Hell-Forged E1. I know I can use the same intermission map for multiple clusters, because HF1 used separate clusters for Shark-level ...
- Wed May 08, 2024 3:03 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Eventually)
i'll test with some maps. thx.
- Wed May 08, 2024 8:16 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Ah, thank you all for the info. It's not vital that the branch levels save or not. I was just worried saving the state of a very large monster/item-filled level with a lot of moving sectors might cause memory and loading issues. But again, maybe that's irrelevant for modern computers. I do need the ...
- Sun May 05, 2024 8:00 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Eventually)
Out of curiosity is there a easily built in way to do the following? Or it is just basically the same thing as Hexen?
You have a central hub level that where there are 3 exits, each exit sends you to the a map where the game plays normally in a linear fashion with a series of maps, one after ...
You have a central hub level that where there are 3 exits, each exit sends you to the a map where the game plays normally in a linear fashion with a series of maps, one after ...
- Sat Mar 02, 2024 1:49 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Soon)
Just popping in to give a minor update for this project. I've been away for a while catching up with art, and experimenting with more varied map-flow and interesting fights and engagements - which HF1 lacked, as monsters were casually placed into a room after the map was done without much though on ...
- Tue Jan 30, 2024 1:17 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 690473
Re: Hell-Forged (updated to v1.11 - development paused)
That small alcove uses a portal. Something might have changed in the way portals work in the newest GZDoom. Lemme go check.
EDIT: Just tested with the latest GZDoom version and the portal works as it should. Maybe its something with mobile or you have some GZDoom specific option turned off?
EDIT: Just tested with the latest GZDoom version and the portal works as it should. Maybe its something with mobile or you have some GZDoom specific option turned off?
- Sun Jun 11, 2023 2:15 pm
- Forum: Resources
- Topic: [Sprites] SoniK.O.Fan's sprites
- Replies: 316
- Views: 144610
Re: [Sprites] SoniK.O.Fan's sprites
All of thesee sprites are looking absolutely amazing! Especially the SSG. Definitely the best SSG sprite set I've seen in all my years. Keeping doping the amazing work. 
- Tue May 16, 2023 11:21 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 690473
Re: Hell-Forged (updated to v1.11 - development paused)
Fixed! Good catch. Thanks! 
- Tue May 02, 2023 12:43 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (canned)
- Replies: 432
- Views: 160150
Re: Hell-Forged - Episode 2 (Restarting Soon)
I was planning on restarting after I finished some artwork, but unfortunately I had sprained my dominant shoulder and was unable to work on much for the last couple of months. So everything is behind schedule.
- Sun Apr 23, 2023 2:57 am
- Forum: Off-Topic
- Topic: Heads up, Imgur TOS changes = image rot
- Replies: 20
- Views: 4163
Re: Heads up, Imgur TOS changes = image rot
Oh. Didn't even know I could upload anonymously.
- Sun Apr 23, 2023 1:02 am
- Forum: Off-Topic
- Topic: Heads up, Imgur TOS changes = image rot
- Replies: 20
- Views: 4163
Re: Heads up, Imgur TOS changes = image rot
This include non-public stuff? Wouldn't want my HF sprite previews to just get zapped.
- Sat Apr 22, 2023 2:28 pm
- Forum: Off-Topic
- Topic: Forum image or text limits?
- Replies: 4
- Views: 936
Re: Forum image or text limits?
Can you describe what you're needing to accomplish?
8-)
I'm working on a new tutorial. I remember some time ago I ran out of spoilers in the HF2 OP because there is some hidden limit on it per post. Was just wondering if I need to reserve multiple posts before I start because I don't know how ...