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by Nems
Sat Jun 06, 2026 12:05 pm
Forum: Levels
Topic: The DOOM Tribute Project - GOLD EDITION (UPDATE: RC2 RELEASED!)
Replies: 8
Views: 1846

Re: The DOOM Tribute Project - GOLD EDITION (UPDATE: RC2 RELEASED!)

Didn't come across any issues during my RC2 run. The continuation patch worked like a charm. :)
by Nems
Sun Apr 26, 2026 9:05 pm
Forum: Levels
Topic: The DOOM Tribute Project - GOLD EDITION (UPDATE: RC2 RELEASED!)
Replies: 8
Views: 1846

Re: The DOOM Tribute Project - GOLD EDITION


@Nems - Thank you for your feedback. Believe it or not, I wanted to do a Final Doom Tribute Project, but unfortunately, I didn't have enough time or motivation for it. In fact, the TNT: Evilution Map 01 remake level was supposed to be part of it. I figured to not let that map go to waste and ...
by Nems
Tue Apr 07, 2026 8:30 pm
Forum: Levels
Topic: The DOOM Tribute Project - GOLD EDITION (UPDATE: RC2 RELEASED!)
Replies: 8
Views: 1846

Re: The DOOM Tribute Project - GOLD EDITION

So here's my initial thoughts based on playing episode one:

-You introduced me to Coldblight. I'm always looking for music to play with Doom and the optional PK3 you provided is awesome. : D
-I was enjoying the updates to episode 1. I like that the secret level is a reimagining of Evilution map 01 ...
by Nems
Sun Apr 05, 2026 9:57 pm
Forum: Levels
Topic: The DOOM Tribute Project - GOLD EDITION (UPDATE: RC2 RELEASED!)
Replies: 8
Views: 1846

Re: The DOOM Tribute Project - GOLD EDITION

Well this is a pleasant surprise! Definitely gonna give this a spin. (:
by Nems
Wed Dec 31, 2025 4:34 pm
Forum: General
Topic: "I Can't Find This WAD" thread
Replies: 70
Views: 35966

Re: "I Can't Find This WAD" thread

I don't know if I should be asking here or the Mod Download Broken thread. I think it should be here but if not, let me know and I'll delete this post (if possible) and try there.

Does anyone happen to have a fixed copy of NDCP2? I remember downloading a copy (I think it was from Mediafire) that ...
by Nems
Sun Dec 07, 2025 9:48 pm
Forum: General
Topic: What do you use ZDoom for
Replies: 9
Views: 253

Re: What do you use ZDoom for

I use UZDoom for most idtech1 games, not just Doom, but mostly Doom. I like the modern, forward-looking approach to the port. I'm gonna say something that some folks might consider heresy: as much as I enjoyed playing vanilla Doom back in the DOS and Doom95 days, the limitations aren't charming to ...
by Nems
Tue Oct 21, 2025 10:07 am
Forum: ZDoom (and related) News
Topic: What’s Happening With UZDoom?
Replies: 142
Views: 53064

Re: What’s Happening With UZDoom?

I've been following the thread on the matter on Doomworld and I just want to wish the team the best of luck. I'm excited to see where UZDoom will go now. I always felt like, as a player, that GZDoom was capable of so much more than it currently is (was? idk). I've heard from other developers in the ...
by Nems
Sat Aug 23, 2025 11:05 pm
Forum: Gameplay Mods
Topic: Mega Monster Mix - V1.3.1
Replies: 8
Views: 4968

Re: Mega Monster Mix - V1.0

If you're going to link Hellrider then link the actual creator of it.

viewtopic.php?t=68575
by Nems
Fri Aug 08, 2025 9:02 am
Forum: Feature Suggestions [GZDoom]
Topic: HeXen update
Replies: 26
Views: 4575

Re: HeXen update


Much as I appreciate what NightDive et al does, I do wonder why they have a tendency to re-invent the wheel and introduce new systems to do the work of well-established standards with (as far as I can see it) little or no advantage, that simply increase the work for port authors and serve to ...
by Nems
Wed Jun 25, 2025 9:26 am
Forum: General
Topic: Joy of mapping6, E4M11 problem.
Replies: 4
Views: 272

Re: Joy of mapping6, E4M11 problem.

I can say with confidence that it's definitely Colorful Hell that's the culprit. For some reason some boss monsters don't trigger their special actions when killed. It's a bug that I've brought up in the past but if I recall right, Hege isn't sure what the problem should be since they said all boss ...
by Nems
Thu Oct 17, 2024 4:32 pm
Forum: ZDoom (and related) News
Topic: GZDoom 4.13.0 Released
Replies: 31
Views: 11957

Re: GZDoom 4.13.0 Released


especially when that map was explicitly made to run on vanilla-targeted source ports

This is probably getting into source port philosophy but even vanilla wasn't meant to have that number of sprites and/or that much level detail to begin with. Sure, source ports have eased up on some of those ...
by Nems
Mon Sep 09, 2024 12:10 pm
Forum: Off-Topic
Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
Replies: 209
Views: 31370

Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread


I think it is a huge problem if the author of the spec does not even consider differing opinions and openly stating that as long as he and some of his friends are okay with it, it is not going to change.
A spec that doesn't at least acknowledge that not all ports are created equal is never going ...
by Nems
Thu Apr 13, 2023 2:03 pm
Forum: Gameplay Mods
Topic: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)
Replies: 67
Views: 38641

Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)


edit: I can't replicate the sabaoth bug you're experiencing. Are you running anything else with it?


When I was playing the Doom Tribute Project Lite with the monster half of GZDoom 3 I was playing with Soldier Z and autoloaded minimods. However, I don't think any of those could be the issue as ...
by Nems
Mon Apr 10, 2023 1:36 pm
Forum: Off-Topic
Topic: Music for Dooming
Replies: 16
Views: 1815

Re: Music for Dooming

It depends on what mods I'm using and what I'm in the mood for (mood also determines what mod I'm in the mood for :P). I typically listen to dark ambient when I'm playing more survival horror-like mods like Nightmare Logic or Protocol Disposable. For mods that lean more towards power fantasy ...
by Nems
Thu Apr 06, 2023 5:41 pm
Forum: Gameplay Mods
Topic: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)
Replies: 67
Views: 38641

Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

So here are my thoughts and critiques based on what I've played so far.

-I meant to report this on the last version of the mod but I got sidetracked and forgot. Anyway, the custom movement physics in the weapon side of the mod don't play nice with maps that have voodoo dolls, specifically when ...

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