DooD

Projects that alter game functions but do not include new maps belong here.
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Re: DooD

Postby DeXiaZ » Mon Apr 04, 2016 11:52 am

Viscra Maelstrom wrote:the exits should probably be made more clear. i keep exiting maps with about half the level's population still being alive.

Just do not press Exit switch before killing everyone. For making this rule compulsory enable DM flag (enable exit switches/teleports when every monster is dead). Me and Daimonas did this thing for testing UV Max compatibility
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Re: DooD

Postby wildweasel » Mon Apr 04, 2016 2:42 pm

DeXiaZ wrote:
Viscra Maelstrom wrote:the exits should probably be made more clear. i keep exiting maps with about half the level's population still being alive.

Just do not press Exit switch before killing everyone. For making this rule compulsory enable DM flag (enable exit switches/teleports when every monster is dead). Me and Daimonas did this thing for testing UV Max compatibility

Not exactly easy when some levels will exit when walking past a certain line (Map01).
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Re: DooD

Postby Princess Viscra Maelstrom » Mon Apr 04, 2016 4:05 pm

by the way, i can't find any such compat option in ZDoom 2.8.1.
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Re: DooD

Postby demo_the_man » Mon Apr 04, 2016 4:26 pm

LedIris wrote:Final DooD would be a godsend

:shock: genius
If i have permission from the authors can i do this? at least for TNT
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Re: DooD

Postby Princess Viscra Maelstrom » Mon Apr 04, 2016 4:46 pm

also, re: killing all enemies before exiting a level, more often than not there's enemies in secret locations, which requires the knowing of said secret areas to kill, which could be tedious in some levels. couple that in with the confusing teleporters placed in odd locations, and it makes for a very disorienting experience; which, i guess isn't a bad thing considering the content here, but it makes for a bit of a frustrating/lackluster experience, IMO.
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Re: DooD

Postby DoomRater » Mon Apr 04, 2016 7:04 pm

Dat punch animation though

I feel like I'm elbowing demonz
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Re: DooD

Postby DeXiaZ » Tue Apr 05, 2016 12:54 am

demo_the_man, well, why not, at least you can try to do this. Anyway, PM'd you.
Princess Viscra Maelstrom, yeah, that's really annoying moment in original Doom maps. And in DooD it's multiplied by 2.
DoomRater, yeah, pretty funny :D
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Re: DooD

Postby Cire » Wed Apr 06, 2016 10:31 am

Pretty cool and fun Project! I'll keep hoping for HerereH and HexeH though. :)
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Re: DooD

Postby YukiHerz » Wed Apr 06, 2016 11:43 am

Imagine having to deal with two Guardian of Steel...
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Re: DooD

Postby demo_the_man » Wed Apr 06, 2016 2:10 pm

Cire wrote:Pretty cool and fun Project! I'll keep hoping for HerereH and HexeH though. :)

what about strrts?
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Re: DooD

Postby Cire » Wed Apr 06, 2016 2:24 pm

YeeY thht wouow bb cooc tot! :wink:
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Re: DooD

Postby LedIris » Wed Apr 06, 2016 2:26 pm

DooD: Rampage Edition ;)
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Re: DooD

Postby Beed28 » Wed Apr 06, 2016 2:27 pm

Just started on some HerereH maps. Wish me luck!
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Re: DooD

Postby Cire » Wed Apr 06, 2016 3:02 pm

Good luckcul dooG
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Re: DooD

Postby TheAdmantArchvile » Wed Apr 06, 2016 5:54 pm

Beed28 wrote:Just started on some HerereH maps. Wish me luck!

Think you'll do HexeH, afterwards?
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