DooD

Projects that alter game functions but do not include new maps belong here.
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TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: DooD

Post by TheRailgunner »

So, there's a HOM in the penultimate room in The Crusher:rehsurC ehT ni moor etamitlunep eht ni MOH a s'ereht, oS
Spoiler:
Anyway, back to playing DooD gniyalp ot kcab, yawynA
Last edited by TheRailgunner on Fri Apr 01, 2016 11:43 pm, edited 1 time in total.
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-Ghost-
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Joined: Wed Sep 08, 2010 4:58 pm

Re: DooD

Post by -Ghost- »

You should mirror all the sounds too, so everything is just a mess.
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TheRailgunner
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Re: DooD

Post by TheRailgunner »

-Ghost- wrote:You should mirror all the sounds too, so everything is just a mess.
All of the sounds ARE mirrored, and IT IS a mess.
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Armaetus
Posts: 1255
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Re: DooD

Post by Armaetus »

This looks like a lot of fun.
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grouchbag
Posts: 579
Joined: Thu Dec 06, 2012 1:48 am

Re: DooD

Post by grouchbag »

:laff:
LedIris
Posts: 361
Joined: Tue Oct 29, 2013 10:14 am

Re: DooD

Post by LedIris »

Prepare for people requesting DooD support instead of BD support?
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DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: DooD

Post by DeXiaZ »

Thanks again to everyone for commenting! Awesome to read those posts xD

TheRailgunner, thank you for HoM info. Dammit, I thought I fixed everything...
-Ghost-, Dude Dood, wtf, did you even read the description of this mod? :)
Prepare for people requesting DooD support instead of BD support?
Made my day!
Image
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TheRailgunner
Posts: 1556
Joined: Mon Jul 08, 2013 10:08 pm

Re: DooD

Post by TheRailgunner »

DeXiaZ wrote:
Prepare for people requesting DooD support instead of BD support?
Made my day!
Image
I'm prepared for this. My head's still messed up from playing vanilla DooD for so long...
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leileilol
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Re: DooD

Post by leileilol »

Needs an enddne lump though
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Darsycho
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Re: DooD

Post by Darsycho »

Spoiler:
Alien crates. Image
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patrik
Posts: 168
Joined: Tue Mar 05, 2013 2:08 am

Re: DooD

Post by patrik »

End episode screens are pure gold! :D When can we expect HerereH and HexeH?HɘxɘH bnɒ HɘɿɘɿɘH ƚɔɘqxɘ ɘw nɒɔ nɘʜW :D !bloǫ ɘɿuq ɘɿɒ ƨnɘɘɿɔƨ ɘboƨiqɘ bnƎ
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DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: DooD

Post by DeXiaZ »

Thank you all, again!

About HerereH and HexeH - I think it will never happen, sorry
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Seekay
Posts: 19
Joined: Thu Feb 25, 2016 2:04 pm
Location: Germany

Re: DooD

Post by Seekay »

The elevator leading to the blue armor in E1M4 is a little messed up. I think there's a repeatable action flag set, or maybe because there are two elevators that each trigger the same tag twice? Dunno. Had to noclip outta there.

http://screencloud.net/v/zg3y
http://screencloud.net/v/9a8m

Pretty good April Fools wad. 10/\01
Stephen312312
Posts: 48
Joined: Mon Apr 14, 2008 8:10 am

Re: DooD

Post by Stephen312312 »

I noticed map30 is missing mapinfo code to play its song and display its corresponding text screen after the map.
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Beed28
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Location: United Kingdom

Re: DooD

Post by Beed28 »

I was going to post the mapping error Seekay had posted. But yeah, that.

Also, exits need to be marked. Often, I ended up exiting the level when I wasn't ready to leave. Speaking of which, in DooD II MAP01, there's an Armour Bonus behind the exit linedef, making it impossible to get 100% items on that level.
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