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About Dynamo
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Blasted Vent Cores
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Headless Chicken: Delicious 33 Map Boom Megawad - RC8 RELEASED!
Dynamo replied to Chookum's topic in WAD Releases & Development
If you don't like a map, I would suggest using the idclev command instead of being rude on the forums, since it's not like any kind of advice could ever be conveyed with such a tone. -
Do you prefer Chinese, Japanese or Korean culture?
Dynamo replied to Aquarium's topic in Everything Else
You have been starting multiple threads with extremely hollow content. Please put a bit more effort into your first posts if there's something you wish to discuss with the community, else the only thing you'll invite is equally short and hollow replies (if any at all) that don't end up serving any real purpose. -
I believe the Witchaven cover art is actually licensed from an already existing artwork, though the name of the original artist eludes me at the moment...
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DemonStar (from developers of Galactix, Raptor: Call of the Shadows)
Dynamo replied to NY00123's topic in Everything Else
I remember DemonStar! Doesn't it also have a custom soundtrack by Bobby Prince? It's cool to see it back in action. -
Sounds great! I might humbly suggest to perhaps revise some of the map order - Beneath the Clay, MAP02, is one of the greatest D64 maps ever made, but it's also a very beefy map for a MAP02, and MAP04 by the same author is significantly shorter. Also, besides the secret and softlock bugs (I'm pretty sure all of these are documented on the DoomWiki, but we may have missed some), there were also some problems with the infamous "I SUCK AT MAKING MAPS" texture showing up in unintended places: I definitely recall this happening in Introger towards the end, and in Death Gate in one of the rooms with shotgunners I believe, but there's likely more examples.
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I'm pretty sure this is dependent on PC hardware/DOS settings, which was the case for a lot of games from the time (i.e. Killing Time is another one that will have variable jumps depending on what your PC specs are) I think when playing games this old it pays off just use a source port where applicable, such as BuildGDX or even EGWhaven. That way you won't have to deal with problems that did not even exist when the game was new, or at least were not as severe.
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So uh... what are the complaints again?? This is awesome :D
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What was wrong with Witchaven 2 anyway, apart from the rushed production? All I know about it is that it uses new enemies with significantly higher resolution sprites alongside the old, janky 2d sprites of the original game, making for a weird look.
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Witchaven is fun in its own way, the level design has strong 1994 Doom PWAD energies but can be charming, and a few of the levels in its final portion are actually somewhat impressive for their age (like the castle with a moat). All that said, the games were definitely ineptly made, and Witchaven in particular is an absolute broken mess in terms of coding. It can be played now easily with source ports such as BuildGDX or EGWhaven, but 10 years ago it was not so easy to play it without running into a myriad of technical problems. I have never played Witchaven 2, however. I have heard it is worse than the original.
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I've thought about it and I think the best way might be to make the spider mastermind fire small and fast moving projectiles in a semi-random pattern. The hitscan is just brutal, even compared to a chaingunner, and makes the monster impractical to use in open arenas, while its massive size makes it impractical to use it in congested parts of a level. I think Supercharge does something similar (or at the very least Ar Luminae did), and the spider mastermind feels better in that mod I think.
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For all the hate X6 gets, I must say it has some of my favorite music tracks in the whole Megaman series. As for Corrupted, I remember seeing that a long time ago, just how long has it been in development for at this point?
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I'm actually not sure whether I've fought the Scythe 2 variant (and its offspring that typically have reduced health, thank god) or the ZDoom variant with its flame effect more often by this point... I can't say I've found it a particularly riveting enemy in either situation, though :P
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I see that thread was posted while I was asleep, and devolved into off topic discussion, but in retrospect it makes sense to clear up what actually happened for those who are puzzled about this whole thing. I saw some people on social media asking if the Doom Awards and the Cacowards were the same... I was going to stay silent on this whole matter but I think setting the record straight at this point could help avoid any confusion.
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I was very confused too, but when I had a look at the Discord server, it turned out to be filled with bizarre conspiracy theories about the Cacowards and the Doom community as a whole. To me it sounds like a classic case of clout-chasing which ended up cutting every corner imaginable just to get a... competitor? of sorts out. But it doesn't make it any less strange to me, even if you are correct in saying spite ended up being the primary motivator.