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About bejiitas_wrath
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I did all the steps and a Megasphere spawned on my bed. Nice.
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I was trying to do the E2M6 void glide in Crispy Doom, but it does not seem to work. My view was bouncing up and down, but I could not get through the corner, but this worked fine in vanilla Doom. Am I just out of practice? This should be easier right?
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This is Doom running on an ultrasound machine. Doom can run on anything can it not? Imagine the control scheme with the trackball.
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what was the firsrt doom game you played
bejiitas_wrath replied to coletomars32's topic in Doom General
Shareware Doom on a 486 SX33, 4MiB of RAM. And a Trident 512k graphics card with a 14-inch monitor. Awesome gaming rig. -
This article I found apparently explains how to unlock Nightmare mode in Sega Saturn Doom. https://segaxtreme.net/threads/action-replay-codes-for-nightmare-difficulty-in-saturn-doom.25268/ Is this even possible? Of course, with the poor framerate of Sega Saturn Doom, you would not want respawning monsters, but it has fast monsters and apparently works. Is this already known about or is this another discovery like void glides and other exploits? This is very interesting anyway.
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[Gzdoom] ↑↑↓↓←→←→ BA START. Single player GZdoom map.
bejiitas_wrath replied to neubejiita's topic in WAD Releases & Development
Needs work, to be honest. But good for a first attempt. -
I first played Doom on a 386 machine and it was slower, but it ran fine, I had the shareware copy on floppy discs. I played Wolfenstein 3D later on the 3DO. But playing Doom in the `90s meant purchasing shareware CDs from the newsagent that had countless Doom maps on them to try as well as Doom utilities and editors. Lots of fun.
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Adding new objects with DECORATE.
bejiitas_wrath replied to bejiitas_wrath's topic in Editing Tutorials
Here is the file. TNT.WAD required. This is UMDF format. securitronlinux.com/arma3/hateme.wad.zip See if you can find the problem. No matter what I do, Ultimate Doom Builder and Gzdoom Builder will not show my DECORATE items. -
Adding new objects with DECORATE.
bejiitas_wrath replied to bejiitas_wrath's topic in Editing Tutorials
is this not working because I have a ZSCRIPT file as well. Is that interfering with the DECORATE lump? I still can not get this working. I installed the latest Ultimate Doom Builder and still nothing. -
I am using this code in a UMDF Doom 2 map to try and add new trees, but they are not available in Ultimate Doom builder. ACTOR PineTree 8400 { Radius 32 Height 108 ProjectilePassHeight -16 +SOLID States { Spawn: TRENA A -1 Stop } } ACTOR PineSTree 8500 { Radius 32 Height 108 ProjectilePassHeight -16 +SOLID States { Spawn: TRENB A -1 Stop } } ACTOR PineSTree 8600 { Radius 32 Height 108 ProjectilePassHeight -16 +SOLID States { Spawn: BRPLA A -1 Stop } } Is there something I am missing? I want to add all new items and have no inheritance. Thanks.
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Hangar 2021. Gzdoom map for Doom II.
bejiitas_wrath replied to bejiitas_wrath's topic in WAD Releases & Development
I have updated the map in the OP. I have added a few more enemies and tweaked the map a bit. I used portals to make a long corridor much shorter without having to change the map too much. But I also added more ammo to compensate as well. -
This map for Doom 2 is a version of Hangar E1M1, this has a runway for planes to land or whatever landing ship they used in Doom canon, and a hangar to put it in. No screens, but I have a gameplay video to show the map and gameplay. Download the map here. Instead of trying to make a Scythe2 map, I am better at making a classic Doom map instead. I played with Text To Doom.wad just for fun. securitronlinux.com/arma3/hangar.zip I hope you like this map, it has more height variations and is pretty big as well. I even added landing lights for the runway. Gzdoom and doom2.wad required. I have been working on this one for a while, now I want to see what you think of it. Did I do Hangar justice?
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This is a new Gzdoom wad for Doom 2 I am working on. This requires the gothictx.wad file to load textures. This will be a Scythe2 early maps level of difficulty, this does not require jumping or crouching at all, this is classic Doom gameplay. I am still working on how to place monsters, so it is a bit sparse at the moment, but this map plays well with Brutal Doom. I am just looking for a tutorial on how to place new decorative items with Zscript, then I can finish adding new objects. All of the examples I can find are decorate instead. https://securitronlinux.com/arma3/vorpal.wad Screenshots. https://ibb.co/7y9LwXS https://ibb.co/0nz340q https://ibb.co/gjjYFP3 https://ibb.co/YRPZ3BC
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I used standard Prboom-Plus.
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Here is my wad for Doom 2. No texture packs are required. https://easyupload.io/qshpuc