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The Definitive Steam Deck Doom Source Port Guide
Xeebleton replied to Xeebleton's topic in Source Ports
added new ports for classic doom, and a new category. -
Source Ports on Steam Deck and what I've found
Xeebleton replied to nickxcom's topic in Source Ports
I decided to make a guide to get a bunch of source ports working on the Deck. -
This is inspired by this here thread and the sonic steam deck guide. My findings of how to play any source port on the go with Valve's Steam Deck. Because why not play Doom on the go? I will be updating this post as (or if) I test more and more ports. These are all tested with a 512GB Standard Steam Deck. WORTH NOTING: All of these (obviously) require you to go to Desktop Mode. You can access it by pressing the steam button, going to "power", then selecting "switch to desktop". Classic Doom Console Doom Misc. Doom Other Id Titles
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Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
never mind, this is the last. -fixed some textures in the E2 area and the computer area that looked off -changed the teleporter secret from w1 to wr -removed some unnecessary decorations in the altar room -added some blood decorations in the hell room -added more coop monsters extramap_doodlesgdxRev8.zip -
Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
I made some changes to my map. this should be the last rev to my map. -made the monsters in the e2-like room deaf -added a visual hint for the soulsphere + megaarmor secret (inspired by Doom 64 For Doom II) -added some extra MP-Only stuff -changes some thing places. extramap_doodlesgdxRev7.zip -
Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
made some pretty minor changes and fixes. namely a graphics bug on software regarding some bars in a secret, new torches added, some things were placed weirdly, and swapped items for 2 secrets. extramap_doodlesgdx.zip -
Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
new rev. @Faceman2000 I ended up using your edit as a base (amazing job by the way! exceeded what I expected!). please tell me if there is anything I missed here. I also just would like to (as a casual/beginning doom mapper) thank you for pushing me to put more work on my map. working on my map further really helped out with learning more about doom mapping, such as making gates, and even helped me memorize functions in doom mapping such as teleporters and switches. this has also made me notice how much work one must put in order for a map to be truly complete, no matter how big or small. once again, thank you. anyway heres my map and again, please tell me if there is anything I missed or need to improve on. extramap_doodlesgdx.zip -
just wait till you try the mobile controls on Wad Commander. They're the best you can do in a browser-based port for both PC and mobile, but still sux.
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Source Ports on Steam Deck and what I've found
Xeebleton replied to nickxcom's topic in Source Ports
one thing is, needing Linux ports of source ports is pretty much trivial thanks to proton and wine. I can confirm that the latest version of dsda-doom works on deck and linux with wine (though controller inputs are messed up on default), and Im planning on testing Doom Retro. I got Eternity Engine working on it, but it requires external applications (QSynth and Lutris, both on the DIscover store), and the use of a bash script which I will send later. DoomRunner wont launch source ports on the deck due to permission issues, and as of now I have not found a fix. I will be sure to check this out, as I've been thinking of getting GZDoom on my deck. -
Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
fixed some minor graphical bugs, changed some monsters and geometry, and added more multiplayer stuff. extramap_doodlesgdx.zip -
Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
aight, finished updating my map extramap_doodlesgdx.zip -
Tom's Halls: A Doom Alpha Community Project (MAPPERS AND MUSICIANS WANTED!)
Xeebleton replied to Faceman2000's topic in WAD Releases & Development
I actually repurposed that space to be for multiplayer, as it'd be a bit too OP for the map, and its so obvious that you cant really call it a secret, so the one place I saw fit for it was there. -
[v1.35] SUPERCHARGED BULLET RIDE - MBF21 Resource / Mod
Xeebleton replied to vsared's topic in Mods & Resources
one issue I had was while playing it with Valiant Vaccinated Edition. mancubi corpses still have collision, and it became a problem at MAP02, right next to the exit, as it was blocking me from going to it. other than that, great gameplay mod! probably one of my favorites! played on dsda-doom v0.25.6. -
[GEC] Master Edition PSX Doom for the PlayStation. Beta 4 Released [11/16/2022]
Xeebleton replied to Erick194's topic in Console Doom
likely there wont be a "beta 5", as there are only a few maps left, and if there was, I doubt Sigil II will be in it. you can port it to PSX Doom using the Tools And Projects and a map editor (like Doom Builder PSX). -
have you ever cried while playing doom?
Xeebleton replied to elborbahquarama's topic in Doom General
I almost cried playing E1M5 on 3DO Doom using Phoenix Doom. I'm telling you all, Suspense in that port is an absolutely beautiful track.