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[Doom2, limit-removing] BOOMER: Beyond Vanilla — Action/adventure/exploration-focused WAD (v0.08.02 2023-12-18)
Fernito replied to Fernito's topic in WAD Releases & Development
Oh, I actually saw that review a while ago! A friend that speaks Russian helped me with the translation, thanks a lot for the nice comments! :) hehe I'll be definitely looking forward to that feedback. I haven't been inspired enough to go back to those 2 maps and finished them properly yet, but I promise it's gonna happen eventually :P If you used idclip it's very likely you might have skipped a linedef :( Btw, you couldn't beat it because of the difficulty or because the progression was not clear enough? (Oh, and thanks for reporting that archvile jump!) Good catch! I put it in the list of future fixes. -
what are you working on? I wanna see your wads.
Fernito replied to everennui's topic in WAD Discussion
Doom2 limit-removing, stock textures -
[Doom2, limit-removing] BOOMER: Beyond Vanilla — Action/adventure/exploration-focused WAD (v0.08.02 2023-12-18)
Fernito replied to Fernito's topic in WAD Releases & Development
Hi everyone :) I just wanted to announce the release of version 0.08.01, which is the biggest (and most likely the last) update since the first release. The biggest news is that MAP08, which was just a short endmap with no exit, was turned into a finishable "challenge" map, with the intention of giving the wad a proper closure (I warn you, it's a challenge map, so it's meant to be tough and unforgiving :P). I also put a copy of the same map in slot 32, basically because I like how it looks with the red hell sky c: Some screenshots: Thanks to @Veemon and @Vile for the playtesting. The soundtrack also got updated. Most notably, the track for MAP07 was totally reworked by my musician friend, Tomás Rojas, who did an amazing job taking the existing solos, drums, and bassline and converting them into one of the grooviest midis I've ever heard :D Apart from that, the intermission screen midi also got some extra love, among a couple of other small changes in the rest of the soundtrack. More details can be found in the summary below. [CHANGELOG v0.08.01] -
Hispanic Community Project {WIP}
Fernito replied to DevilMyEyes's topic in WAD Releases & Development
Oooooooooooohh, me encantaría participar pero lamentablemente el timing no es muy oportuno para mí, estoy con mucho trabajo y ya debo 2 mapas para otros proyectos :( Mucho éxito con el wad, arriba el power de la Ñ! -
Looking for old archived versions of programs (Duke3D source ports)
Fernito replied to NY00123's topic in Everything Else
@NY00123 oops, I forgot to reply! I checked that old hdd I mentioned but sadly I didn't find anything useful :( I'm sorry... -
[Doom2, limit-removing] BOOMER: Beyond Vanilla — Action/adventure/exploration-focused WAD (v0.08.02 2023-12-18)
Fernito replied to Fernito's topic in WAD Releases & Development
@Lagoonatic aww, thanks a lot for the praise, I really appreciate your enthusiasm :) <3 Can't wait to watch the video! -
[BOOM complevel 9] Is there a maximum number of voodoo dolls allowed?
Fernito replied to Fernito's question in Editing Questions
Great, that's all I needed to know. Thanks a lot for your response! -
[BOOM complevel 9] Is there a maximum number of voodoo dolls allowed?
Fernito posted a question in Editing Questions
Is there a limit to the amount of player 1 starts you can use in a regular Boom complevel 9 map and/or is there any consideration I should be aware of in this regard? I'm working on a Boom project for the first time and I will require a significant amount of voodoo dolls to implement what I have in mind, so I was wondering whether I can just freely use them and not worry about hitting a limit or if I'll have to start being "smart" and "recycle" them. -
I just realized that I literally never use SSG anymore
Fernito replied to Griffonki's topic in Doom General
Not necessarily, depends on the monster. For instance, for barons of hell/hell knights you can consistently* make most, if not all, pellets land from around 128 map units; for chunky demons like arachnotrons and mancubi this distance is increased to 256 units or more. Not what I'd call "kissing distance". In any case, the SSG is meant to be a close-quarters weapon. There's indeed a certain distance threshold at which the regular shotgun becomes a better choice than the SSG (again, this distance depends on the target's hitbox size). (* = ignoring blockmap bug occurrences and that kind of stuff.) As many others have stated, there are many factors involved, the most relevant one being how far away you are from the target. -
"Solve et coagula", an E2 replacement for Doom now on Idgames
Fernito replied to nicolas monti's topic in WAD Releases & Development
I've been playtesting this WAD since day 1, and I've gotta say, this is really a fantastic mapset. It feels like the original E2, but on steroids and shrooms at the same time. Definitely a must-play for all Shores of Hell fans out there. -
I just realized that I literally never use SSG anymore
Fernito replied to Griffonki's topic in Doom General
Just take into account that the SSG is far more efficient ammo-wise, doing almost 3x as much damage as the regular shotgun per shot (at point blank range), so as a general rule, if you're having a close-quarters fight, using the regular shotgun on anything that takes more than 2 regular shotgun blasts means you'll be wasting ammo. -
I just watched @Surreily's proof, I hereby declare him the 4th and last winner of the contest! Congratulations, and thanks to everyone that participated :D
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Probably Hans Landa, from Inglourious Basterds.
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@Klear congrats on the new avatar, it looks amazing! And a big shout-out to @BoJustBo for delivering incredibly high quality art as usual :D