Seriously!

Go Back   Seriously! Forums > Gaming > Game Talk

Game Talk Talk about your favorite games! Arrange play times! And more!

Reply
 
Thread Tools Search this Thread Rating: Thread Rating: 3 votes, 5.00 average. Display Modes
Old 01-06-2017, 11:55 PM   #481   Add To Ignore List  
Lava Golem
 
Wezilla's Avatar
 
Joined: Oct 2005
 
Wezilla is offline
Default Re: The DOOMed Thread

Found out today...

Aliens (TC) 2017 version 1.1 Ultimate Doom modification.
http://www.moddb.com/mods/aliens-the...aliens-tc-2017
__________________
NO COVER. ALL MAN.
  Reply With Quote
Old 01-07-2017, 04:32 PM   #482   Add To Ignore List  
Saruman the Pimp
 
NoMercy Rider's Avatar
 
Seriously! Beardmaster
Joined: Jun 2001
Location: Oregon, USA
 
NoMercy Rider is offline
Default Re: The DOOMed Thread

There's now a Doom WAD that lets you have sex with all the demons. I'd post a link but it is a bit NSFW
__________________
Requiescat en Pace.
  Reply With Quote
Old 01-07-2017, 08:01 PM   #483   Add To Ignore List  
🐱 Kitty 💘💙💚💛💜
 
Scratch's Avatar
 
Crackshell Developer
Joined: May 2007
Location: Heiloo, Netherlands
 
Scratch is offline
Default Re: The DOOMed Thread

Google to the rescue!
__________________
I'm a cat by the way. I'm also everyone's most hated critic.
(Opinions expressed are my own)

Nimble Writer - now available on Steam, Itch.io.
CodeCat, my blog that I need to update - I also have a showcase, which I barely update.
(I do not respond to PM's about Serious Sam Revolution or Bogus Detour. Please use the appropriate community hubs for that.)
  Reply With Quote
Old 01-08-2017, 12:17 AM   #484   Add To Ignore List  
#AltFurry
 
Valerie Valens's Avatar
 
Joined: Jun 2007
Location: Hong Kong, China
 
Valerie Valens is offline Send a message via AIM to Valerie Valens
Default Re: The DOOMed Thread

You might like this, since it's still winter.

https://ququ-media.com/2016/12/23/wi...round-up-2016/

I wrote, in collaboration with a friend of mine, about 5 seasonal mods. 4 of them are doom mods, and one of them is about a Serious Sam 3 christmas mod by our very own noam 2000
  Reply With Quote
Old 01-08-2017, 01:14 AM   #485   Add To Ignore List  
Khnum
 
God Of Gaming's Avatar
 
Joined: Nov 2011
Location: Bulgaria
 
God Of Gaming is offline
Default Re: The DOOMed Thread

ZDoom has stopped development
http://forum.zdoom.org/viewtopic.php?f=1&t=54883
__________________
  Reply With Quote
Old 01-08-2017, 05:52 AM   #486   Add To Ignore List  
Developer Fairy
 
Solais's Avatar
 
Croteam Representative
Joined: Nov 2009
 
Solais is offline
Default Re: The DOOMed Thread

To be honest, I thought it already did a long time ago when it evolved into GZDoom.
__________________
Since Old Lost Age I Shine

My Serious Sam 3/HD Workshop


While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views.
Unless when I use this nice blue color I totally didn't steal from Blizzard.
  Reply With Quote
Old 01-08-2017, 11:07 AM   #487   Add To Ignore List  
#AltFurry
 
Valerie Valens's Avatar
 
Joined: Jun 2007
Location: Hong Kong, China
 
Valerie Valens is offline Send a message via AIM to Valerie Valens
Default Re: The DOOMed Thread

Quote:
Originally Posted by God Of Gaming View Post
Hopefully with the change, Graf Zahl will be removed from the dev team before he does any more damage.
  Reply With Quote
Old 01-11-2017, 09:15 PM   #488   Add To Ignore List  
Lava Golem
 
Wezilla's Avatar
 
Joined: Oct 2005
 
Wezilla is offline
Default Re: The DOOMed Thread

Quote:
Originally Posted by God Of Gaming View Post
I'm sad to see Zdoom stopped. Zdoom is my favourite since day 1. Salute Randi

I want download lastest Zdoom. I do not like GZDOOM roflamo it too blurred.
__________________
NO COVER. ALL MAN.
  Reply With Quote
Old 04-06-2017, 05:19 AM   #489   Add To Ignore List  
...
 
AntonioR's Avatar
 
Joined: May 2011
 
AntonioR is offline
Default Re: The DOOMed Thread



YouTube Video: Diablo-DooM Crossover
  Reply With Quote
Old 07-29-2017, 03:03 AM   #490   Add To Ignore List  
Banned
 
Joined: Jun 2012
Location: Germany
 
Gnaarwarian is offline
Default Re: The DOOMed Thread

https://www.youtube.com/watch?v=c5AFHu8Xrw4 Moon Man Doom

Btw there are SSC weapons now available in a pretty good form avaible now http://www.serioussite.ru/load/serio...am/40-1-0-2380

Last edited by Gnaarwarian; 07-29-2017 at 03:18 AM.
  Reply With Quote
Old 07-30-2017, 07:16 AM   #491   Add To Ignore List  
The Purple Cat
 
Buzzy's Avatar
 
Joined: Dec 2008
 
Buzzy is offline
Default Re: The DOOMed Thread

I usually use GZDoom to run and play all of my mods though I like the slight blur in GZDoom to me, ZDoom is a bit sharp for my eyes but I am use to playing games with a little blur to them..
  Reply With Quote
Old 07-30-2017, 08:12 AM   #492   Add To Ignore List  
Banned
 
Joined: Jun 2012
Location: Germany
 
Gnaarwarian is offline
Default Re: The DOOMed Thread

Ok, GZDoom is Hadware Renderer = OpenGL; ZDoom = Software Renderer

Zandronum has both, then you have https://doomwiki.org/wiki/Comparison_of_source_ports

Also Doom 3 iodoom3 & RBDOOM-3-BFG, plus a few more at Github
https://github.com/RobertBeckebans/RBDOOM-3-BFG
  Reply With Quote
Old 07-30-2017, 10:18 PM   #493   Add To Ignore List  
The Purple Cat
 
Buzzy's Avatar
 
Joined: Dec 2008
 
Buzzy is offline
Default Re: The DOOMed Thread

Haven't heard much of Zandronum only GZDoom and ZDoom, though I use GZDoom more, though I am going to check it out later on. I have also before used Doomsday Kickstart in the past and Snowberry they are good but at that time I didn't think they supported all the extra stuff that GZDoom and ZDoom have.. But I have also tried Risen3D as well it's pretty good though.
  Reply With Quote
Old 08-06-2017, 11:51 PM   #494   Add To Ignore List  
#AltFurry
 
Valerie Valens's Avatar
 
Joined: Jun 2007
Location: Hong Kong, China
 
Valerie Valens is offline Send a message via AIM to Valerie Valens
Default Re: The DOOMed Thread

The best and worst part about doom modding is how you can hack code together really messily and it will still work. like for example, I recently got to playing through Quake Stuff Ultra V2, and found that it wasn't very fun, especially on MegaWADs where the supposed TTK for monsters is supposed to be low, but with Quake's armaments, and the average health and distribution of quake monsters, it turns each map into a tedious slog. So I took a look a code to see what can be done to fix the balance and what I found traumatized me.

Code:
Actor Axe : Fist replaces Fist
{
...
    States
    {
    ...
 Fire:
    PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,"FireQuad")
    PUNG A 0 A_Jump(128,"AltSwing")
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"FireRune1")
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwing:
    PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,"AltSwingQuad")
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"AltSwingRune1")
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready 
  AltFire:
    PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,"AltFireQuad")
    PUNG F 20
    PUNG F 3 A_recoil(-15)
    PUNG G 3 A_Playsound ("AXE/SWING")
    PUNG H 3 A_CustomPunch (Random(40,40)*1,1,0,"Qaxepuff2")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG I 3
    PUNG A 3 A_Refire 	
    goto Ready 
  FireQuad:
    PUNG A 0 A_Jump(128,"AltSwing")
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"FireQuadRune1")
    PUNG B 0 A_Playsound("QUADS",3)
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwingQuad:
    PUNG F 0
    PUNG A 0 A_JumpIfInventory("BlackRuneChecker",1,"AltSwingQuadRune1")
    PUNG F 0 A_Playsound("QUADS",3)
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready 
  AltFireQuad:
    PUNG F 20
    PUNG F 5 A_recoil(-15)
    PUNG G 0 A_Playsound("QUADS",3)
    PUNG G 3 A_Playsound ("AXE/SWING")
    PUNG H 3 A_CustomPunch (Random(40,40)*1,1,0,"Qaxepuff2")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG I 3
    PUNG A 3 A_Refire 	
    goto Ready 
  FireRune1:
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 0 A_FireCustomMissile ("PhantomAxe")
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwingRune1:
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 0 A_FireCustomMissile ("PhantomAxe")
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready
  FireQuadRune1:
    PUNG B 0
    PUNG B 0 A_Playsound("QUADS",3)
    PUNG B 3 A_Playsound ("AXE/SWING")
    PUNG C 3
    PUNG D 0 A_FireCustomMissile ("PhantomAxe")
    PUNG D 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG E 0 A_GiveInventory("SwingChecker",1)
    PUNG EAA 3
    PUNG A 3 A_ReFire  	
    goto Ready
  AltSwingQuadRune1:
    PUNG F 0
    PUNG F 0 A_Playsound("QUADS",3)
    PUNG F 3 A_Playsound ("AXE/SWING")
    PUNG G 3
    PUNG H 0 A_FireCustomMissile ("PhantomAxe")
    PUNG H 3 A_CustomPunch (Random(20,20)*1,1,0,"Qaxepuff")
    PUNG I 0 A_TakeInventory("SwingChecker",1) 
    PUNG IAA 3
    PUNG A 3 A_Refire 	
    goto Ready 
    }
}

This, my friends, is a classic example of spaghetti code where large chunks of unnecessary redundancy is used to achieve simple things like, in this case, state variations.

After taking a look at how it works, I managed to tidy it up to something like this:

Code:
Actor NewAxe : Axe replaces Axe
{
	States
	{
	Fire:
		PUNG A 0 A_JumpIfInventory("QPowerQuadDamage",1,2)
		PUNG A 0 A_Jump(256,2)
		PUNG A 0 A_PlaySound("QUADS",3)
		PUNG A 0 A_Jump(128,"Fire2")
		PUNG B 3 A_Playsound ("AXE/SWING")
		PUNG C 3
		PUNG D 0 A_JumpIfInventory("BlackRuneChecker",1,2)
		PUNG D 0 A_Jump(256,2)
		PUNG D 0 A_FireCustomMissile("PhantomAxe")
		PUNG D 3 A_CustomPunch (Random(4,12)*5,1,0,"Qaxepuff")
		PUNG E 0 A_GiveInventory("SwingChecker",1)
		PUNG EAA 3
		PUNG A 3 A_ReFire  	
		goto Ready
	Fire2:
		PUNG F 3 A_Playsound ("AXE/SWING")
		PUNG G 3
		PUNG H 0 A_JumpIfInventory("BlackRuneChecker",1,2)
		PUNG H 0 A_Jump(256,2)
		PUNG H 0 A_FireCustomMissile("PhantomAxe")
		PUNG H 3 A_CustomPunch (Random(4,12)*5,1,0,"Qaxepuff")
		PUNG I 0 A_TakeInventory("SwingChecker",1)
		PUNG IAA 3
		PUNG A 3 A_Refire 	
		goto Ready 
	AltFire:
		PUNG F 0 A_JumpIfInventory("QPowerQuadDamage",1,2)
		PUNG F 0 A_Jump(256,2)
		PUNG F 0 A_PlaySound("QUADS",3)
		PUNG F 10
		PUNG F 4 A_Refire
		Goto Ready
	AltHold:	
		PUNG F 4
		PUNG F 2 A_Refire
		goto AltRelease
	AltRelease:
		PUNG F 3 A_recoil(-15)
		PUNG G 3 A_Playsound ("AXE/SWING")
		PUNG H 0 A_JumpIfInventory("BlackRuneChecker",1,2)
		PUNG H 0 A_Jump(256,6)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(-20,-12),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(-12,-4),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(-4,4),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(4,12),0)
		PUNG H 0 A_FireCustomMissile("PhantomAxe",Random(12,20),0)
		PUNG H 3 A_CustomPunch (Random(8,24)*5,1,0,"Qaxepuff2")
		PUNG I 6 A_TakeInventory("SwingChecker",1) 	
		goto Ready 
	}
}

It soon dawned on me that improving this mod is going to take a complete overhaul of the Decorate code.
  Reply With Quote
Old 08-10-2017, 05:39 AM   #495   Add To Ignore List  
The Purple Cat
 
Buzzy's Avatar
 
Joined: Dec 2008
 
Buzzy is offline
Default Re: The DOOMed Thread

I could also use the DEHACKED code thing to change things as well but it doesn't do very much just allow you to change some things but I don't know how to use much of it, though decorate code to me is fairly easy to use. And yes Quake might be a bit complicated with code seeing that having power-ups do actually add the extra sound to the guns as well meaning the code becomes scattered. I usually place the code into .zip or .pk3 folders under a specific folder and divide sections like weapons.txt, ammo.txt, or something like that then have a master decorate file. It makes things easier for me though (apart from having to look and find what I need to find), but I tend to do that when code begins to start looking messy. But in any case nice job cutting down on the code and all it does look neater and more optimized..
  Reply With Quote
Old 08-11-2017, 01:51 AM   #496   Add To Ignore List  
Lava Golem
 
Wezilla's Avatar
 
Joined: Oct 2005
 
Wezilla is offline
Default Re: The DOOMed Thread

Found out it has new version 1.2

I yet play into it...

Aliens (TC) 2017 [v 1.2]
http://www.moddb.com/mods/aliens-the...aliens-tc-2017
__________________
NO COVER. ALL MAN.
  Reply With Quote
Old 08-11-2017, 12:20 PM   #497   Add To Ignore List  
Lava Golem
 
Wezilla's Avatar
 
Joined: Oct 2005
 
Wezilla is offline
Default Re: The DOOMed Thread

Quote:
Originally Posted by AntonioR View Post


YouTube Video: Diablo-DooM Crossover
Wow this is so cute.
__________________
NO COVER. ALL MAN.
  Reply With Quote
Old 08-26-2017, 06:01 AM   #498   Add To Ignore List  
T-Mech
 
Poorchop's Avatar
 
Joined: Jul 2016
 
Poorchop is offline
Default Re: The DOOMed Thread

I have been having an absolute blast playing through The Ultimate Doom and some associated mods. Once again, the mod community members have really outdone themselves because the mods and total conversions that I've played have been outstanding. I'm especially fond of The Adventures of Square. It's amazing what these guys were able to pull off with such old technology.

I haven't seriously played Doom since around 95 or so, so after beating the fourth chapter today, I can finally say that I've finished it after several decades. The fourth chapter was actually very well done. The levels were a big departure from the previous three chapters but they grew on me. I'm currently hooked on various mods but I will hopefully be starting Doom 2 soon. Right now I'm working on Wolfenstein 3D and I'm really enjoying it too.
  Reply With Quote
Old 09-10-2017, 11:24 PM   #499   Add To Ignore List  
The Purple Cat
 
Buzzy's Avatar
 
Joined: Dec 2008
 
Buzzy is offline
Default Re: The DOOMed Thread

Haven't played much of the Ultimate Doom myself only most of the episodes like a long time ago. Same with Doom 2 (I mean properly, not using things like enemy sprite replacements, etc but vanilla).. Though the only thing I am use to with playing Doom 2 is mouse look
  Reply With Quote
Old 09-29-2017, 12:21 PM   #500   Add To Ignore List  
T-Mech
 
Poorchop's Avatar
 
Joined: Jul 2016
 
Poorchop is offline
Default Re: The DOOMed Thread

Ultimate Doom is definitely worth it. The fourth episode might be the best out of both games. Since my last post, I have finished Doom 2 and it was really lackluster. I think that the game is only important for the utility it provides to mappers in terms of new monsters and the super shotgun. I really miss the super shotgun when I go back to play through Doom 1.

Funny thing regarding mouse look - I never used the mouse when I initially played Doom 1 and I think that's solely why I didn't get hooked back then. Using the keyboard was just a really bad experience although the game still impressed me back then since I thought it was legitimate 3D. I also liked that it wasn't another maze simulator like the earliest 3D games. Aside from Goldeneye, I forgot about first person shooters altogether until the late 2000s when I got into Half Life 2 and Call of Duty 4. I watched family play Counter-Strike a little bit but otherwise I just didn't care for shooters and I somehow overlooked Half Life 1. Now I pretty much can't stop playing Doom and other early shooters in my free time and there's so much content for them.
  Reply With Quote
Old 10-04-2017, 05:12 PM   #501   Add To Ignore List  
T-Mech
 
PootisMayo's Avatar
 
Joined: Jul 2016
 
PootisMayo is offline
Default Re: The DOOMed Thread

What I love the most about the Doom mods is the heavy amount of detail the creators put into sprites. Take a look at Russian Overkill, Guncaster, The Trooper, and you'll see what I mean. And some of the sprites are actually modified versions of original weapons from various first person shooters.
__________________
"Yeah, there's only one true king!" - Serious Sam, 2005
  Reply With Quote
Old 10-06-2017, 10:21 AM   #502   Add To Ignore List  
The Purple Cat
 
Buzzy's Avatar
 
Joined: Dec 2008
 
Buzzy is offline
Default Re: The DOOMed Thread

Quote:
Originally Posted by PootisMayo View Post
What I love the most about the Doom mods is the heavy amount of detail the creators put into sprites. Take a look at Russian Overkill, Guncaster, The Trooper, and you'll see what I mean. And some of the sprites are actually modified versions of original weapons from various first person shooters.
I know and seen/played the mod Russian Overkill, damn that mod is amazing and i like some of the quotes, especially with the melee weapons. But yeah it is quite amazing their sprites, nowadays things like batch rendering or which ever can render 3d models of enemies, guns, etc of all angles easily to make 2d sprites, or rather use 3d models in various gzdoom mods. I've used 3d models within gzdoom and seen other mods that contain it. Pretty good.
  Reply With Quote
Old 10-10-2017, 08:35 PM   #503   Add To Ignore List  
T-Mech
 
Poorchop's Avatar
 
Joined: Jul 2016
 
Poorchop is offline
Default Re: The DOOMed Thread

Speaking of custom sprites, it kind of sucks that the shift to 3D has greatly impacted the ability of people to jump into modding and customization. You need to have a lot more artistic ability and knowledge of 3D software in order to create something appealing in modern engines. Custom sprites from scratch could still require a ton of talent but in a lot of cases, reskinning enemies is as simple as can be.

I never messed around with SnapMap in Doom 4 but I wonder if Doom 5 will somehow make it easier to add more customization akin to classic mapping/modding. From what I heard, SnapMap wasn't exactly ideal and I never saw custom maps get much exposure anywhere on the web. Meanwhile classic Doom modding is still booming and there are already enough mods and maps at this point to last somebody several lifetimes.
  Reply With Quote
Old 10-24-2017, 07:46 PM   #504   Add To Ignore List  
T-Mech
 
Poorchop's Avatar
 
Joined: Jul 2016
 
Poorchop is offline
Default Re: The DOOMed Thread

Skulldash 2.0 dropped yesterday. I never really understood the whole craze around running through games quickly but this is a lot of fun. Speaking of which, someone got the Doom 2 world record yesterday and it was actually pretty entertaining. I was surprised to see that he used Crispy Doom because I thought most people who did speedruns used PrBoom+. He also takes less damage while running through nightmare difficulty than I do while carefully playing on UV.
  Reply With Quote
Old 10-25-2017, 04:45 AM   #505   Add To Ignore List  
Goodbye Moonmen
 
Discy's Avatar
 
Seriously! Khnum
Joined: Jul 2003
Location: The Netherlands
 
Discy is offline
Default Re: The DOOMed Thread

Skulldash 2.0 looks pretty amazing, thanks for sharing. Personally I love watching speedruns. I don't have the skill or finesse to do it myself, but watching these things can be fun as long as the speedrunner doesn't use out of map exploits and other stuff that's just boring to watch.
__________________
"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker
[22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz.
"Can we just move Discy's posts to the HOF automatically already? :P" -Jetty


Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo)
  Reply With Quote
Old 10-25-2017, 07:08 PM   #506   Add To Ignore List  
T-Mech
 
Poorchop's Avatar
 
Joined: Jul 2016
 
Poorchop is offline
Default Re: The DOOMed Thread

I can definitely get behind watching speedruns of some games. Doom runs are surprisingly fun to watch but it doesn't seem to have as big of a scene as other games.

In other news, I just finished Evilution and it was pretty terrible. It probably has the best music out of any Doom wad ever and that was its only saving grace. I can't for the life of me understand what the hell the mappers were thinking. They had a huge chaingunner fetish. There are constantly chaingunners and other hitscan monsters behind one sided walls. You could have 200% health and in the blink of an eye, you're dead from an invisible source until you redo the entire map and try to locate the one sided wall. As if chaingunners weren't bad enough, they threw a freaking spider mastermind behind a one sided wall at one point.

Countless hitscan enemies in open spaces as well. You can barely hit them but they sure as hell can hit you. Autoaim doesn't even seem to work at certain distances so you could be eating lead from a chaingunner across the map at a different height and there's nothing you can do about it apart from running in for the kill, taking tons more damage in the process.

I liked Map20 but that's about it. However, the wad is only worth playing for the Map02 music. There are some other good tunes as well but they're not worth the torture of playing through the levels.
  Reply With Quote
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Batandy's magic showcasin' thread Batandy Showcases & Portfolios 130 07-19-2013 10:14 AM
Birthday thread Targ3t Off Topic Forum 4 08-21-2011 08:24 AM
post a Pic of yourself thread 2011 schorriemorrie Off Topic Forum 32 06-17-2011 10:29 PM
Another Happy B-day Thread Brute Off Topic Forum 10 06-06-2011 12:33 AM


All times are GMT -4. The time now is 02:30 AM.