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matador

DBP64: The Vast Silence

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1 hour ago, Stroggman said:

When was this dbp mapset released?

 

My guess is about 6 hours ago.

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As usual, saving to my backlogue, lol.

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I also recall DBP doing that D3 themed project with a lantern feature even.

Can't wait to see a D2016 themed DBP in the future lol.

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This feels like an authentic and accurate "doomclone" from the 90s except made really really well and fun to play. Thank you for not only the wad but also the nostalgia trip I didnt even know I wanted. I havnt felt like this for almost 30 years. 😀

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I'm in the middle of another playthrough but I will absolutely pause it to play this. Thank you DBP crew!

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looks sick, will play this immediately after I finish Atmospheric Extinction.

Edited by VoanHead : whoops, got the wrong pwad name. This is what happens when I'm sleep deprived and posting on forums

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About halfway through the wad now and it's awesome. It feels so much like Doom 64 even in the way the levels are designed (albeit more modern). The end of Twisted Transistor made me sit up and get into 'serious gamer' posture. Good stuff!

 

Also

Spoiler

The archvile is nightmare fuel 

 

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Is there a reason you can hit the random wall right at the start of lvl 8 to exit the map before doing anything? And I believe it was map 3 that had 2 yellow keycards...?

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17 minutes ago, Insaneprophet said:

And I believe it was map 3 that had 2 yellow keycards...?

Not only chaingunner holds one, the shotguys in the dark also do

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I may have found some anomolies in map 9 as well. If you immediately kill the cyberdemon and take his teleporter before doing the rest of the area you seem to be soft locked because the bar hasnt risen yet. And at the end right by the blue door there is a little blue closet, if you stand inside it and let the door close there is no inside texture, i dont think i was soft locked i tgink i just kept thinking i was cuz the door was closed and i couldnt see it.

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just played the fist map. great start. I'll keep playing

 

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Observation: in crispy-doom there are romero heads in the place of, according to dsda-doom, solid stealth corpses(?). I thought at first it was part of the theme but seeing three of the heads behind the exit door, that you can walk through them, kinda seemed like a red alert. There were also hanging decorations in dark spots, hard to see, which could block movement like infinitely tall objects, like this one in this hallway or that hook, while in dsda-doom there's nothing visible, well other than the ambient noises reproduced which I believe is what those thing actors exist for? 

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4 hours ago, galileo31dos01 said:

Observation: in crispy-doom there are romero heads in the place of, according to dsda-doom, solid stealth corpses(?).

I've found a solution.

If DEHACKED lump is moved to the bottom of the whole wad, it works for me.

But somehow it doesn't work in crispy being put after MAPINFOs as it is now.

@matador

 

EDIT:

5.12.0 has the bug.

I checked the Tue Feb 6 06:15:17 2024 autobuild of crispy and it doesn't have this bug, interestingly.

Nevertheless, I think the lump should be moved to the bottom

Edited by SilverMiner

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On 2/5/2024 at 10:22 AM, Firedust said:

Looking forward to DBP69's theme.

 

Nice. Kama Sutra followup?

 

I'm still on DBP40 at the moment, so it'll be awhile before I get to this. Favorite mapping series, easy.

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I was unable to find how to exit last map. Killed all mobs and sector don't goes down.

Anything special to do?

 

Edit.

Exit level is here:

Spoiler

image.png.9a83ca89a37a7e1f4821943353768578.png

 

 

Edited by Aeddes666

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