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About UnknDoomer
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Corridor 7: Alien Invasion (1994), Eradicator (1996), DosBox-X 1.10.24, openglpp / pixel_perfect-scanlines.glsl, 1920x1080.
UnknDoomer replied to UnknDoomer's topic in Everything Else
@MrFlibble, no. If you care about 4:3 aspect ratio you can set, for example, 1440x1080 or 640x480. It's matter of what you put into "fullresolution" and "windowresolution". You might skip it as well, or left default settings, then it will be applied with black borders all the way around, which is not good from my point of view in case here we talking about action / shooter type of the games. -
Made an interesting experiment yesterday and today regarding two titles that currently / yet don't have any source-ports, forks, name it, support / things around. Check the description of the videos "for how to" in case of setup on your PC. More information regarding second title also can be found here (RU) and partly here (EN).
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Doomworld Community Console (Doom 64 / PSX / ...) WADs List
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
@taufan99, added. -
Doomworld Community Console (Doom 64 / PSX / ...) WADs List
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
ドミートリーアーカイブ's "Containment area" beed added into the list. -
Doomworld Community List of the Best and Exotic TC and possible ideas for new onces
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
@SealSpace, Body Count be covered previously, you might find the link here. -
Yet another small suggestion. On top of all - intermission screen, in the style of the game, but with a usual level map, would be interesting thing to see.
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Doom 64: LUNAR REVELATIONS - OUT NOW for the Doom 64 Remaster and Doom 64 EX PLUS
UnknDoomer replied to Jetx_121's topic in Map Releases & Development
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UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
203. Lunar Revelations (2024). Wad for Doom 64 of 12 levels (2 secret), presented by @Jetx_121, the action of which mainly takes place on the Moon. The plot in its own way copies the narrative once presented in Doom 3, the events also mainly take place in the corridors of a technogenic base, the textures available by default been used. Of the notable features can note the presence of three types of monsters that were absent both in the original and in most previously released wads - machine gunners, revenants, four-armed archviles, as well as a unique type of monster specifically for the reality of Doom 64 - two-headed dogs, who never led in the original release. In addition there will be ghostly varieties of the entire existing roster, distinguished by increased aggressiveness and a large supply of HP. Settings and features: * EX+ 4.0.0.3, IOD difficulty. * In the finale of M9 a bug is possible (typical in this particular case for the EX+ port) during which, after the destruction of a wave of monsters, an earthquake will not occur and, as a result, all barriers will remain closed and the hero will not be able to access the switches. The issue is resolved by creating a backup save. As long as at least one whole monster remains in the flowing wave, of which there are four, you can reload the save, get rid of the monster, the script will most likely work as required on the second try. A similar problem can occur on M10. * To change the level, if necessary, you can use the command "idclev10", where the number is the map number. You need to enter it directly in the game, not in the console. * A full walkthrough will take ~ 8 hours. Secret levels. M1 -> M32. You need to blow up all the available barrels. After that, a passage to the secret exit will appear. M6 -> M69. To access the secret exit, located near the start, you need to get the green key (yellow skull). To do this you will need to find a room in the area of one of the warehouse segments, all the doors to which do not open by default, but you can shoot the switch through the window - the doors will open, along the way a group of monsters will appear on the location. After this you need to get to the opened door and fight the cyberdemon, who will be accompanied by two-headed dogs. The latter appear endlessly until the hero goes up the stairs. After pressing the next switch on the level 3 sections with 3 switches will open - to access the key you need to press all 3. After the key is picked up 4 sections will open on the map - 3 lead to runes, which, however, it seems, cannot be picked up here, 1 to the secret exit. -
UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
@DoomGappy, answer will be short this time - fine. Since mentioned "Confinement 256" I've played / reviewed several wads, that stick around different limitations, based on that also been made https://habr.com/ru/articles/819065/ (RU) back in the day, so this basically one of the directions I'm like to look on time to time. -
UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
202. Box Doom (2024). Wad, presentedy by @DoomGappy, which is mainly a single map, divided into 80 main sections of 512x512 size, 4 hidden sections / transitions and 4 puzzles, placed in the same frames, created by different authors and subsequently, like a kind of patchwork quilt, collected together. In addition there are also 2 (not counting the introduction and epilogue) secret maps, access to which can be obtained in the event of finding three multi-colored skulls and subsequent use in the hub with puzzles. In essence, this work acts in the same field as the once reviewed Confinement 256 (2017), with the only difference that the division into levels is practically absent here and the scale, although still seriously limited, gives a little more space for various design experiments. As usual there is a little bit of everything here - half-empty rooms with a couple of revenants, conditionally warehouses, cleverly constructed mechanisms, elevators moving upwards, unexpectedly appearing archviles, backtracking in search of additional switches and shifted platforms. Settings and features: * GzDoom 4.12.2, UV difficulty. 4.12.2 is the latest version of GzDoom with which this wad is compatible. * The secret section with pink lava is not compatible with GzDoom. * A full walkthrough will take ~ 3,5 hours. Secret levels. M2 -> M32. Finding skulls here is not particularly difficult, it is enough to check possible hidden segments as you go. M31 -> M32. The usual exit leads to the transition to M32. M32, apparently, cannot be completed - the map is an endless, small corridor / labyrinth. -
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UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
7. Forbidden Entrance (2024). A small map for Heretic, occupying the E1M1 slot. It was originally supposed to be part of a somewhat larger project, but in the end @Quin decided to limit himself to one work. Settings and features: * GzDoom 4.13.1b, difficulty 4/5. * Complete completion will take ~ 5 minutes. -
Forbidden Entrance (Vanilla Heretic Map, E1M1)
UnknDoomer replied to Quin's topic in Map Releases & Development
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UnknDoomer's corner of ultra silence - Short WAD Reviews / Longplays / Hints
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
201. Hocusdoom (2014 / 2022). Total conversion of 40 levels (4 secret), moving the famous platformer Hocus Pocus (1994) into a three-dimensional dimension. Presented by @Fletcher`. This work can probably be called one of the most accurate and competently executed projects of this kind, maximally identically transferring the atmosphere of the original to new realities, be it opponents, enemies, textures, sounds or plot. On the other hand, the arcade elements inherent in the original, the search for secrets and, in particular, the dynamic gameplay, in many ways make this game related to Wolfenstein 3D (in particular, seven types of treasures that give different amounts of points) and Doom (certain types of monsters have partly similar habits), due to which it can be stated that combining one with the other was perhaps somewhat easier than if we were talking about some other case. Despite the fact that the main character uses mainly only one type of weapon throughout the not very fast passage (one episode can take up to 3-4 hours), this aspect, as in the original, is supplemented by bonuses that can, for example, allow you to carry out an area attack, or conduct prolonged fire, similar to how the plasma gun works in Doom. In total, there are eight temporary upgrades for the main weapon, one auxiliary one, first appearing in the third episode, acting, like bombs, as a kind of expendable reserves. The HP reserve is 10 units by default, which correlates with the complexity - the overwhelming majority of opponents in three-dimensional edges do not pose any particular danger, but attacking in a crowd, and sometimes appearing in unexpected places, they can quite deal with the hero - 1 enemy hit here is equal to 1 HP. The mechanics of jumping to a great height, like breakable bricks, also found their application. The narrative is logically divided into four episodes, each of which is stylistically different from the previous one and within each of which the design of the location can also vary significantly. To move on to the next level, you need to collect all the gray spheres (crystals) hidden in certain places. To get to the secret level, you need to find a green crystal, then pick up the last sphere. At the end of each episode, several bosses await. One of the varieties of such, animated trees, which can be attributed to the most annoying, will subsequently be leveled to the level of an ordinary enemy, which brings certain parallels with Blake Stone: Planet Strike! (1994). During the passage, you can meet wizards who give advice of varying degrees of usefulness, similar to the informants from Blake Stone: Aliens of Gold (1993), with the difference that they do not directly share useful resources here. It is worth mentioning the secret levels separately, each of which is essentially a separate total conversion, albeit covering only graphic elements. So one of them, M40, is made in the spirit of Jazz Jackrabbit (1994). Settings and features: * GzDoom 4.13.1b, difficulty 3/4. * Complete completion will take ~ 14 hours. Secret levels. M4 -> M10. At a guess you can go through a stained glass window, which, apparently, may not work as intended in the latest, current build of GzDoom, or it is just a minor bug. Teleports that could lead to this segment were not found. A similar situation with potions, but perhaps I did not examine the location carefully enough. M12 -> M20. In the east of the map you can find a passage in the area of a lava waterfall, use it, go west. M28 -> M30. During the extraction of the silver key, while destroying destructible blocks, you can pick up a teleportation potion. M34 -> M40. In the east of the map in a small tunnel there is a stained glass window that you can walk through. -
Doomworld Community List of the Best and Exotic TC and possible ideas for new onces
UnknDoomer replied to UnknDoomer's topic in WAD Discussion
Corridor 7: Alien Invasion (1994) related works been moved from "Ideas" list to "WIP" section. By now there is one TC with 20 maps in progress, same as up to two source-ports support. There is option exist that GzDoom will be covered as well, so might up to three then. "Lethal Force", partly Blake Stone: Aliens of Gold (1994) inspired by thing, also been added as "WIP10".