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Everything posted by lumely
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Cold Steel - A Dark and Gritty Mapset
lumely replied to Osmosis Bones's topic in Map Releases & Development
Just finished 1-3 and I'm a massive fan of the vibe on this thing; this is maybe trite/obvious to say with the music choices here but this scratches a particular grimy late-90's/early 00's itch that's immensely satisfying and feels very intentionally constructed. The washed out palette and photorealistic texture usage are both things I'm an absolute freak for and your sprite/sound replacements are really tasty across the board (for the latter I really appreciate how things are all-around a little more sharp/brittle than vanilla). Also very fond of the particular flavor of horror you're tapping into here, something about the combo industrial/psych vibe and the abundant environmental gore really hits for me. Kind of conjures Afraid of Monsters/Postal 1 a little bit for me sometimes idk. Maybe I'm desensitized to vanilla textures but it's really really nice to see Boom mapping given this much earnest aesthetic attention as a horror-informed thing, I'm often craving that and it feels like there's really not a ton of options for it. Shout-out to the flicker hallway in map 3 that thing is an absolute treat. -
Did you play it when it was released in 1993? Share your thoughts...
lumely replied to B00m3rDoomer's topic in Doom General Discussion
Doom & Doom 2 are both older than me; my first exposure to the game was in my early teens with the 2009 iOS Doom port. Early mobile gaming was (unsurprising) pretty shallow, so ports of older games tended to be the more comprehensive gaming options available. I also played Wolfenstein 3D, ROTT, DN3D and NetHack this way before becoming a Source and then GoldSrc girlie in my late teens. I returned briefly to classic Doom on PS3, PS4, and PC over the years before getting into custom wads while I was playing a fork of PrBoom+ as Vita homebrew last summer (finished Momento Mori UV saveless that way which was not a very nice thing to do to my hands/wrists). Switched to playing on PC not too long after and here are. -
What is the point of using a source port other than the major ones?
lumely replied to Flytrap's topic in Source Ports
There's only one two dog-themed ports and only one of them has randomly mirrored corpses -
Western Fort (1995) by Dave Posladek A small and *very* brown (but not altogether un-pretty) deathmatch map. The cramped invisible walls surrounding the fort, as well as the blocking linedefs on the upper walkways (why???) restrict movement pretty aggressively and unnaturally, but visually the architecture is nice enough and I really dig the thrown-open WOODMET doors placed everywhere they're cute. The absence of moving doors, plasma weapons, and non-hitscan enemies absolutely feels like an attempt to fit the western theme which is pretty delightful and very 90's-brained. The .txt credits "Son Mike and brother Gary" for playtesting, and also claims a build time of 100+ hours. Bespoke dadfort.
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Traumatism [Doom 2 Episode Replacement]
lumely replied to Solmyr's topic in Map Releases & Development
small bug; seems to be a missing/misformatted texture on a single crate near the end of map 04 that causes the crate to be invisible from the sides. using Woof 14.5.0. -
Traumatism [Doom 2 Episode Replacement]
lumely replied to Solmyr's topic in Map Releases & Development
really digging this, *love* the medbase setting and the custom texture/monster usage is really snazzy while still feeling appropriately vanilla-in-spirit. huge zombiewoman fan tbh and the former marine's bolt is surprisingly scary while not feeling over-the-top. I really like the amount of space you give the player and how often fights in maps 1-3 involve big groups of fragile monsters; your encounter and arena design really flatter the chaingun shit is very viscerally fun. part of me wishes the soundtrack was a bit more brooding/bit less Bobby Prince heavy but that's my musical bias, I do think your selections are excellent and really fit the vanilla-adjacent vibe you've got going on. I also think health/ammo are maybe a bit too abundant on UV (I was swimming in leftover medkits and cells on map 3) but that's up to your difficulty tuning tbh v excited to play this rest of this -
this was so pretty! excellent chunky cavern vibes, this color scheme is really really pleasant and I love those cutaway roof spirals. I think all of the encounters did a good job of giving the player just enough space to move around (esp with the way you place revenants) and forcing them to stay mobile. also really loved the somber credits map, reminds me a tiny bit of Sacraments'. did not find the secret room/forgot to look for the yellow key but here's a jittery demo! attempt #4, familiar with some of the encounters but not all of them going into this: orca4.zip (Woof 14.5.0 / UV / cl 9)
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Heya! I'm looking for WADs that play with nighttime themes in fun ways, especially atmospheric/surreal stuff but I'm not picky. I'm really fond of the opening nightmare sequence in Sacrament and how disjointed/dreamy that whole wad feels.
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What are you playing Doom on these days?
lumely replied to Cadman's topic in Doom General Discussion
Windows 10 Intel Core i5 8500@3.00GHz 8GB RAM stock Intel UHD 630 dual monitor setup I mostly play Doom at work (I work third shift so my job is 90% downtime) and the compy at my desk has the above specs. I keep Doom Launcher and my wads on a flash drive so I can plug and play it wherever. I only really play vanilla/Boom stuff (using Woof p much exclusively) which this setup handles flawlessly but I can't speak for intensive GZDoom stuff. My old setup (at my last, more depressing night shift job which did not provide me a computer) was a jailbroken Vita running PrBoom+ which was a bit of a nightmare on the hands and really held me back skill-level wise in retrospect. -
Duster -- Contemporary Movement (2000; slowcore/indie)
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What are some sourceport features you can't live without?
lumely replied to Logamuffin's topic in Doom General Discussion
Woof/Crispy's randomly mirrored corpses; they make corpse piles and level backtracking more pleasant while still feeling relatively vanilla (at least to me). Not a deal breaker per se but I also prefer Woof's spectre transparency effect, idk Woof rules. -
NOVA IV, MBF21 compatible project for beginners (slots filled)
lumely replied to obake's topic in Community Projects
Would love to contribute a MIDI or two to this if a slot is/becomes available. I make electronic music as one of my other hobbies but just getting into MIDI composition for Doom within the last few weeks. WIP demo as proof I know my way around Sekaiju.