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Razordoom

4
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A member registered Aug 09, 2021

Recent community posts

Yeah in terms of legality that's probably the best solution.  I'll probably just roll with what I have, then remember your solution if I ever lose my wads or something and have to reinstall

Hey so I have an update regarding the romero maps added into the campaign.  E1M8B is intensely difficult when starting from the post E1M8 health drop finale, to the point that it's very luck based and usually halts my interest in finishing due to how difficult it is to start it, especially compared with the difficulty of anything else in a commercial doom map. The fix I came up with was adding a modified E1M8 via a TNT31 style pwad, where in the modified map I simply change the teleport linedefs into level end linedefs. Do you think that's something that could be incorporated? Or would that be bad as it would be technically including content from a commercial doom wad? The PWAD I made is designed to require that Doom 1 and 2 are present when running, which basically guarantees it would have to be run with Wadsmoosh, if you would like me to provide it, though all I did was copy the content of the map to a new map, make the modification to the end level linedefs, delete the kill sector (for monster count reasons unless they weren't marked as part of the count, not sure forgot to check), I can provide it.

I've tested it altogether and it does precisely what I wanted out of it.  Thank you so much!  This basically gives me the perfect Doom install I've been lusting after for all these years, this is truly incredible.  I know it may seem less significant due to your expertise but I very sincerely appreciate your efforts!  Thank you!

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Hey, this is probably my favorite Doom mod of all time and no GZDoom install is complete without it in my opinion.  I do, however, have a couple of small feature requests:

1 - Similar to the reintegration of Betray and Sewers, and on the note of Sigil's inclusion, would it be possible to get E1M4b and M8b [Romero's level remakes] included in some way?  I would love to be able to play a 12 level long ULTIMATE version of Episode 1, i.e. maybe have E1M4, then M4b, then play the original M8, then M8b?

2 - Would it be possible to integrate the Community midi packs for Plutonia [Jimmy], Master Levels [Peter Lawrence], and No Rest for the Living [also Peter Lawrence]?  They are excellent midi packs and I think would make each of these collections of levels feel even more "complete", as basically every level would have it's own music.  The master levels pack goes off of the PSN order.  Links to the aforementioned projects as follows:

Plutonia midi pack: https://doomwiki.org/wiki/Plutonia_MIDI_Pack

Nerve.wad midi pack: https://www.doomworld.com/forum/topic/119301

Master levels midi pack: https://www.doomworld.com/forum/topic/118804-master-levels-for-doom-ii-25th-anni...

Obviously I know just randomly asking for extra features is something tons of people do, but I think just these two things would make your mod the most complete package of all official [and semi-official] doom content possible, giving almost every level unique music.


Feature begging aside, this really is an incredible project and it has enriched my doom playing experience to an incredible degree over the years.  Thank you so much for your efforts.


[Update: I decided to donate, but please do not think of it as some kind of informal commission expectation or something of the sort, there's no obligation to carry out these feature requests, it was just for what you've already done for both myself and the Doom community with your awesome tool.  Again, thanks, and peace be with you.]