Thank you! There's still some work to be done. I'm working on it slowly.
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Needs more rockets, especially at the start and the end. At the start there are a few too many mid-tiers I had to chaingun. At the end, if I used my rockets on the arachnotrons, I would not have had enough to effectively push through the wall of mancubi being constantly resurrected by the arch-vile, the plasma gun ammo did not fit that combat scenario very well, as it does not penetrate through the enemies to the arch-vile. What is the idea of providing 200 cells behind the green door, after everything is already dead? Some outer key markers for the doors would have been helpful, so players do not have to look deep into each hallway to figure out the correct door. The red door is also not as bright like the yellow door. The arachnotron trap behind the yellow key, can be triggered without jumping off the ledge, allowing for cheese. The secret rocket/health stash is blinding! That is about 50 items grabbed in quick succession, meaning you have to wait for the tint too fall off for like 5 seconds, while there is a revenant right around a corner.
One thing I noticed, fighting all of these arachntrons, is how the new plasma gun sound is barely audible when they fire. It is the opposite problem of the original Doom sound.
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Looks neat!
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Thanks, I missed those vids. The secret was to shoot the pinkies as fast as possible which gave a few seconds to collect health pickups and reposition. Later the caco swarm was proper rage quit material but I somehow passed. The same area had 2 gold skull keys shining on pedestals. Not sure what that meant, it seemed like there should have been a 3rd one. Overall I like how freaky the map feels without going full freaky, keeping a mystery.
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ну типа в Terms of Service такого слова я не нашёл, значит опасности нет. Если хосты не придумают какую-то шизу что низзя Ты говоришь загадками как великий волшебник
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Not much I can really do to help you. You have to keep alternating between the sides, picking off demons and later knights when they start closing in so that you can keep spamming rockets. Eventually you can secure one of the sides. Killer5 maxed this one (video on p1), it's an old version (1.2) but the strategy is pretty much the same so you can have a look at that.
BFG appears for the first time later in the WAD.
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I thought Doom 3 and its expansion had more interesting maps than Doom 2016 or Eternal though Doomguy was most underpowered in that game, being halfway towards survival horror. Doom 2016 was less arena than Eternal but still too much so. I was glad Eternal gave a quick dash to get you somewhat back to original Doom speed but it made everything else worse. Didn't care to play Eternal's expansions or Dork Ages at all, even though I own those expansions due to the deluxe edition I bought before they were made.
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Yeah, the area that looks like a park garden to the east, which becomes available after lowering the red barrier. I'm not sure if I'll have much success playing classic. There are pinkies attacking from both sides, then right after blowing them away poor doomguy ends up surrounded by knights with little to no wiggle room. Then shortly after mancubuses arrive to light up the party. I can't believe anyone actually passed this.
EDIT: Did I miss a BFG somewhere?
EDIT 2: I've played it with dsda and while normal monsters are easier, the encounters with higher units are harder. For example the swamp pit fight is noticeably harder without BD because the classic archvile can take up to 4 rockets before going down. Plus the rocket blast is more damaging to the player, so fighting the imps is also harder in limited space.
A prior cyberdemon ambush (the one where it pops out after picking up a key) was tough but there was a strategy to it in goading it against the knights and cacos.
In the garden case I don't see any strategy besides reloading+luck.
EDIT 3: I found a cool secret by following candles into a tunnel but the reward was pretty lackluster. I almost wanted to reload because fighting surprise revenants took out a lot of ammo and health.
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> [-] rebalanced and increased the difficulty across all settings LOL, I'm still on MAP03 in v1.4 figuring out how to pass the pinkie+knight+mancubus ambush after lowering the red gate.
Edit: Any hint?
Hint, you say? Well... don't play with Brutal Doom because it's not designed for that and I have no idea how that affects the balance / fairness. Which ambush you're referring to? The garden to the east?
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Hello. Just made account here and on tod
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SilverMiner
Don't quit now! We're still spending your money!
Aug 2, 2026 at 5:34am
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ну типа в Terms of Service такого слова я не нашёл, значит опасности нет. Если хосты не придумают какую-то шизу что низзя
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Nice texture/sprite generator. I imagine one could take them and put into a real game
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I hope I won't get banned here for using AI? I think this is the only forum that's fairly lenient towards community members who deviate from the general norm.
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Beautiful, but some screenshots? Sorry. I'll fix it now.
***** *****
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SilverMiner
Don't quit now! We're still spending your money!
Aug 2, 2026 at 1:18am
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Beautiful, but some screenshots?
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That is the map progression from Doom 64: Absolution Correct, and you are now at the top of the table, but I will still put you on pause for the next question, unless somehow, again, no one else can come up with an answer after a reasonable time. Scoreboard joe-ilya - 3 points switchblade - 2 points thundercunt - 2 points SilverMiner - 1 pointQ9. MAP09: Even Simpler is a homage to Dead Simple from DOOM II, but differs in the combat progression. How many combat phases are in Even Simpler, and which monsters are fought in each phase? (if in doubt, assume standard difficulty level)joe-ilya got three points in a row and should skip this question.
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That is the map progression from Doom 64: Absolution
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MORS: In Beyond Version 017 from August 1, 2026 (Pre-alpha)
A 3D first-person shooter computer game created using Freedoom assets (versions 0.7, 0.8 and 0.13.0). This resource pack is designed for the Zandronum Doom port, version 3.2 or higher. Simply copy this pack to the game directory and run it with the command: zandronum.exe -iwad MORS017.pk3 (for Windows)
This won't work correctly on any ports other than Zandronum (a little on k8vavoom, but there are some bugs). The problem is that I converted boom maps to UDB from FreeDoom to UDMF in the Doom namespace (using Edge-classic settings during the conversion). There's some confusion in the id, tag, and arg0 identifiers for different ports, but it works without fixing Zandronum, so I didn't bother fixing anything else. This game: my take on FreeDoom shareware.
I plan to continue working on the project.
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SilverMiner
Don't quit now! We're still spending your money!
Aug 1, 2026 at 8:21am
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Wasn't bsp also the reason why doom's geometry is static? That sucks if so. As for me 35fps is preferable to play doom. Higher fps looks weird when you have sprite monsters imho. Too bad helion is based on .net. I'd rather install a random doom port from randocoder than microsoft's malware. Yeah helion would better be a tune up of some regular source port, written in C of course. Cuz i at least understand code like that. Cpp has many dumb words. C sharp is like pretending I'm a priest and i don't know holy books and yet I have to understand something. Hypothetically it's a fillable niche. I'm gonna be looking into that. Maybe Like recently I've been trying to vibecode a zdoom texture editor so that i don't have to deal with garbage like slade 3. Result is okay, but without llms being able to SEE what's wrong, it's a very hard task to tell them what to fix. I know i can just deal with each part of the plan myself and that's fool proof, but I'm lazy to and want shit that i think is easy, to get it fast. Maybe i should be looking at debloating slade 3 and downporting. However the unhealthy state of doom community makes me think it's all not worth the trouble, I'd better go vibe code some mods for Minecraft. It's also a cesspool i guess, but userbase is at least liquid and more in count at least ten times
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Wasn't bsp also the reason why doom's geometry is static? That sucks if so. As for me 35fps is preferable to play doom. Higher fps looks weird when you have sprite monsters imho. Too bad helion is based on .net. I'd rather install a random doom port from randocoder than microsoft's malware. Sort of. The requirement for a global, fixed, precomputed bsp tree means looking from the top-down, the map geometry must be static. But you can certainly have bsp-based renderers that support moving geometry. You just need to split static and dynamic geometry apart (this is what Quake did, which is still also bsp-based).
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Played d64 for the first time couple of years ago and I thought the level design was amazing, way better than classic dooms. The game's atmosphere and music were strangely enchanting. Didn't realize I had to collect some secret keys though but luckily the final boss was still beatable without them.
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Wasn't bsp also the reason why doom's geometry is static? That sucks if so. As for me 35fps is preferable to play doom. Higher fps looks weird when you have sprite monsters imho. Too bad helion is based on .net. I'd rather install a random doom port from randocoder than microsoft's malware.
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SilverMiner
Don't quit now! We're still spending your money!
Aug 1, 2026 at 3:09am
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the first time i played it i thought it's pretty short and simple, and it just had a large portion of optional areas, which gives me diafragmal orgasm
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