Light Rain

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About Light Rain

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  • Birthday 03/31/1990

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  1. 15 years of following modding? That's impressive. Sorry for speaking out of turn.
  2. Many mappers release public betas of their works (e.g. on the Doomworld forums) because it makes it really easy for anyone to test it and report problems with it, give feedback on the gameplay, etc. It's your choice of course, but releasing betas is a perfectly valid and common practice.
  3. May I ask why don't you just post the beta version publicly? Also you should look into publishing your finished version on the official archive of Doom wads:
  4. You can count me in. Is it for vanilla, BOOM or ZDoom?
  5. New WR speedrun for Doom 2!
  6. [screams internally]

    1. 碇 シンジン

      碇 シンジン

      its better to not listen those who are mean *hug =( sorry I should stopped him before her hurted you =(

  7. Oh, my test under Windows wasn't very relevant then. GZDoom has a Linux repository here, if you want the Linux binaries: Or you can compile it yourself if you feel adventurous:
  8. The latest Windows version of what? ZDoom? In ZDoom and GZDoom the hud is enabled by changing the screen size at Options > Display Options > Screen Size; you can see the classic hud on screen sizes 10 and below. You can get a more minimalist hud by changing the screen size to 11, and turning on Options > Hud Options > Alternative hud > Enable alternative hud. I haven't used a gamepad with GZDoom before but you probably have to do something in Options >Joystick options. I'd start with enabling controller support.
  9. I'm not sure what you mean. If you mean sprites being blurry in GZDoom then try Options > Display Options > OpenGL Options > Texture Options and set Texture Filter Mode to None. I made a comparison: If this doesn't help please post what source port you are using and the exact version number. I downloaded the latest ZDoom and I didn't see any blur.
  10. Doom has been made to run on everything by now, but playing it on a 486 or Pentium with a CRT is definitely A Feel. I wish I still had mine. :'(
  11. Welcome to the thread! Please feel free to post whatever Doom related stuff you find or know about; I didn't intend the OP to be exhaustive just something to give a taste and draw in new players By the way what I'd really like to see is people posting their own maps. This community has many creative minds, I'd like to see what they can come up with -- as long as I don't have to shoot ponies.
  12. This reminds me of an anecdote from Masters of Doom; Bobby Prince was a lawyer before he became a musician, so he knew exactly how much he could legally "borrow" from other musicians.
  13. Writing C++ code to output my results in Latex table format; trivial but being lazy in a productive way feels good. :)

    1. 碇 シンジン

      碇 シンジン

      been meaning to study c++ but i been too tiredand my inspiration is lacking

    2. Light Rain

      Light Rain

      You should start with something simpler like Java. Try Processing ( -- you can very easily write small graphical experiments in it in Java. I was contemplating making a tutorial series for it here, tell me if you'd be interested.

    3. thegoodhen


      Don't forget you can use Processing in Vim.

  14. (Note: This is a pretty fragmented post, I was thinking about a bunch of stuff and cohesion suffered, so don't take it too seriously. ) Ah, Doom 4... Well yes, unfortunately we'll never have a game like Doom again because no company has the balls to make the player be able to run at racecar speeds and sacrifice graphical fidelity to be able to put hundreds of enemies on-screen at once. Doom 4 looked pretty linear to me when compared to the original Doom with it's hubs and optional side areas. Just think about E1M2; the maze area is completely skippable. Today creating a similiarly sized area would take days of work from a smaller team of people so making it optional would be out of the question; with that much effort put into it the player has to be made to see it. This is why I like vanilla Doom. It's the perfect example of Less Is More. It has nine weapons, about fourteen monsters and mappers were able to create incredible versatility with just this. The engine doesn't even support room-over-room. After playing a bunch of megawads, many of them will feel like completely different games, just because of the way the encounters were designed. You can have encounters ranging from 2-3 enemies at once to 200-300 enemies at once, and it works. Imagine you are in a huge room, and imps start flooding in. You keep dodging their fireballs, when hell knights appear. They are tough so you can't dispatch them immediately, you have to keep dodging their projectiles while you are thinning the hordes of imps. You can get tricky and position yourself to cause some friendly fire and infighting to keep some of them busy at least. Suddenly wall panels drop and you are surrounded by a bunch of shotgunners and chaingunners -- they immediately jump to the top of the to do list. Gotta find some cover, look for some walls, or even hide behind the knights to kill to birds with one stone. After you cleared the room and finally got your keycard you hear the noise of arch-vile cackling as they spread out in the room. You start figthing them in a panic, trying desperately to keep out of their line of sight, as they start undoing your messy handiwork. Everybody owes it to themselves to put on some rock music, get some tough megawad and just charge in. When you get high on adrenaline as you are dodging a shitton of enemies while half dead and you notice that the booms of the super shotgun are in sync with the music... it's a feel. Music recommendations for shooting: Nine Inch Nails - Wish Wolfmother - Dimension