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>> No.7434854 [DELETED]  [View]
File: 540 KB, 504x725, thinking saw.png [View same] [iqdb] [saucenao] [google]
7434854

Interesting to see which posts were deleted.

>> No.7285698 [View]
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7285698

>>7285589
>remaking Base Ganymede by hand for Doom 64
Interesting, I want to encourage this. Maybe you can put your own spin on the levels?

>> No.6620351 [View]
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6620351

I wonder, IF we actually ended up with excess maps, do we put them in the 33 and above slots? In that case, would it be possible to sneak in a MAPINFO lump, so that if you play it in a ZDoom port, the additional maps can be played in a sequence from 32 and onwards, and on the last one you exit to 16?

>> No.5270536 [View]
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5270536

>>5270272
Why are people who are into fucking grotesque monsters always so insecure about their tastes?

>> No.4950758 [View]
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4950758

I have some thoughts and questions about Sector Type 11, the special damaging floor that brings you down to 11% health and then ends the level, like at the end of E1M8.

Monsters which are placed in this sector, are they not counted for kills in some sourceports?
Because it seems that if you use IDDT, and then use GZDoom's options for the automap to set a certain color for allied monsters (let's say blue), then those allied monsters display that color on the automap, but then, looking at Plutonia's Map 11: Hunted (for the 'wrong' exit), and TNT's Map 25: Quarry (the oddly tagged teleporter pads with imps on them), the monsters turn up with the blue color on that automap.

What's the deal with this?

>> No.4463330 [View]
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4463330

>>4463298
Why wouldn't you just use manual saves?

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