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Ethereal Breakdown for Doom 64 Remaster & EX (33 new levels! OUT NOW!!!)
Amaguq replied to Neigh Winny's topic in WAD Releases & Development
Nice! Congratulations to everyone involved! I'm very excited to play it and see the power of the Doom 64 community powering this project (long time without playing Jetx's Doom maps btw). Happy early Halloween everyone! -
PANDORA 64 ANNOUNCED! LOST LEVELS NOW AVAILABLE (DEADLINE....JANUARY) (3 ,APS LEFT)
Amaguq replied to LadyMistDragon's topic in WAD Releases & Development
Wow! This is nice! A friend of mine told me about this, and besides I'm a total beginner about Doom mapping I would like to join in. May I ask a slot please? Map 08 or Map 07, any available. -
Doom RPG Port Reverse Engineering Update (version 0.2.1) Source Code Release
Amaguq replied to Erick194's topic in Source Ports
Llevaba esperando años porque alguien lograra hacer ésto realidad. Uno de mis Doom favoritos que me ha acompañado en cada dispositivo móvil que he tenido desde los "dumbphones" en donde salió originalmente hasta emulado en Windows y Android 11, y ahora gracias a la pasión de la comunidad al fin ha sido porteado para seguir luchando contra las hordas del infierno directamente en PC. Muchas gracias por todo su esfuerzo. Perdona la pregunta pero tengo curiosidad ¿Ésto abre la posibilidad de crear mods con mapas y gráficos customizados como ya sucede con otros ports? -
Hello DoomWorld! This is my first attempt to create a decent (joke) wad and learn how to create Doom stuff. It was just a joke between a friend and myself but now it's a functional pwad. Inspired on AEUHHH by Marisa Kirisame (and using part of the code of their HomeImprov.WAD) this pwad changes all the textures and sprites from Doom into a happy unicorn, also changes all the sounds too. I'm going to release this one along an "AEUHHH version" tomorrow, this way everyone can enjoy the marvels of AEUHHH only needing GZDoom, the og Doom.wad and a little pwad on any platform with a GZDoom port on it (just drag and drop for anyone to be able to run it). Also includes a soundfont file to get the full AEUHHH experience. Text file included with proper credits. Works only with Doom.wad atm but I'm planning to create and update with Freedoom compatibility and a future Doom2.wad version. DarlingWAD.7z
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Post your Doom video! [but don't quote video]
Amaguq replied to DuckReconMajor's topic in Doom General
I'm new at this mapping stuff and I was joking around with my friend about Terry WADs and then I made this: -
This cursed image was born as a silly joke idea years ago, but yesterday (thanks to my friend's advice) I at last made it, so I present you: "The Icon of Banana". Related video: https://www.youtube.com/watch?v=k4f9m4OYkCY
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Here you go, good sir:
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Thank you very much! The solution binding manually the keys worked perfectly and now I can enjoy your source port.
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Hello! First of all thanks a lot for this nice Source Port. I had a problem with the keyboard mapping on Marshmallow Doom v0.77, Crispy Doom and Marshmallow Doom have the default WASD keyboard config for movement but I've never been a fan of such arrangement, I prefer ESDF, now the problem here is when I play there's some kind of conflict when I press "E" and "S" to move-forward and strafe-left at the same time, the movement is only strafe-left on the game. I think maybe it has something to do with the engine over-ridding the custom button config with the default one, I test my assumption mapping "W" to strafe-left and "A" to move-forward then when I press "W" or "A" on the game the movement is forward and strafe-left at the same time using only a single key. This problem doesn't exist on CrispyDoom, I checked it on the last build just to be sure. I only use the "chocolate-setup.exe" for keyboard mapping by the way. Thank you for all your hard work!