• Doom round-up

    From Spalls Hurgenson@21:1/5 to All on Thu May 18 10:04:52 2023
    Because what would c.s.i.p.g.action be without some discussion about
    Doom mods? Here are a few I've picked up over the past few weeks:


    * Super Ultra Modern Doom
    https://github.com/sultim-t/prboom-plus-rt/releases
    Classic Doom... but with ray-tracing! Generally, I'm not that
    impressed with ray-tracing (it often seems a solution in search of a
    problem, since old-school rendering methods usually produce effects
    that look as good with a heck of a lot less processing required) but
    I'll give this effort a pass. The new lighting often results in a
    too-dark game but when everything comes together 'just right', it can
    be quite impressive. Still, I'm mostly playing this just to show off
    the capabilities of my new video card.


    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot
    weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings,
    there's a lot more to this mod than you might think.


    * Doom 3 Done Fast https://www.moddb.com/mods/runners-doom-3/news/runners-doom-3-v141-releasedurgent-for-doom32004-users
    I've since come to appreciate "Doom 3's" languid pacing, but when it
    was first released my biggest complaint was how it didn't feel like
    the Doom games I was used to. This mod fixes that, upping the speed of
    both the player and the monsters. It's not quite up to Quake 3's pace,
    but it's still a lot faster. Had "Doom 3" released with these
    mechanics, I think it would have been better received.


    * The Darkest Doom https://www.doomworld.com/forum/topic/130478-the-thing-you-can%E2%80%99t-defeat-ultimate-doom-wad-for-gzdoom-8-maps/
    Doom-guy takes on the one thing he can't defeat: dementia. This
    somewhat depressing mod represents the slow decline of a person in
    dementia, as even the most familiar things in life gradually become unrecognizable. It starts slow - wait, didn't those health pickups
    used to be armor? - and gradually builds up until the game becomes
    unplayable. It does require a good conversance with the original Doom
    maps though; you need to be able to recognize the changes to feel the
    mod's impact.


    Enjoy these, and add any more Doom WADs/mods to the list that have
    caught your eye.

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Thu May 18 09:20:48 2023
    On Thu, 18 May 2023 10:04:52 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot
    weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, >there's a lot more to this mod than you might think.

    Hmm. I get this error message when I drop the pk3 into GZDoom using the Ultimate DOOM package. Also fails on DOOM: BFG Edition.

    Execution could not continue.

    R_InstallSprite: Sprite CPOS frame A is missing rotations


    Any suggestions? Did you use it with a vanilla install and DOSBox or
    something?

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Spalls Hurgenson@21:1/5 to All on Thu May 18 11:12:27 2023
    On Thu, 18 May 2023 09:20:48 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Thu, 18 May 2023 10:04:52 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot >>weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, >>there's a lot more to this mod than you might think.

    Hmm. I get this error message when I drop the pk3 into GZDoom using the >Ultimate DOOM package. Also fails on DOOM: BFG Edition.

    Execution could not continue.

    R_InstallSprite: Sprite CPOS frame A is missing rotations


    Any suggestions? Did you use it with a vanilla install and DOSBox or >something?

    I didn't experience the same thing... but some research indicates this
    is because it requires the Doom II wad, and not the Doom.wad.

    Quick and easy install instructions (just tested)
    1) download gzdoom (at least v4.8.2; I used gzdoom 4.10.0 which is the
    latest version)
    2) extract to folder somewhere
    3) put doom2.wad in same folder
    4) download mod file and extract to same folder
    5) drag myhouse.pk3 file onto gzdoom.exe
    6) remember, there's more (A LOT more) to this mod than first appears.

    --- SoupGate-Win32 v1.05
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  • From Ant@21:1/5 to Spalls Hurgenson on Fri May 19 02:14:22 2023
    XPost: alt.games.doom

    What about mine from the 90s? http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html

    CCed alt.games.doom newgroup. ;)

    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:

    Because what would c.s.i.p.g.action be without some discussion about
    Doom mods? Here are a few I've picked up over the past few weeks:


    * Super Ultra Modern Doom
    https://github.com/sultim-t/prboom-plus-rt/releases
    Classic Doom... but with ray-tracing! Generally, I'm not that
    impressed with ray-tracing (it often seems a solution in search of a
    problem, since old-school rendering methods usually produce effects
    that look as good with a heck of a lot less processing required) but
    I'll give this effort a pass. The new lighting often results in a
    too-dark game but when everything comes together 'just right', it can
    be quite impressive. Still, I'm mostly playing this just to show off
    the capabilities of my new video card.


    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot
    weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, there's a lot more to this mod than you might think.


    * Doom 3 Done Fast https://www.moddb.com/mods/runners-doom-3/news/runners-doom-3-v141-releasedurgent-for-doom32004-users
    I've since come to appreciate "Doom 3's" languid pacing, but when it
    was first released my biggest complaint was how it didn't feel like
    the Doom games I was used to. This mod fixes that, upping the speed of
    both the player and the monsters. It's not quite up to Quake 3's pace,
    but it's still a lot faster. Had "Doom 3" released with these
    mechanics, I think it would have been better received.


    * The Darkest Doom https://www.doomworld.com/forum/topic/130478-the-thing-you-can%E2%80%99t-defeat-ultimate-doom-wad-for-gzdoom-8-maps/
    Doom-guy takes on the one thing he can't defeat: dementia. This
    somewhat depressing mod represents the slow decline of a person in
    dementia, as even the most familiar things in life gradually become unrecognizable. It starts slow - wait, didn't those health pickups
    used to be armor? - and gradually builds up until the game becomes unplayable. It does require a good conversance with the original Doom
    maps though; you need to be able to recognize the changes to feel the
    mod's impact.


    Enjoy these, and add any more Doom WADs/mods to the list that have
    caught your eye.
    --
    "Woe to those who make unjust laws, to those who issue oppressive decrees, to deprive the poor of their rights and withhold justice from the oppressed of my people." --Isaiah 10:1-2. RIP, humming bird chick & its unhatched sibbling. Heat melted Celtics
    down in Boston after a 1.75h nap. A somewhat slammy humpy day.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
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    ( )

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Fri May 19 10:01:26 2023
    On Thu, 18 May 2023 11:12:27 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Thu, 18 May 2023 09:20:48 -0500, Zaghadka <zaghadka@hotmail.com>
    wrote:

    On Thu, 18 May 2023 10:04:52 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot >>>weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, >>>there's a lot more to this mod than you might think.

    Hmm. I get this error message when I drop the pk3 into GZDoom using the >>Ultimate DOOM package. Also fails on DOOM: BFG Edition.

    Execution could not continue.

    R_InstallSprite: Sprite CPOS frame A is missing rotations


    Any suggestions? Did you use it with a vanilla install and DOSBox or >>something?

    I didn't experience the same thing... but some research indicates this
    is because it requires the Doom II wad, and not the Doom.wad.

    Quick and easy install instructions (just tested)
    1) download gzdoom (at least v4.8.2; I used gzdoom 4.10.0 which is the
    latest version)
    2) extract to folder somewhere
    3) put doom2.wad in same folder
    4) download mod file and extract to same folder
    5) drag myhouse.pk3 file onto gzdoom.exe
    6) remember, there's more (A LOT more) to this mod than first appears.

    Oh, okay. I have that. I was using Ultimate DOOM (DOOMU.wad). I even went
    as far as using DOSBox (which inexplicably will no longer type a
    backslash, subbing a "]" instead. Any solution?).

    I ran it through GZDoom with DOOM II and it worked perfectly. Thank you.
    I will enjoy this.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Ivan Shmakov@21:1/5 to All on Sat May 20 16:40:01 2023
    On 2023-05-19, Zaghadka wrote:
    On Thu, 18 May 2023 11:12:27 -0400, Spalls Hurgenson wrote:

    I didn't experience the same thing... but some research indicates
    this is because it requires the Doom II wad, and not the Doom.wad.

    [...]

    5) drag myhouse.pk3 file onto gzdoom.exe
    6) remember, there's more (A LOT more) to this mod than first appears.

    Oh, okay. I have that. I was using Ultimate DOOM (DOOMU.wad).
    I even went as far as using DOSBox

    FWIW, I've discovered Crispy Doom last year. Seems like I
    won't have to use Dosbox for my Doom et al. games anymore.

    (which inexplicably will no longer type a backslash, subbing a
    "]" instead. Any solution?).

    That's in the FAQ (= README):

    KEYBOARD: I can't type \ or : in DOSBox.
    This can happen in various cases, like your host keyboard layout does not
    have a matching DOS layout representation (or it was not correctly
    detected), or the key mapping is wrong.
    ...

    FWIW, the fix that worked for me is:

    4. Open the DOSBox configuration file and change the usescancodes entry.

    --
    FSF associate member #7257 http://am-1.org/~ivan/

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  • From Spalls Hurgenson@21:1/5 to ivan@siamics.netNOSPAM.invalid on Sat May 20 14:33:57 2023
    On Sat, 20 May 2023 16:40:01 -0000 (UTC), Ivan Shmakov <ivan@siamics.netNOSPAM.invalid> wrote:
    On 2023-05-19, Zaghadka wrote:

    Oh, okay. I have that. I was using Ultimate DOOM (DOOMU.wad).
    I even went as far as using DOSBox

    I'm fairly certain the MyHouse mod won't work with DOS-Doom. It uses
    too many non-standard tricks for the original engine to work. Not to
    mention the whole mod' disk footprint weighs in two or three times
    that of the original game's. It may initially look like a bog-standard
    "Timmy's First WAD file" but it's a heck of a lot more than that...



    FWIW, I've discovered Crispy Doom last year. Seems like I
    won't have to use Dosbox for my Doom et al. games anymore.


    I've always stuck with GZDoom. It may not have all the
    bells-n-whistles, but it seems to be the most compatible with other
    mods. I still have - and play - DOS-Doom but that's mostly to scratch
    the nostalgic itch rather than any strength of the original platform.
    But sometimes it just doesn't feel like 'real' "Doom" unless you type
    CD C:\DOOM and then DOOM.EXE first. ;-)

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  • From Ivan Shmakov@21:1/5 to All on Sat May 20 18:57:41 2023
    On 2023-05-20, Spalls Hurgenson wrote:
    On Sat, 20 May 2023 16:40:01 -0000 (UTC), Ivan Shmakov wrote:

    FWIW, I've discovered Crispy Doom last year. Seems like
    I won't have to use Dosbox for my Doom et al. games anymore.

    I've always stuck with GZDoom. It may not have all the
    bells-n-whistles,

    That's quite the point: Crispy Doom is a slight tweak to
    Chocolate Doom [1], and the latter's has /no/ bells nor
    whistles: instead, it aims for the as close experience to
    the original (sans obvious bugs) as practically possible
    on the current hardware.

    [1] https://www.chocolate-doom.org/

    but it seems to be the most compatible with other mods. I still
    have - and play - DOS-Doom but that's mostly to scratch the
    nostalgic itch rather than any strength of the original platform.

    But sometimes it just doesn't feel like 'real' "Doom" unless you
    type CD C:\DOOM and then DOOM.EXE first. ;-)

    Yeah; I have a dedicated Am386-40-based machine for that kind
    of thing. Though I mostly play Wolfenstein 3D and Spear of
    Destiny there, rather than Doom. (Which would be a tad slow
    there, I'd think.)

    --
    FSF associate member #7257 np. To Tame a Land by Iron Maiden

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  • From rms@21:1/5 to All on Sun May 21 07:03:46 2023
    XPost: alt.games.doom

    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    rms

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  • From Spalls Hurgenson@21:1/5 to rsquiresMOO@MOOflashMOO.net on Sun May 21 10:19:13 2023
    On Sun, 21 May 2023 07:03:46 -0600, "rms"
    <rsquiresMOO@MOOflashMOO.net> wrote:

    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0


    I don't know if I'd call this Doom's most terrifying mod... it's
    creepy sure, but it never really goes beyond that. Most unsettling,
    perhaps? The way the map subtly shifts around the longer you play it
    can be a bit unnerving, but it never really becomes all that scary.

    I tend to admire it more for the designer's skill with the engine,
    using portals to create rooms-over-rooms and non-Euclidean geometries,
    and doing it all so seamlessly that you don't even notice it unless
    you make an effort. Like, "Wait, there's no way this room can fit
    there!". And the cleverness of anticipating people who try to noclip
    their way out of the house.

    But it's hard to elevate your game to "scary" when the protagonist is
    armed with an arsenal of weapons powerful enough to take down
    demigods. Scariness requires a certain powerlessness, and while you
    may be frustrated and confused by the mod, you'll never feel impotent.

    But it's still a great mod, for all that.

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  • From Ant@21:1/5 to rms on Sun May 21 23:34:21 2023
    XPost: alt.games.doom

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod https://youtu.be/5wAo54DHDY0

    In my Da Kills mod (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also recreated my friend's small house area. :D It was one floor so it was
    perfect for old Doom's engine.
    --
    "In all my prayers for all of you, I always pray with joy because of your partnership in the gospel from the first day until now." --Philippians 1:4-5. Quiet warm weekend with 8.8h of Z & biological bugs! Lakers suck like Celtics. :P
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

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  • From Spalls Hurgenson@21:1/5 to Ant on Mon May 22 10:44:41 2023
    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod >(http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >recreated my friend's small house area. :D It was one floor so it was
    perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their
    house. It's only to be expected; it's an environment you're intimately
    familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of
    this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

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  • From Zaghadka@21:1/5 to Spalls Hurgenson on Mon May 22 11:04:30 2023
    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod >>(http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >>recreated my friend's small house area. :D It was one floor so it was >>perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their
    house. It's only to be expected; it's an environment you're intimately >familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of
    this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

    I think my favorite DOOM mod of the original era is the Trinity College
    mod. Nicely textured, good level design.

    --
    Zag

    No one ever said on their deathbed, 'Gee, I wish I had
    spent more time alone with my computer.' ~Dan(i) Bunten

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  • From Xocyll@21:1/5 to All on Mon May 22 12:10:07 2023
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of
    the porn spammer to utter "The Augury is good, the signs say:

    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod >>>(http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >>>recreated my friend's small house area. :D It was one floor so it was >>>perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their
    house. It's only to be expected; it's an environment you're intimately >>familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of
    this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

    I think my favorite DOOM mod of the original era is the Trinity College
    mod. Nicely textured, good level design.

    Mine was the Aliens Total Conversion - utterly exceptional.

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr

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  • From Ant@21:1/5 to Xocyll on Mon May 22 17:55:02 2023
    Xocyll <Xocyll@gmx.com> wrote:
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of
    the porn spammer to utter "The Augury is good, the signs say:

    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod >>>(http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >>>recreated my friend's small house area. :D It was one floor so it was >>>perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their >>house. It's only to be expected; it's an environment you're intimately >>familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of >>this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

    Yeah, it's impressive works. It completely not what you expect.


    I think my favorite DOOM mod of the original era is the Trinity College >mod. Nicely textured, good level design.

    Mine was the Aliens Total Conversion - utterly exceptional.

    Those two were good.
    --
    "But you will receive power when the Holy Spirit comes on you; and you will be my witnesses in Jerusalem, and in all Judea and Samaria, and to the ends of the earth." --Acts 1:8. Quiet warm weekend with a lot of Z, biological bugs, watching, & eyePhone
    gaming. Lakers & Celtics suck again. :P
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

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  • From Spalls Hurgenson@21:1/5 to Ant on Tue May 23 11:37:32 2023
    On Mon, 22 May 2023 17:55:02 +0000, ant@zimage.comANT (Ant) wrote:

    Xocyll <Xocyll@gmx.com> wrote:
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of
    the porn spammer to utter "The Augury is good, the signs say:

    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod
    (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >> >>>recreated my friend's small house area. :D It was one floor so it was
    perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their
    house. It's only to be expected; it's an environment you're intimately
    familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of
    this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

    Yeah, it's impressive works. It completely not what you expect.


    I think my favorite DOOM mod of the original era is the Trinity College
    mod. Nicely textured, good level design.

    Mine was the Aliens Total Conversion - utterly exceptional.

    Those two were good.

    "Aliens TC" doesn't really hold up all that well. It was memorable for
    its time because for a couple of reasons. First, it was one of the
    earliest "total conversions" that changed everything about Doom; most
    WADs and MODs of the era gave you a few maps, or changed the guns, or
    the monsters or altered the graphics... but it was usually only one or
    two of those things. "Aliens TC" did it all, making it one of the most comprehensive user-mods for Doom created, and introducing many to the
    very idea of a "total conversion".

    (It was, in fact, the first TC I ever played)

    "Aliens TC" was also memorable because the first part of the first
    level had you wandering the halls NOT fighting anything. "Half Life"
    would later gain fame for doing something similar with its
    introductory level, but you can see it prototyped with this mod. Given
    how the most mods threw you into over-the-top combat from the start,
    this slow burn felt amazingly novel; it was slow, tense, terrifying.
    You heard the growls and skittering of the xenomorphs everywhere but -
    out of sight - you couldn't do anything about it.

    Playing today - where many of the advancements put forward by the TC
    are now commonplace - the mod lacks a lot of the impact it once had.
    Once the aliens actually appear, the game doesn't play too differently
    from regular Doom (with the crucial addition of acid-damage from dead
    or injured aliens). Its weaknesses are much more apparent because what
    once were its strengths are now taken for granted. The mod actually
    starts getting boring and repetitive as the levels progress; the
    underlying Doom mechanics become more obvious.

    But when it was new? "Aliens TC" was like nothing seen before...
    certainly like no other fan-made mod.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ant@21:1/5 to Spalls Hurgenson on Tue May 23 16:18:53 2023
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Mon, 22 May 2023 17:55:02 +0000, ant@zimage.comANT (Ant) wrote:

    Xocyll <Xocyll@gmx.com> wrote:
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of
    the porn spammer to utter "The Augury is good, the signs say:

    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod
    (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >> >>>recreated my friend's small house area. :D It was one floor so it was >> >>>perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their
    house. It's only to be expected; it's an environment you're intimately >> >>familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of >> >>this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

    Yeah, it's impressive works. It completely not what you expect.


    I think my favorite DOOM mod of the original era is the Trinity College >> >mod. Nicely textured, good level design.

    Mine was the Aliens Total Conversion - utterly exceptional.

    Those two were good.

    "Aliens TC" doesn't really hold up all that well. It was memorable for
    its time because for a couple of reasons. First, it was one of the
    earliest "total conversions" that changed everything about Doom; most
    WADs and MODs of the era gave you a few maps, or changed the guns, or
    the monsters or altered the graphics... but it was usually only one or
    two of those things. "Aliens TC" did it all, making it one of the most comprehensive user-mods for Doom created, and introducing many to the
    very idea of a "total conversion".

    (It was, in fact, the first TC I ever played)

    "Aliens TC" was also memorable because the first part of the first
    level had you wandering the halls NOT fighting anything. "Half Life"
    would later gain fame for doing something similar with its
    introductory level, but you can see it prototyped with this mod. Given
    how the most mods threw you into over-the-top combat from the start,
    this slow burn felt amazingly novel; it was slow, tense, terrifying.
    You heard the growls and skittering of the xenomorphs everywhere but -
    out of sight - you couldn't do anything about it.

    Playing today - where many of the advancements put forward by the TC
    are now commonplace - the mod lacks a lot of the impact it once had.
    Once the aliens actually appear, the game doesn't play too differently
    from regular Doom (with the crucial addition of acid-damage from dead
    or injured aliens). Its weaknesses are much more apparent because what
    once were its strengths are now taken for granted. The mod actually
    starts getting boring and repetitive as the levels progress; the
    underlying Doom mechanics become more obvious.

    But when it was new? "Aliens TC" was like nothing seen before...
    certainly like no other fan-made mod.

    Yep. Same for this MyHouse. It was wow never done before from a modder.
    I am sure someone else will be able to beat it in the future.

    --
    "But you will receive power when the Holy Spirit comes on you; and you will be my witnesses in Jerusalem, and in all Judea and Samaria, and to the ends of the earth." --Acts 1:8. Slammy Mon. since after 3:14:15... AM PDT. Thanks God 4 no No. CA trip &
    dang Lakers again.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Luc Lan@21:1/5 to Ant on Tue May 23 22:42:46 2023
    On 23.05.2023 19:18, Ant wrote:
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Mon, 22 May 2023 17:55:02 +0000, ant@zimage.comANT (Ant) wrote:

    Xocyll <Xocyll@gmx.com> wrote:
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of >>>> the porn spammer to utter "The Augury is good, the signs say:

    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action, >>>>> Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote: >>>>>>
    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod
    (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >>>>>>> recreated my friend's small house area. :D It was one floor so it was >>>>>>> perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their >>>>>> house. It's only to be expected; it's an environment you're intimately >>>>>> familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of >>>>>> this sort of mod, but then it very subtly subverts your expectations >>>>>> as things start getting... weird.

    Yeah, it's impressive works. It completely not what you expect.


    I think my favorite DOOM mod of the original era is the Trinity College >>>>> mod. Nicely textured, good level design.

    Mine was the Aliens Total Conversion - utterly exceptional.

    Those two were good.

    "Aliens TC" doesn't really hold up all that well. It was memorable for
    its time because for a couple of reasons. First, it was one of the
    earliest "total conversions" that changed everything about Doom; most
    WADs and MODs of the era gave you a few maps, or changed the guns, or
    the monsters or altered the graphics... but it was usually only one or
    two of those things. "Aliens TC" did it all, making it one of the most
    comprehensive user-mods for Doom created, and introducing many to the
    very idea of a "total conversion".

    (It was, in fact, the first TC I ever played)

    "Aliens TC" was also memorable because the first part of the first
    level had you wandering the halls NOT fighting anything. "Half Life"
    would later gain fame for doing something similar with its
    introductory level, but you can see it prototyped with this mod. Given
    how the most mods threw you into over-the-top combat from the start,
    this slow burn felt amazingly novel; it was slow, tense, terrifying.
    You heard the growls and skittering of the xenomorphs everywhere but -
    out of sight - you couldn't do anything about it.

    Playing today - where many of the advancements put forward by the TC
    are now commonplace - the mod lacks a lot of the impact it once had.
    Once the aliens actually appear, the game doesn't play too differently
    from regular Doom (with the crucial addition of acid-damage from dead
    or injured aliens). Its weaknesses are much more apparent because what
    once were its strengths are now taken for granted. The mod actually
    starts getting boring and repetitive as the levels progress; the
    underlying Doom mechanics become more obvious.

    But when it was new? "Aliens TC" was like nothing seen before...
    certainly like no other fan-made mod.

    Yep. Same for this MyHouse. It was wow never done before from a modder.
    I am sure someone else will be able to beat it in the future.

    But do you remember Doom with Mod Smiley Face/Chicken?

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ant@21:1/5 to Luc Lan on Tue May 23 23:19:22 2023
    Luc Lan <swimm3r@gmail.com> wrote:
    ...
    But when it was new? "Aliens TC" was like nothing seen before...
    certainly like no other fan-made mod.

    Yep. Same for this MyHouse. It was wow never done before from a modder.
    I am sure someone else will be able to beat it in the future.

    But do you remember Doom with Mod Smiley Face/Chicken?

    No, but do you remember Barney, the purple dinosuar, mod? :)
    --
    "Boldly and without hindrance he preached the kingdom of God and taught about the Lord Jesus Christ." --Acts 28:31. Slammy weeky & summer break already? Thanks God 4 no No. CA trip. Dang Lakers (Celtics need 2 B swept 2), colony, issues, humans, bodies,
    winter, $, & Max.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Xocyll@21:1/5 to All on Tue May 23 19:27:02 2023
    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    On Mon, 22 May 2023 17:55:02 +0000, ant@zimage.comANT (Ant) wrote:

    Xocyll <Xocyll@gmx.com> wrote:
    Zaghadka <zaghadka@hotmail.com> looked up from reading the entrails of
    the porn spammer to utter "The Augury is good, the signs say:

    On Mon, 22 May 2023 10:44:41 -0400, in comp.sys.ibm.pc.games.action,
    Spalls Hurgenson wrote:

    On Sun, 21 May 2023 23:34:21 +0000, ant@zimage.comANT (Ant) wrote:

    In alt.games.doom rms <rsquiresMOO@mooflashmoo.net> wrote:
    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292

    A long video about this level:
    MyHouse.WAD - Inside Doom's Most Terrifying Mod
    https://youtu.be/5wAo54DHDY0

    In my Da Kills mod
    (http://zimage.com/~ant/antfarm/files/doom2/j2doom/j2doom.html), I also >>> >>>recreated my friend's small house area. :D It was one floor so it was >>> >>>perfect for old Doom's engine.

    I think everyone who started Doom-modding began with a map of their
    house. It's only to be expected; it's an environment you're intimately >>> >>familiar with, so you can easily see if the dimensions are off.

    Which is why the MyHouse.wad is so fun; at start, it feels like one of >>> >>this sort of mod, but then it very subtly subverts your expectations
    as things start getting... weird.

    Yeah, it's impressive works. It completely not what you expect.


    I think my favorite DOOM mod of the original era is the Trinity College >>> >mod. Nicely textured, good level design.

    Mine was the Aliens Total Conversion - utterly exceptional.

    Those two were good.

    "Aliens TC" doesn't really hold up all that well. It was memorable for
    its time because for a couple of reasons. First, it was one of the
    earliest "total conversions" that changed everything about Doom; most
    WADs and MODs of the era gave you a few maps, or changed the guns, or
    the monsters or altered the graphics... but it was usually only one or
    two of those things. "Aliens TC" did it all, making it one of the most >comprehensive user-mods for Doom created, and introducing many to the
    very idea of a "total conversion".

    (It was, in fact, the first TC I ever played)

    "Aliens TC" was also memorable because the first part of the first
    level had you wandering the halls NOT fighting anything. "Half Life"
    would later gain fame for doing something similar with its
    introductory level, but you can see it prototyped with this mod. Given
    how the most mods threw you into over-the-top combat from the start,
    this slow burn felt amazingly novel; it was slow, tense, terrifying.
    You heard the growls and skittering of the xenomorphs everywhere but -
    out of sight - you couldn't do anything about it.

    Playing today - where many of the advancements put forward by the TC
    are now commonplace - the mod lacks a lot of the impact it once had.
    Once the aliens actually appear, the game doesn't play too differently
    from regular Doom (with the crucial addition of acid-damage from dead
    or injured aliens). Its weaknesses are much more apparent because what
    once were its strengths are now taken for granted. The mod actually
    starts getting boring and repetitive as the levels progress; the
    underlying Doom mechanics become more obvious.

    But when it was new? "Aliens TC" was like nothing seen before...
    certainly like no other fan-made mod.

    I haven't played it since the 90s.

    But when it was new, wow, a fan mod that was better done than all too
    many commercial games.

    Really kind of set the bar for modders from then out.
    Wonder how much all the Bethesda mods owe to Aliens_TC showing just how
    far a fan could push the envelope?

    Xocyll
    --
    I don't particularly want you to FOAD, myself. You'll be more of
    a cautionary example if you'll FO And Get Chronically, Incurably,
    Painfully, Progressively, Expensively, Debilitatingly Ill. So
    FOAGCIPPEDI. -- Mike Andrews responding to an idiot in asr

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to Xocyll on Wed May 24 11:00:50 2023
    On Tue, 23 May 2023 19:27:02 -0400, Xocyll <Xocyll@gmx.com> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    Really kind of set the bar for modders from then out.
    Wonder how much all the Bethesda mods owe to Aliens_TC showing just how
    far a fan could push the envelope?

    Not very much, I'd think. The growth of fan-mods has more to do with
    how powerful editing tools have become, and the increased
    interconnectivity between modders (and end-users, for that matter). It
    wasn't even the first TC (even it it may have been the first one many
    people, like myself, encountered). I think that, had "Aliens TC" never
    been created, we wouldn't see much difference in the modding community

    I do wonder what influence "Aliens TC" had on the LEGAL side of
    things, though. Prior to that, most mods were fairly sophomoric
    fan-projects - adding the Teletubbies to Doom, or whatnot - that could
    be easily ignored. But "Aliens TC" - even if it was still utilising
    the underlying Doom engine - was competitive against "real" games of
    its era. They were no longer something that could be ignored,
    especially if you were the holder of a valuable IP and maybe had
    interest in using it on the same platform. Had "Aliens TC" not been so
    good, I doubt that Fox would have been so quick to wield the
    ban-hammer against the "AliensQuake" mod a few years later, for
    instance.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ant@21:1/5 to Spalls Hurgenson on Thu May 25 02:01:02 2023
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Tue, 23 May 2023 19:27:02 -0400, Xocyll <Xocyll@gmx.com> wrote:

    Spalls Hurgenson <spallshurgenson@gmail.com> looked up from reading the >entrails of the porn spammer to utter "The Augury is good, the signs
    say:

    Really kind of set the bar for modders from then out.
    Wonder how much all the Bethesda mods owe to Aliens_TC showing just how
    far a fan could push the envelope?

    Not very much, I'd think. The growth of fan-mods has more to do with
    how powerful editing tools have become, and the increased
    interconnectivity between modders (and end-users, for that matter). It
    wasn't even the first TC (even it it may have been the first one many
    people, like myself, encountered). I think that, had "Aliens TC" never
    been created, we wouldn't see much difference in the modding community

    I do wonder what influence "Aliens TC" had on the LEGAL side of
    things, though. Prior to that, most mods were fairly sophomoric
    fan-projects - adding the Teletubbies to Doom, or whatnot - that could
    be easily ignored. But "Aliens TC" - even if it was still utilising
    the underlying Doom engine - was competitive against "real" games of
    its era. They were no longer something that could be ignored,
    especially if you were the holder of a valuable IP and maybe had
    interest in using it on the same platform. Had "Aliens TC" not been so
    good, I doubt that Fox would have been so quick to wield the
    ban-hammer against the "AliensQuake" mod a few years later, for
    instance.

    I also remember that id Software wanted to license Fox's ALiens series
    for its Doom from its book.

    --
    "In faithfulness [God's Servant] will bring forth justice; he will not falter or be discouraged till he establishes justice on earth. In his law the islands will put their hope." --Isaiah 42:3-4. Slammy weeky so far & summer break already? Thanks God 4
    no outings. Dang NBA (Lakers, Celtics, & Heat), colony, issues, humans, bodies, weather, break, $, Max, etc.
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

    --- SoupGate-Win32 v1.05
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  • From Spalls Hurgenson@21:1/5 to spallshurgenson@gmail.com on Sun Jun 18 10:28:20 2023
    On Thu, 18 May 2023 10:04:52 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:


    Because what would c.s.i.p.g.action be without some discussion about
    Doom mods? Here are a few I've picked up over the past few weeks:


    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot
    weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, >there's a lot more to this mod than you might think.


    Just a follow-up:

    If you can't get enough John Romero or the MyHouse mod, you can watch
    the former play the latter on YouTube https://www.youtube.com/watch?v=gIl_TqFJNO8

    Don't watch it if you don't want spoilers about the mod. Honestly, I
    was hoping for more reaction from Romero regarding some of the tricks
    used by the mod's developer. He didn't even notice that Doom had been
    hacked to do room-over-room 3D.

    Anywhere, there's a thing to suck up an hour of your life, if you
    want.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Spalls Hurgenson@21:1/5 to spallshurgenson@gmail.com on Sat Jul 1 19:15:39 2023
    On Thu, 18 May 2023 10:04:52 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:



    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot
    weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, >there's a lot more to this mod than you might think.


    Just a follow-up:

    If you played the MyHouse.Wad above and wondered just HOW it was all
    done, there's a series of videos that explain its tricks in detail.

    Part 1: https://www.youtube.com/watch?v=Iq1-TZXz9xo (27m)
    Part 2: https://www.youtube.com/watch?v=fBhpF-4MK9o (22m)
    Part 3: https://www.youtube.com/watch?v=XaMNS9RSuAQ (27m)

    I strongly, strongly,STRONGLY recommend you play the mod /before/ you
    watch these videos, since - more so than any other videos about
    MyHouse.wad you may find on YouTube - this one will absolutely spoil
    the mystery of the mod. If you must know how it works but haven't
    explored the mod entirely (there are so many endings!) then only watch
    the first video, which gives a good overview of what the mod is about
    and explains most of its tricks without giving away too many spoilers.

    But a TL:DR of the videos is the mod uses two different types of
    'silent teleports' (the second of which acts like a portal where you
    can see through it), a handful of clever scripts, and lots of hidden
    walls that raise and lower to hide (or expose) new art, objects or
    entrances. Technically, it isn't that innovative (in fact, the video
    points out some of the techniques used are somewhat clumsy and
    outdated) but it puts it all together so cleverly that you can be
    forgiven for thinking it's a lot more complicated than it really is.

    Of course, the cleverest part of the mod was how it kept you from
    bypassing all its tricks with the no-clip cheat; unfortunately, to
    find out that secret you'll need to watch through to the third video.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Ant@21:1/5 to Spalls Hurgenson on Sun Jul 2 07:31:33 2023
    Spalls Hurgenson <spallshurgenson@gmail.com> wrote:
    On Thu, 18 May 2023 10:04:52 -0400, Spalls Hurgenson <spallshurgenson@gmail.com> wrote:


    Because what would c.s.i.p.g.action be without some discussion about
    Doom mods? Here are a few I've picked up over the past few weeks:


    * Doom messin' with your head
    https://www.doomworld.com/vb/thread/134292
    What looks like a simple tribute mod to a deceased friend turns a lot >weirder the longer you play. It seems uncomplicated at first but keep
    at it (hint, keep playing even after it returns you to the regular
    doom maps!) and you soon realize things have gotten really strange.
    With an incredible grip on map-making techniques and multiple endings, >there's a lot more to this mod than you might think.


    Just a follow-up:

    If you can't get enough John Romero or the MyHouse mod, you can watch
    the former play the latter on YouTube https://www.youtube.com/watch?v=gIl_TqFJNO8

    He needs to play more! :P
    --
    "O land, land, land, hear the word of the Lord." --Jeremiah 22:29. Fell behind from a ~19 hrs. local beach vacation trip with the extended colony, didn't have time 2 hang out with old buds, hurt da old body (flying stingy social insect's stinger & fall),
    & getting hot. :(
    Note: A fixed width font (Courier, Monospace, etc.) is required to see this signature correctly.
    /\___/\ Ant(Dude) @ http://aqfl.net & http://antfarm.home.dhs.org.
    / /\ /\ \ Please nuke ANT if replying by e-mail.
    | |o o| |
    \ _ /
    ( )

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