* 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.
Execution could not continue.
R_InstallSprite: Sprite CPOS frame A is missing rotations
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?
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.
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.
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
(which inexplicably will no longer type a backslash, subbing a
"]" instead. Any solution?).
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
FWIW, I've discovered Crispy Doom last year. Seems like I
won't have to use Dosbox for my Doom et al. games anymore.
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,
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. ;-)
* Doom messin' with your head
https://www.doomworld.com/vb/thread/134292
* 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
* 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 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.
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.
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:I think my favorite DOOM mod of the original era is the Trinity College
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.
mod. Nicely textured, good level design.
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 <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.
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.
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 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?
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.
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?
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.
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.
* 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.
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
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