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#*d64
colormush · 6 days
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jet-bradley · 5 months
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taking a doom approach to dealing with my inner demons
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h1ghtechl0wlife · 1 year
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going into my games folder, like the one i made, it's just. a brain fog simulator. tools for problems i dont have anymore like workarounds for fucked fullscreen. what's a d64 file. no recollection of that. why is this game saved as an epub. how and why. all my ttrpg stuff is in another folder. why is detection for another program here. oh the aquarium game i couldnt get to work on a single computer in 10 years. glad i hung onto that. whys there 4 different ones called grotto all different file types. why arent all the patches in subfolders. why are some things named with numbers only. who set this up. who did this. who was i when i did this
oh shit theres policenauts and cosmology of kyoto and bioforge in here
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doom-nerdo-666 · 6 months
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(Pic from Doomwiki)
Something common in both mapsets and gameplay mods is replacing the SS guards and Keen.
It's how you get custom enemies in certain maps or mods with extra/secret enemies.
Of course, if you mix a mod and map that do both, they tend to clash.
But regardless, it's a fun thing so i thought of making a list of some examples.
And specifically about the Wolfenstein enemy and hanging Keen, so Romero's head or the "dead Lost Soul" thing aren't in it.
(Note: feel free to mention some because this list could have more examples)
In case this is long:
The Rebirth: SS guards are replaced with a snowman that can shoot you while Keen is replaced with an hanging Mario in a secret Mario themed area.
Ancient Aliens: SS guards are replaced by armored alien troopers (?) that shoot plasma and turn almost invisible to move around and Keen is replaced by floating skull things that shoot homing rockets (They have the same graphics as the spawn cube in FreeDoom).
Scythe 2: SS guards turns into that one red Doomguy with a Plasma Rifle and Keen becomes the Afrit, flying upper halves of red Barons that throw multiple fire balls.
TNT Revilution: I know the SS become a plasma turret but not sure about the Keens, are they the ones that shoot rockets?
Doom Zero: SS become the "alpha" Lost Soul (That originally had the hitscan attack but ever since the Unity add-on, it now shoots a Caco projectile) and Keen becomes a Dopefish.
Eviternity: Has more custom enemies but the SS replacement is the Former Captain (Who despite being a dual wielding chaingunner, actually shoots projectiles) and Keen becomes the Astral Cacodemon who shoots multiple fireballs.
Doom 2 The Way id Did: Because the secret levels are themed after Commander Keen, both Keen and the SS are replaced with characters from that series (SS becomes the Dopefish and Keen becomes a Yorp).
Epic 2: SS become some invisibility/camouflage alien-like guys that predate the ones we see in Ancient Aliens. Keen has his sound changes because of how he's used in some level.
Jenesis: SS becomes a zombie UAC marine and Keen becomes a fleshy monstrosity with twisted faces that shoots rockets and is the final boss.
Moonblood: SS becomes the Mother Demon from D64, who shoots Manc fireballs, Rev missiles and even a generic rocket.
50 Monsters: SS becomes a Chaingunner that drops an ammo clip, which is something i've seen other mapsets do. Keen becomes the Afrit.
Obituary: Keen becomes a dead player while SS becomes the "high tech guy" who's semi-invisible and has 2 guns.
Hacx: The Roaming Mine replaces the SS it seems.
FreeDoom: Why didn't i add this? SS become French sailors i think? They don't even have a dedicated level, really. And Keen becomes an alien inside a jar you can break, which is treated as a level prop.
4 Seasons of Doom: SS become a zombie with a BFG-kinda that shotos Manc flames (They also explode when they die) and Keen becomes an Imp hiding in a trash can.
Space Hunter: The SS are changed visually/mechanically to reference the Wizzrobes from Zelda (Called the Nazrobes here) and killing them grants access to a magical rod with new attacks. Keen is replaced with Mario stuck on a vine and you can hurt him to change to small Mario before dying in typical Mario fashion.
GMOTA: The SS are skeleton copies of the playable characters who are weak and laughable, sometimes a Revenant appears.
Hard Doom: It brings back other Wolf 3D enemies like the officer with the pistol and the silent mutant. Keen is replaced with a hanging torso-like creature that shoots projectiles so it's a basic threat.
Complex Doom: It gets crazy with the SS because it brings the dog enemies, mutants, some other soldiers and Mecha-Hitler. Keen is replaced with DarkSydePhil.
Demonsteele: SS are some armed Yakuza guys i guess, because they might be based off those Shadow Warrior guys. and Keen becomes an anime girl bodypillow.
MetaDoom: The SS represent soldiers from some ports of Wolf 3D, one of the Mac stealth games and RPG as if Wolfenstein was "Metafied" too. Keen resembles characters from other id titles like Dangerous Dave or Hovertank 3-D.
Doom Delta: The SS are replaced with the more basic Wolf 3D guard/soldier enemy.
Legion of Bones: The SS are replaced with those red skeletons with swords that used to be on FreeDoom and they shoot those firey skulls from Heretic i think.
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viannaheus · 5 months
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D64
The lucky Jackpot hero. I haven't finished it yet, but here's a doodle of him. Also, his "proof of concept" game is no longer a Jackieboy Man fan game anymore.
I'm currently making the version 0.2 of the game, and the game is becoming more my own thing. To the point that I have already discarded a lot of things from the Altrverse universe, in which there is basically no reason to treat this project as something like a fangame.
I'm planning to make just a game demo of what game from this idea it could be, driving influences from many things, such: comics, tokusatsu, action and puzzle games, etc. Not target for only one audience.
I hope you understand this change, sorry for those who were expecting a Jackieboy fangame.
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domzgloszenie · 3 months
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Residential house D64
click for more
www.domzgloszenie.pl
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zamnplayerd · 5 months
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Finally, I'm done with my drawing for Halloween. And I gotta be honest, I was never big into straight-up horror. I liked Goofy-Ahhh Lighthearted uses of Horror Tropes like those seen in Zombies Ate My Neighbors, Plants VS Zombies, Grim Adventures Of Billy And Mandy, stuff like that. Or Horror being used as a backdrop for Action like Killing Floor, Castlevania, or Contra.
But folks, let me tell you about Doom 64 and how well it manages to use it's environments and sound design to create a bone-chilling experience while keeping most of The Gameplay and Enemy Roster from Doom 1 & 2 intact. Seriously, some of the soundtrack is a masterpiece of droning dread. So I decided to draw my characters fighting against the demons, including one from The Classic Roster that had to be cut from D64. (I'll give you a cookie if you know which one.)
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choeeri · 1 year
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Some updated pictures from Harry's route (4/?)
D64, D67, D71
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squishiest-grape · 2 years
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Effective dice values that can be achieved using only platonic solids
TLDR: You can make an effective d2, d3, d4, d5, d6, d8, d9, d10, d12, d16, d20, d25, d27, d32, d36, d64, d81, and d100 by only relabeling faces and adding dice.
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To start off, there are only 5 platonic solids; the d4, d6, d8, d12, and d20. These are 3d shapes with flat sides where every face and edge is the same.
But what about the typical d2 (coins) and d10? These are not platonic solids! A d2 has an extra non-counting side and a d10 has different sized edges. Allowing either method makes achieving any dice value trivial.
Even though, we won't use d2s and d10s, getting these same values is easy! You just need to allow multiple dice faces to have the same value. For example, a d6 can be marked 1-3 twice in order to create an effective d3. This method gives us access to any factor of any dice value, expanding our dice pool to include an effective d2, d3, d5, and d10.
In addition, if you allow for addition, you can make any power of dice or effective dice. This is often done with two d10s to represent a d100. One of the d10 is marked with 00-90 in increments of 10 and it is added to a regular d10. This method gives us access to any power of 2, 3, 5, 6, 10, 12, and 20.
As a comprehensive example, one could make an effective d25 using two d10s. One d10 would be marked (1,2,3,4,5) twice and the other would be marked (00,05,10,15,20) twice. The dice would be rolled together and then added.
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nyazazel · 2 years
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🥺🥺🥺🥺so adorable
5f74 f d64 hey no youu!!
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gunken · 3 months
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Quick Image Mounter for SD2IEC+
Es nervte mich, im Umgang mit SD2IEC+, das ich immer lange DOS-Wedge Kommandos (dank JiffyDOS) oder noch längere open 1,8,15,”@cd/NAME”:close 1 Kommandos eintippen musste und das solange wiederholen musste, bis ich das entsprechende .D64, .D71 oder .D81 Image auf der SD2IEC mounten konnte. Deshalb wollte ich ein Menü haben, das ich als erstes Programm auf der SD-Karte speichern würde und auf dem…
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abdullah246 · 5 months
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Omar Jah, the son of business mogul Muhammed Jah, married his childhood sweetheart Fatoumatta Wadda this past weekend in an extremely opulent ceremony. According to a source, the wedding cost more than D64 million (more than one million US dollars) making it the priciest wedding in Gambian histor
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amingwx · 6 months
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順利到達北京大興國際機場航站樓,轉乘第二段航程,11:55北京出發,15:35到昆明。
2023.10.15(08:05.~09:25)
北京大興國際機場航站樓,第一段航程到達D64登機口,轉乘第二段航程登機口B32號,距離太遠了,走到你懷疑人生啊?快速走路🚶大約25分鐘左右。
建議下載大興機場app,可以地圖🗺️導航🧭,節約時間,少走彎路。
2023.10.15(10:38)
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365daysofmjk · 6 months
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D64: perfect lil guy
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doom-nerdo-666 · 1 year
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Horror does have a place in Doom
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(Mainly felt like making this post after a video by thebeansprout13, even if this comes out later because it was in my drafts for a while)
This is a very talked about, overplayed topic on Doom and it tends to repeat, sometimes because certain opinions/observations are more popular than others.
I think horror is an element in Doom and there's a lot of ways to talk about this, both in favor and against or even somewhere in the middle.
The 90's games
We all know about Doom Bible's canned ideas of the characters and story but even then, Doom is clearly inspired by Aliens, Evil Dead, DnD and so on.
But maybe this mix of inspirations (And the weird presentation of the games) means there's different things to pick apart.
If Doom was a movie, it could have been a B-movie with a goofy, campy nature and still have some eerie atmosphere or gross practical effects.
At first we have:
Some dark, suspense based music tracks.
Darker areas meant to show off lightning and "slow" moments.
Probably the default movement speed and the history behind "ALWAYS_RUN".
Doomguy being hurt in the box art and ingame status bar.
The Arch-vile's intended design of an eerie HR Giger inspired alien.
Textures like the flesh walls with metal pipes, twisted faces and some hanged corpses people thought were based on a real pic of Mussolini (But it's actually GI Joe figures).
But then there's:
The fast gameplay and combat that can happen.
Cartoony designs and assets.
The metal music (And other tracks like those that sound kinda like jazz).
The campy writing style in the manuals and intermission screens.
The presentation of Daisy's death.
Some of Doomguy's faces.
The name "BFG" and how some assets were made like using toys to make the guns.
Maybe whenever a level was clearly gimmicky and "gamey" or experimental.
The ridiculously low-tech aesthetic with blue carpet floors and maybe how Phobos' sky doesn't look like Phobos.
So it seems Doom always had a mix of elements and that's why people even argue over this, though i also see benefits of Doom being a "blank canvas" when it comes to its staying power.
Doom 64 was the more horror focused classic game with its take on Hell and some demon designs (But still not showing Doomguy's bloodied mugshot or some assets of classic Hell).
Even its theme song was barely metal (And i think John Romero really liked the PS1 port).
And D64 is also seen as "the real Doom 3" though this is a bit of a topic i mentioned in a different post.
Doom 3
A "reboot" of the series and a new entry in a time after the series was dormant (And mostly carried by fan mods).
D3 pushes things to a specific direction that John Carmack thought it was natural.
Some fans think the same, others thing it's opposite to what they expect out of Doom, some even accept it as a new thing.
D3 is much more story focused, with a bunch of cutscenes, background/lore, characters and most if it isn't goofy.
Demons are redesigned and some barely resemble their original versions (Might be because they looked "goofy" even if we have fanart that knows how to make them eerie; Meanwhile, D3's Arch-vile didn't capture the original design that much).
New demons represent a new art style that makes them "more serious and scary" or at least surreal.
The UAC stuff is still low-tech but in a more detailed, "professional" way.
Gameplay is slower, with a focus on reloading and the lantern.
Darkness focus and horror etc.
More serious tone, with little music.
D3 marine never smiles and looks worried most of the time.
Besides UAC and Hell, there's the Martians as a way to "extend" the universe but they're still mostly mysterious and not shown a lot.
The premise of a UAC marine having to fight demons after the UAC unleashing Hell is technically there, but it's also differently done from the original games (At least/specially if you look into the "lore" in the old manuals).
This game divided some fans, though a prespective i like to hear more is one that likes the idea but not so much the execution and i also always bring up how unfair it is that later versions (BFG edition and others) tend to have new problems or cut content for no reason, while not fixing certain flaws.
Because you'll still find some older fans thinking Doom was supposed to have some form of tension or horror, compared to those that prefer the fast action side of things.
Oddly enough, Hell in the series always had potential to be weird but D3, the game with the most experimental demon designs, didn't really took advantage of those elements.
At least D3 has some mods that fix some people's issues with the game, whether or not it leads to them respect the game more.
If you ask me: Doom 3's horror isn't just the dark corridors or slow "doomed" marine, but it's the crazy designs like the Bruiser having a screen on its mouth or the Revenant having transparent skin.
And i think D3 has its fair share of goofyness like the Turkey minigame (And the others in RoE that later versions deleted for no reasons) or that one fat zombie going "mmmm boy" that farts.
Doom 2016 and Eternal
D2016 is like an extreme opposite to D3: You are the horror and gameplay is more focused on movement and projectile avoiding that there's barely hitscan enemies besides the Possessed Security and maybe the Hellrazer.
Besides the arena focused combat, there's the Glory Kills, alt fires, upgrades, Mick Gordon's music, the character of the Doomslayer and so on.
But bits of D3's style are still present, speciall Mars and Hell a bit since Doom technically wasn't always "Mars" (Otherwise, more people would bring up the classic Phobos aesthetic and specific textures but even Hell still doesn't carry certain elements back).
(In fact, when D2016 was revealed, people complained about the lack of color and even said the demons looked "MOBA-ish")
The Hellknight is clearly inspired by its D3 design but one major difference is being eyeless instead of the weird eyes (Or are they sockets?) it had in D3.
Most demons have a rather "focused" aesthetic of chitin armored creatures and even lore explaining how they work or even how the UAC was involved in some being created/modified (Which may or may not affect the appeal of Hell being a weird dimension of evil that Doomguy has to put up with).
It's also somewhat known that D2016 was influenced by outside factors for Doom: The Doom comic ("Rip and tear") is obvious but there's probably other theories like anything to do with Death Battle or internet copypastas/webcomics joking about Doomguy (And i guess Brutal Doom but there's still arguements about it).
Doomslayer being a killing machine that scares demons is like an inverse to the "doomed" D3 marine: Putting classic Doomguy in the middle since he's both a strong action hero but still gets hurt (Even his portrayal in the 90's comic is like this).
The existence of D2016 is also a result of Doom 4 being cancelled: A game that was so deviated from Doom, it didn't even feel like a D3 sequel (And maybe it wasn't).
In a way, D2016's appeal relies on some bits of fanservice and at least getting basic ideas that people associate with Doom, which contrasts D3 not relying on "outside factors" but also chosing specific parts of the series while also executing them in a way that i'm not sure if it was ideal for D3 itself.
Then there's Doom Eternal, which builds up from 2016 in a lot of ways (And in was that people either like or hate it but it's still a very beloved and popular title).
The aesthetic is more colorfull and brings back some classic designs (Not entirely as they're put inside the new aesthetic), there's the concept of the "Doom universe", lots of new mechanics and a lot more to like (But also things that divided some fans).
Eternal's "videogamey" pickups were technically based on how some people thought pickups in D2016 overlapped with the environment, even if people liked how items in D2016 "existed in the setting" (Because even in classic Doom, you didn't have those kinds of pickups).
There's a lot of debates about Eternal's lore and aesthetic that leads to comparisons to 2016 but i'm thinking on making a post dedicated to that (Specially with some prespectives, opinions and stuff that most people don't consider).
Regardless, Eternal has clearly different media influences compared to the originals and feels like a different genre.
Basically, if classic Doom is a "campy B-movie", Eternal is a "saturday morning cartoon with gore" (And D3 is a serious sci-fi horror movie, i guess).
(And let's not forget: Different people are behind these games, in a series where people already interpret them in their own ways)
Sometimes, i think Doom is like the Planet of the Apes movie series:
D3 is closer to the original premise but 2016/Eternal are seem to be the more liked iteration of the series.
(Meanwhile, we have Mighty Doom as the most cartoony Doom game but in a cute way while the RPG Doom's had a different cartoonyness and sense of humor and a rather serious intro comic)
"Horror" in Doom to fans (And what else)
If you look at some pieces of fanart (Or even fan redesigns) and some mods, there's definitely an appeal of Doom being more horror focused and tense, even without affecting certain designs or the personality.
It's why one could not only defend D3 but even think that D3's issue isn't being different but rather doing a flawed job at its own direction.
Because 2016/Eternal also have their own differences from the original games but they seem to mostly nail their own direction.
I even see "horror" complement the "power fantasy" concept of modern Doom: Making Hell weirder and stranger, which makes Doomguy/Slayer feel even stronger.
Because "horror" as a concept can mean a lot: Not just dark corridors or walking slow, but it can lead to really interesting designs that make Hell feel threatning and weirdly creative.
After all, if it's possible to make a game out of "fans want a Doomguy that is more powerfull and the gameplay is fast", i don't see why we couldn't have one that is "fans want a tense, bone chilling experience and the demons look scary but still cool", even if you see those cool fan redesigns as better than what we got in D3.
(I like to believe that different types of Doom can coexist)
Even D3 haters may find or cherrypick some parts of the game they like (Which also makes me think it's another good reason why MetaDoom is a really cool mod).
I believe it should be possible to make a game that has elements of both "paths" represented, even if it means like a level with disturbing environments and then you find a goofy collectable toy in a secret.
I also said this before but i kinda get D3 hate coming from older fans but not people who got into the series at 2016 and after, because you technically "skipped" the "dark age" that some fans went through.
How hated D3 really is depends on which opinions or mindset overcome the others, because fanbases and hobbies almost tend to have an "anglicized canon" that is rather pushed by some specific people.
Anyway, i tried to add as much i could in this post but i'd like if someone like a Youtuber or older fan were to analyze this and even add more to this or correct potential flaws.
It's a topic that could be more explored, because even people that argue "Doom was always X" overlook elements that support their claims.
Other links to check, i guess.
How i think a good D3 re-release could be.
Doom 3 power ups and Doom 3 enemy roster rant.
"Doom 3 alternatives" for some picky fans.
The D2RPG intro comic.
Bunch of stuff related to Quake and Wolfenstein.
"Remastering" the 90's Doom games.
How a Doom movie or show could be good.
I mean, there's more on this blog but these could be good enough.
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marymerchandice · 10 months
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Check out this listing I just added to my Poshmark closet: Christopher and Banks Floral Print Button Down Shirt Size Medium.
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