This member has provided no bio about themself...

Comment History
hellstorm27
hellstorm27 May 3 2014, 6:41pm says:

D3W's articles are disappearing from the Google cache, and I see that the search function doesn't work via the Wayback Machine, so tricky times for those of us trying to access the various Doom 3 mapping tips.

+1 vote   article: Doom3World
hellstorm27
hellstorm27 Mar 27 2014, 9:40pm says:

Just seen this. Very good news indeed- I played through Ruiner a while ago and thought highly of the concept but was disappointed to read that it had been discontinued after the first half-dozen levels. I'm looking forward to this as I thought the original release showed a lot of potential.

+1 vote   article: Ruiner 2014 in pre-production
hellstorm27
hellstorm27 Mar 10 2014, 7:19pm replied:

Thanks for this! It looks like it's the version that was demonstrated on YouTube (28 August 2013):
Youtube.com
I'm not sure if a later version did appear on D3W- but good to get my hands on a version of it to try while we wait for D3W to get back online.

+1 vote   article: Doom3World
hellstorm27
hellstorm27 Mar 5 2014, 9:19pm says:

I'm reminded a bit of the "Train Hunters" mod for Half-Life- I recall that being a lot of fun.

+1 vote   download: Trains
hellstorm27
hellstorm27 Feb 26 2014, 7:54pm replied:

I'm guessing you mean the Euro build which was derived from the "Doom 3 can do it too" project?

+1 vote   article: Doom3World
hellstorm27
hellstorm27 Feb 25 2014, 4:38pm replied:

I tried, but he hasn't been online since 8 Jan so might be a while- looks like I'm probably best off just waiting for D3W to go back online.

+1 vote   article: Doom3World
hellstorm27
hellstorm27 Feb 24 2014, 5:52am replied:

In my case I'm particularly interested in downloading and testing BloodRayne's Doom 3 Map Builder- I didn't find out about it until after Doom3World went down, but unfortunately it isn't possible to retrieve the download from the cached version of the thread. As I am busy creating a lot of props/models based on Doom 3 assets (which I intend to share with the community) an editor that semi-automates the "room/brushwork layout" process and allows customising/adding details on top could speed up the map work considerably.

+1 vote   article: Doom3World
hellstorm27
hellstorm27 Feb 19 2014, 5:01pm says:

Good news thanks- I thought nothing of it for the first couple of days but I'd been starting to wonder if Doom3world.org had been discontinued or permanently compromised. I'm currently doing another revamp of my mod so am checking out various info on Doom3world- fortunately the Google cache seems to pick a lot of it up, but it'll be far more ideal when the site comes back online!

+1 vote   article: Doom3World
hellstorm27
hellstorm27 May 21 2012, 6:50pm says:

Would like to apologise to everyone for the lack of updates after having promised so much.
Work on the mod slowed down somewhat (with having a PhD to finish etc). But no, the mod isn't dead, and hopefully the next release will offer rather better gameplay than Duke Nukem Forever. I won't make any promises for the next release bar "when it's done", but will be releasing new screenshots shortly.

As compensation there is rather more to the mod than in the previous release, with alternate fire modes and enhanced capabilities for many of the weapons fully implemented and working.

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Feb 10 2012, 5:52am replied:

I remember BloodRayne over at Doom3World.org posting about how the team asked Raven Software for permission and got the go-ahead in the very early days of Hexen: Edge of Chaos.

+2 votes   mod: Hexen: Edge Of Chaos
hellstorm27
hellstorm27 Dec 2 2011, 5:55pm replied:

Would like to apologise for the lack of updates this year, and the failed promises (perhaps a shot at the 2011 Vaporware awards now that Duke Nukem Forever is finally out lol?)
But I can assure you all that the mod isn't dead, just progress slowed down somewhat earlier in the year due to having a PhD to finish and other issues. The 4-5 map release is deferred to early 2012. I'm hopeful that the next release, despite all the delays, should be better received by the community than Duke.

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Jun 17 2011, 7:25am says:

Excellent stuff, just a couple of criticisms:
1. Polymer slows my machine to a crawl and causes the CPU to overheat (I'm certain it's Polymer, because when I turn Polymer off my FPS goes up by a factor of 5 or 6 and I have no problems at all). The performance patch doesn't seem to help.
2. The "DNMONSTERS" cheat still doesn't get rid of Protozoid Slimers- a bug that I also noticed in the previous version. It's a bit unnerving wandering around maps with "no monsters" mode on only for a Slimer to suddenly attach itself to Duke!

+1 vote   mod: Duke Nukem Eternity
hellstorm27
hellstorm27 Nov 13 2010, 8:03am replied:

I agree with the criticisms of that puzzle too, it wasn't very intuitive- I actually progressed a lot further in the map, wondered where the Dungeon Key was and eventually found that I'd missed that puzzle! However, I think on the whole the EoC team did an excellent job, especially considering that it's only the first release- the atmosphere and architecture in particular are very well done.

+1 vote   mod: Hexen: Edge Of Chaos
hellstorm27
hellstorm27 Nov 12 2010, 10:09am replied:

I'm stuck on that area too, but I think there is an indication of where you can die: hint, spikes come shooting out of the ground like in the original Hexen.

+1 vote   mod: Hexen: Edge Of Chaos
hellstorm27
hellstorm27 Nov 4 2010, 7:40pm says:

I should add that the next release is set to contain three large, fully playable maps (again the monster randomization will help increase replayability). Skill levels are now implemented, to mean that monsters are spawned with slightly lower frequency at lower skill levels. I won't give too much away but Map 2 is strongly Hexen-themed, which will give you another bout of Hexen-nostalgia (I say "another" because Hexen Edge of Chaos looks like it's due a release very soon). Can't yet commit to a definite release date for the forthcoming release but it is highly unlikely to fall beyond the winter quarter of 2010/11.

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Nov 1 2010, 2:48pm replied:

Apologies for the lack of updates/info- the mod isn't dead, I'm afraid progress slowed quite a lot in the middle part of the year but I'm back working on it now, I hope to bring an update out soon.

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Jun 25 2010, 8:55am replied:

You can get the Atomic Edition for $5.99 for download off Good Old Games.com. It's DRM free and once you've purchased it you can re-download it and re-install it as often as you like.

+1 vote   game: Duke Nukem 3D
hellstorm27
hellstorm27 Feb 22 2010, 4:41am replied:

Hopefully coming out with a release this evening.

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Feb 17 2010, 6:07pm replied:

It's not dead, but real life and all that has got in the way of completing the second map as yet.

However since those of you watching this mod have been waiting so long for a release I've decided I will release the first map over the next few days (it's complete and all, so I may as well get something released!), and all of the custom monsters I've created will be included in their own .pk4 file (including those that aren't included in the first map). Modders will be free to use them in their own mods, the only request being that credit is given upon release.

The map is pretty large so hopefully it should give people an idea of where the mod is going.

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Feb 2 2010, 1:52pm says:

For my own mod I used some scripting to bring about the "instant spawn" effect. Within a spawn function you would have:
entity spawned_monster;
sys.setSpawnArg("origin", originposition);
spawned_monster=sys.spawn(monstertype);
spawned_monster.activate($player1);
and this would automatically spawn a monster into the map without any special effects, and send it after the player. The downside of this method is you need to load each monstertype into the map on start, otherwise they won't be precached and the game may freeze temporarily when it loads the monster to be spawned.

I don't know if this helps.

+1 vote   article: Devblog #9 - The Constant
hellstorm27
hellstorm27 Jun 19 2009, 1:29pm replied:

By "Zdoom monster pack" I mean the monsters.wad pack you can get over on idgames. A Doom 3 version of the Stone Imp and Nightmare Cacodemon are fully implemented for example.

Btw after feedback from Doom3World I have decided that I will indeed release a "teaser" after the first 2 or 3 maps are "finalised" (it may be either depending on the time it takes and the size/length of the maps).

+2 votes   mod: Escape from Enemy Mountain
hellstorm27
hellstorm27 Sep 25 2008, 1:34pm replied:

Thanks for the thumbs-up!

The mod is definitely for D3 and not RoE- it's built upon Denton's Enhanced Doom 3 mod, which includes a "super shotgun" (essentially a version of the DB shotgun). Some other mods (Ruiner for example) are also using JCDenton's features.

As a result the mod may not work under Linux, but it certainly doesn't require RoE.

+3 votes   mod: Escape from Enemy Mountain
Level
Avatar
Avatar
Offline Since
Dec 21, 2014
Country
United Kingdom United Kingdom
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.0
Games
1
Mods
12
Articles
8
Downloads
1