Main Menu

Recent posts

The Lost Quest / Re: Shiny Grimer shiny Muk and...
Last post by King Ezra The Wise - April 21, 2024, 08:36:05 PM
What Pokémon should I give flemodious Forms for if I made this mod these Pokémon are GZDoom exclusive and can only be found in Chex Quest
The Lost Quest / Re: Darker green flemoids
Last post by King Ezra The Wise - April 21, 2024, 08:34:00 PM
Is it possible to play this with other Chex quest wads I'm asking because I may do the Bazoik mission with only the Ultra Zorcher
Chex Quest and Related Topics / Re: get slimed catch a cold th...
Last post by chexman107 - April 09, 2024, 06:14:09 PM
I am not sure about the outfit; that seems pretty gimmicky in my opinion. But a giant flemoid sneezing a spray of slime seems like good, creative idea to simulate a rocket-like ball of slime.
Chex Quest and Related Topics / Re: get slimed catch a cold th...
Last post by Replica - April 06, 2024, 10:00:38 PM
That's a great idea. I like it. It'd be cool if decorate/dehacked was used to give it's attack a shotgun like effect with multiple rockets, to simulate a bigger nastier sneeze.
RC3 has been released! The most notable part of this is the introduction of the DOS package! I assume everything in that package is legally fine to redistribute, but if something isn't please let me know so I can remove it in another update.

  • Fred Chexter will be seeing you at "" instead of "".
  • Added a credit for some ZDoom support lumps being based on zdoom.pk3.
  • Blue is now the default player color in ZDoom.
  • Added custom obituary strings for Eternity.
  • Fixed holes in the "WALL55_1" patch.
  • Fixed a discrepancy between the DeHackEd files and the DECORATE lump, where the second hanging plant was solid only in the latter.
  • Added a MENUDEF lump to make the big font green in ZDoom.
  • Fixed the E3 ending text having a missing word from the original ZDoom version.
  • E4M1 is now simply labeled as "E4M1" on the automap.
  • All Doom II/TNT/Plutonia level strings in the BEX file which were holdovers from before the switch to Ultimate Doom as a base were changed to simply say "level X".
  • Added replacement sound effect for the helper flem getting zorched.
  • Computer maps no longer affect item percentages, in order to make it possible to achieve 100% items on levels with more than one.
  • Marked a line in the starting window in CQ2M3 as impassable.
  • Added a picture of the maze to CQ2M3.
  • The ZMAPINFO now enforces no jumping or crouching.
  • Fixed the Cycloptis name in the ZMAPINFO cast call definition.
  • Introduced the package for DOS and modified the readme accordingly.
  • Made the readme and changelog more readable under DOS, and converted line-breaks to the Windows format.
  • Added a DECORATE definition for the SLZ in order to fix weapon auto-switching in Zandronum.
  • Added a DOOMDEFS lump for GZDoom and Zandronum in order to modify the lighting effects that only made sense in Doom.
  • Changed the teleporter leading to the maze in CQ2M3 to be multi-shot instead of one-shot.
  • Added code for CQ2M5 in the ZDoom-only ACS script to make the Maximus exit more reliable in ZDoom.
  • Added mentions of the YouTube trailers in the readme.

Download (for source ports):
Download (for DOS):
If it interests anyone, I have considered a possible replacement for the DooM cyberdemon.

A giant flemoid with a cold.  He would have an ice pack on his head and a thermometer in his mouth and could possibly be wearing a bathrobe.  What can be worse than a snot monster with a cold?

Instead of firing rockets he would sneeze (ah Ah AH-CHOOOOOO!) and send out a disgusting burst of flem towards the player.
Chex Quest and Related Topics / Re: get slimed catch a cold th...
Last post by chexman107 - March 23, 2024, 01:27:35 PM
According to the comic book from Chex Quest HD, "[The flemoids] were concerned with one thing: The consumption of any & every possible nutrient from their environment" (p. 37). So, my theory is when you get slimed by a flemoid, the flemoids could then proceed to drink NOT blood, but instead drain the vitamins and minerals from your body, shriveling you up like a plant lacking nutrients. In the case of "Rescue in Bazoik" episode, the Flembrane may simply be holding the Chex citizens hostage. I don't know what kind of demands the Flembrane made to the Intergalactic Federation of Cereals (or Snacks), if at all, or whether it intended to cause the hostages to lose nutrients or keep them stuck in the slime for the rest of their days. So, my theory on that is that the Flembrane had made a demand to the IGFC/S to let the flemoids have planet Bazoik all to themselves (the flemoids, however, would move on to another nutrient-rich planet once they're done with planet Bazoik) or the Chex citizen hostages lose their nutrients, giving the IGFC/S three days to decide. So, the IGFC/S sent Fred Chexter (or one of his Chex Mix Squadron allies) to stop the menace and free the hostages.
I believe in cannon you just get stuck in place.  Suffocation would not be a child-friendly option.
RC2 has been released! Download here:

Here is a list of changes in this version:

  • Removed the offsets in the WIURH0, WIURH1 and WISPLAT lumps to fix a crash in Nugget Doom.
  • Added replacement Super Slimey confirmation string in the external DEH and internal BEX.
  • Crushed enemies/players are now invisible instead of turning into beakers.
  • Added the "Chex Quest 3: Vanilla Edition" startup string to the BEX file.
  • Added replacement sprites for the MBF helper dog (a yellow recolor of the larva).
  • Added an EDFROOT file to make sure the title music plays in full in Eternity, and also to change the Eternity credits background.
  • Added a changelog.
  • Added a mention of the Doomworld thread and some other ports supporting widescreen to the readme.
  • Removed the ZMAPINFO and PFUB1 lumps from the widescreen pack and renamed PFUB1B to PFUB1, as the GZDoom-compatible PFUB1 works with other ports too.
  • Added unmarked exits to E4M1 and all the dummy levels, in order to allow full level completion in DSDA-Doom.
  • Shifted player starts in CQ1M3 to prevent illegal reads in DOS when novert is used.
  • Removed Boom-specific thing flags from all levels.
  • Added a DM-only teleporter in CQ1M5 to make the Flembrane area exitable in DM.
  • Made it so that leaving the DM-only room in CQ3M5 opens the door back to the key door hub area.
  • Added extra checks to the ZDoom-only ACS script to make absolutely sure E3M1 is Central Command and not a custom level before applying any effects.
  • Added a self-referencing sector near the balcony in the boss room in CQ3M5 to emulate the everything-blocking line in the original ZDoom version.
  • Removed a possible drawseg overflow in CQ3M2 by simplifying the windows in the subway.

Edit: Had to make a quick RC2.1 release due to an oversight preventing 100% secrets in CQ1M5. Download it here:
Quote from: uni on March 13, 2024, 05:38:35 PMOh uhh, Melodic Spaceship: Andrew Benon did indeed make the intro and ending cutscene music. Replying to this in the MIDI metadata. :Р

Thank you for obtaining that information! I'll be sure to update the MIDI metadata in the next release candidate.