Doom custom pinball machine

(Topic ID: 168938)

Doom custom pinball machine


By Bonnevil69

2 years ago



Topic Stats

  • 351 posts
  • 129 Pinsiders participating
  • Latest reply 57 days ago by tezting
  • Topic is favorited by 99 Pinsiders

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    #24 2 years ago

    Love how the shots come around and exit through other shots

    #33 2 years ago
    Quoted from Bonnevil69:

    surprised nobody commented on how the wireforms exit haha

    I've been considering that myself. Unsure how it'll play, but like getting rid of reliable feeds

    #40 2 years ago

    How does the ball get into play? From the underside pics it looks like there's a VUK on the right side that kicks it out, but I don't see one on the top side pics

    #86 2 years ago
    Quoted from ForceFlow:

    That would need three hands and might be too much.

    Triple points if you fire manually using your third hand

    EDIT: crap, that totally should have been a rule in T2 when doing Super Jackpots

    #139 2 years ago
    Quoted from ForceFlow:

    11-ball multiball would be insane.

    Picturing a mode where it disables the lower flippers and just keeps feeding the upper flipper, see how many you can get going in a loop

    10
    #166 2 years ago
    Quoted from thedefog:

    Just wanted to mention I love the lack of shooter lane. Very smart. Seems pointless to have all that real-estate used up if you aren't going to have a plunger-based skill shot.
    For a non-wide body, it would open up a lot of free space for a custom pin. You loose space from the lane itself, and the rails. Gotta be like 3" at least there. A lot can be done with that.

    I had a similar thought on my last whitewood:
    IMG_20150628_192927 (resized).jpgIMG_20150327_183602 (resized).jpg

    I wanted a more open area between the slings, and wider lanes, so the shooter lane got thrown out early on, and I just shoot the ball up through the outlane (as I later discovered, similar to SST). To get even more space, I also got rid of the wooden rails on the sides, and just used thinner metal walls everywhere. In some places a curved wall goes within mm of the edge of the playfield.

    #168 2 years ago
    Quoted from ForceFlow:

    Now that you mention it, where does the ball get launched from?

    It get's launched via an upwards facing (love that) scoop halfway up the right side, around the loop (like on Getaway) to the upper flipper, if I understand correctly. Probably the only game with a 'reverse' subway?

    #170 2 years ago
    Quoted from ForceFlow:

    Interesting design

    You're welcome to come down and try it out sometime I didn't even mention how the outlanes work...

    6 months later
    #272 1 year ago
    Quoted from Micky:

    I would love to see some videos of it playing if you have any.
    I think you have done an amazing job and it's a dream theme for me! I would love to have one in my games room!

    I'd love to see exactly how fast those inlanes are...

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