Search found 764 matches
- Sun May 30, 2021 4:09 pm
- Forum: Gameplay Mods
- Topic: Dehacked Attack v4.0 & Dehacked Defense v3.0
- Replies: 56
- Views: 51083
Re: Dehacked Attack v1.5 - Blast from the Past (And Present)
I do have one big idea: The Doomer Boards Project series. (monthly mapsets done by the fine folks at Doomer Boards Projects) To be frank, quite a few of those have dehacked-based monsters, but that depends on the theme of each of those projects. From what I've seen so far, very nicely done. Loving ...
- Sun Aug 25, 2019 5:36 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1202
- Views: 448474
Re: [3.0!] FINAL DOOMER +
From what I've tested, no it doesn't.
It also doesn't work on enemies on enemies immune to fire damage, considering elemental damage is taken into account.
It also doesn't work on enemies on enemies immune to fire damage, considering elemental damage is taken into account.
- Sun Aug 25, 2019 4:00 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1202
- Views: 448474
Re: [3.0!] FINAL DOOMER +
Well, here are my thoughts on each class' weapons. Whitemare Guy -The blade melee's fine, and the thermosuit's especially great for melee or while you're invincible -The flaregun's my favorite of the pistol weapons, particularly because of igniting those particularly nasty enemies like up to ...
- Fri Aug 16, 2019 1:51 pm
- Forum: Gameplay Mods
- Topic: Doomguy´s revenge
- Replies: 23
- Views: 5775
Re: Doomguy´s revenge
I noticed that reviving monsters still counts towards the kill counter, making 100% monster kills impossible.
Also, the fires from the plasma rifle powerup replacement leaves invisible actors on the map, even when the flames have vanished.
Also, the fires from the plasma rifle powerup replacement leaves invisible actors on the map, even when the flames have vanished.
- Tue Aug 13, 2019 1:05 pm
- Forum: Gameplay Mods
- Topic: Legion of Bones [1.05]
- Replies: 73
- Views: 47297
Re: Legion of Bones [1.02]
I found that Legendoom and Champions, used with this mod, makes it so that the revived monsters in Double Death mode have a chance to become legendaries and champions, respectively. Is that intentional? Loving the 1.5x extra ammo, by the way. Definitely feels like a much less frustrating equivalent ...
- Sat Jul 27, 2019 9:17 am
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 955
- Views: 414261
Re: [WIP]Colourful Hell 0.97ccc fiiix
I don't know if anyone else encounters this on occasion, but with none of the extra spawn options on, there are occasionally these invisible spots in the case of cybies that causes friendlies to freak out, but the monsters themselves never spawn. I haven't run into this often, but it's a bit ...
- Thu Apr 25, 2019 10:19 am
- Forum: Gameplay Mods
- Topic: Lt. Typhon v6: massive guns
- Replies: 227
- Views: 103757
Re: Lt. Typhon: Veteran doomgirl
Catching cyberdemon rockets is not that bad, provided I got plenty of space wherever I fight one. (Also, shooting them out of the sky's a big plus.) It's catching the revenant fireballs that's too big a pain in the ass from the attempts I tried.
- Sun Apr 21, 2019 12:13 am
- Forum: Gameplay Mods
- Topic: Lt. Typhon v6: massive guns
- Replies: 227
- Views: 103757
Re: Lt. Typhon: Veteran doomgirl
Oh, that's a fine new mod. Very well done. My thoughts on each weapon, save for the BFG weapons. I'll have to admit, charging up your fist for the alt fire really can make short work of even barons in one hit, though I can just imagine the atatatatatata when I'm in Bivrost Overdrive Mode. The ...
- Sat Nov 24, 2018 12:52 pm
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 955
- Views: 414261
Re: [WIP]Colourful Hell 0.95 tweak tweak
That white cyberdemon... I gotta say that announcement quote of his is pretty apt.
Now I'm waiting for the rest of the white enemies. (especially the white baron and the white spider mastermind)
Now I'm waiting for the rest of the white enemies. (especially the white baron and the white spider mastermind)
- Sat Nov 10, 2018 5:09 pm
- Forum: Gameplay Mods
- Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
- Replies: 22
- Views: 8362
Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
As far as switches that require hitscan, there's definitely that forcefield thing in Epic 2's Map14, where projectiles can't pass to hit the switch near the start that lowers the field.
That's basically the one switch thing that comes to mind.
That's basically the one switch thing that comes to mind.
- Sat Nov 10, 2018 6:54 am
- Forum: Gameplay Mods
- Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
- Replies: 22
- Views: 8362
Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Being able to upgrade your enemies sounds a lot of fun (even if the inventory thing's a little clunky as ate0ate said, which I can see being an issue), especially some of the tougher ones. (And no need to worry about the RNG thing, to boot.) Also, the lack of hitscan might make some maps that ...
- Tue Oct 09, 2018 10:37 am
- Forum: Gameplay Mods
- Topic: Shades of Doom v4.1 (07-09-23)
- Replies: 378
- Views: 120325
Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)
I highly doubt that "one set of enemies per stage" thing's going away.GAA1992 wrote:By removing themes does the author mean removing the "one set of enemies per stage"?
- Tue Oct 09, 2018 9:51 am
- Forum: Gameplay Mods
- Topic: Shades of Doom v4.1 (07-09-23)
- Replies: 378
- Views: 120325
Re: Shades of Doom v1.2 - More, more, more!!! (05/20/18)
I don't mind the themes vanishing if more enemy variety's gonna be involved.
- Wed Aug 29, 2018 11:27 am
- Forum: Gameplay Mods
- Topic: Demonic Bribery: demons for hire!
- Replies: 17
- Views: 7623
Re: Demonic Bribery: demons for hire!
I found that custom monsters (like the Colorful Hell bestiary) aren't really bribable.
Other than that, that's a very neat idea. However, it may mess up with the kill counter somewhat.
Other than that, that's a very neat idea. However, it may mess up with the kill counter somewhat.
- Tue Aug 28, 2018 5:26 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Compendium - Classic Megawad Compilation
- Replies: 170
- Views: 151670
Re: Compendium - Classic Megawad Compilation
I second the wad arrangement idea, as that could definitely help me with the order those wads were made in. Herian 2, I think its alright...other than the fact that some of the maps are rather difficult in terms of finding out what to do and where to go. Especially the one map where you're on a ...