Search found 397 matches
- Fri Aug 17, 2018 7:56 pm
- Forum: Gameplay Mods
- Topic: Slayer's Rampage — v1.9c
- Replies: 170
- Views: 88925
Re: [WIP/Beta] S.R.G.E.M - UPDATE? YOS (06/08/18)
And the Titlemap, i used the Doomguy5th one as base, if i'm not wrong, he said users can use it as a resource, so if you want to use it too, go ahead I don't think I've mentioned this anywhere in IB, but do also make sure to credit wildweasel for the titlemap. I used his NAZIs mod for the base of ...
- Fri Aug 17, 2018 7:49 pm
- Forum: Gameplay Mods
- Topic: Slayer's Rampage — v1.9c
- Replies: 170
- Views: 88925
Re: [WIP/Beta] S.R.G.E.M - UPDATE? YOS (06/08/18)
And the Titlemap, i used the Doomguy5th one as base, if i'm not wrong, he said users can use it as a resource, so if you want to use it too, go ahead I don't think I've mentioned this anywhere in IB, but do also make sure to credit wildweasel for the titlemap. I used his NAZIs mod for the base of ...
- Sat Mar 17, 2018 11:07 pm
- Forum: Requests
- Topic: [Request/Help] Rainbow 6 Siege Sounds
- Replies: 1
- Views: 393
[Request/Help] Rainbow 6 Siege Sounds
I'm not sure if this is the right place to put this question, but anyone happen to know how to extract the sounds from Rainbow 6 Siege (or have them by any chance)? I currently am using the Ravioli Game Extractor. I'm pretty sure there's a program that can rename all of the files extracted by ...
- Sat Mar 17, 2018 11:00 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4662240
Re: [SPRITES] Spriting Carnival!!
Every single time I look at that, it's tempting me to put Tachanka from Rainbow 6 Siege into Doom.ImpieTwo wrote:
Just screwing around. Touched up the graphics a bit.
- Thu Dec 14, 2017 10:09 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4662240
Re: [SPRITES] Spriting Carnival!!
Firing animation (barrel rotation is kinda sloppy but it's something) Reloading animation (this looks much better in-game, the weapon moves according to the magazine getting ejected and inserted.) None of these animations are this fast, by the way. Those look really well done holy crap man. Looking ...
- Mon Dec 04, 2017 12:00 am
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4662240
Re: [SPRITES] Spriting Carnival!!
That is one goregous knife. Keep up the great work as always GAA1992. If only it can be thrown 

- Thu Nov 30, 2017 9:35 pm
- Forum: Gameplay Mods
- Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
- Replies: 642
- Views: 214711
Re: Doom Incarnate: A Wolfenstein style mod
Gonna check this out but before I do: Doomguy5th: Large amount of weapon sounds, ammo pickups and explosion sounds. You do realize that a majority of my sounds are from other sources like ZION and a giant COD MW3 sound rip, right? Also I did a lot of weird sound mixing. The Scythe's sounds are a ...
- Wed Nov 29, 2017 1:54 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 451445
Re: [2.1!] FINAL DOOMER PLUS
10/10 can use the JPCP guy's katana (upgraded) to slice projectiles mid-air. Maybe the alt-fire for it could be used as a force field, throwing back any other projectiles :3 ?
- Fri Nov 10, 2017 12:51 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 451445
Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Can't wait! Already know it's gonna be good 

- Fri Oct 27, 2017 2:24 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 451445
Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
@Doomguy5th The SMG's just a reskin of the Glock, retaining the slow fire-rate and 17-round magazine. Maybe make it a unique weapon that replaces the Glock's actor? That was the whole intention. A simple sprite replacement so I can run it with and without the file. I could replace the actor (heck ...
- Mon Oct 23, 2017 9:50 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 451445
Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
3.0 is currently at around ZDoom 2.7.1's code, if I am not mistaken. It's very close, but unfortunately there are some very critical things in 2.8.1 that this requires, like +HITTRACER. When Zandronum reaches that point, I'll do my best to try and get this to work with it, although I dread the ...
- Mon Oct 23, 2017 6:50 pm
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4989
- Views: 1244150
Re: Mod Download Broken? Request Reuploads Here
Anyone have the ww-finaldoomermonsters.pk3 file here by any chance (the one in this video)?
@Slax ?
- Mon Oct 23, 2017 6:42 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 451445
Re: [AA/BTSX PREVIEWS!] FINAL DOOMER
Shivers, this is a really good mod. It would be better if it was Zan3.0 compatible (I wish), but I'm really digging this so far. My only gripe is the rocket launcher replacement for the Plutonia Guy (personally, I'd prefer having an auto cannon/grenade launcher hybrid, but that's just me) and the ...
- Mon Oct 23, 2017 3:47 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38044
- Views: 4662240
Re: [SPRITES] Spriting Carnival!!


Some kind of weird frankensprite with Final Doomer stuff and a Skorpion EVO Model Rip from Sketchfab. Didn't really like the Dual UZIs so I made this
The rest of the stuff:
- Sat Oct 21, 2017 10:54 pm
- Forum: Gameplay Mods
- Topic: Zion V08 WIP
- Replies: 371
- Views: 90324
Re: Zion V08 WIP
You know that whether or not the mods are total garbage is totally up to personal preference, right? Yeah, that is very true. Also about the multiplayer weapons: they're in there, but you have to summon them via actor (gonna assume that the code in the weapons have like a +WEAPON.CHEATNOTWEAPON ...