Search found 65 matches
- Sun Sep 25, 2016 4:08 am
- Forum: Abandoned/Dead Projects
- Topic: Project Einherjar - Final-FINAL Release
- Replies: 231
- Views: 52812
Re: Project Einherjar (beta release)
on nightmare difficulty you get double ammo, if that helps
- Sun Nov 02, 2014 9:38 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Mayhem Mansion! - Standalone game inspired by Exploding Lips and other obscure FPS games!
- Replies: 197
- Views: 71792
Re: Mayhem Mansion Extended Edition! - Coming soon.
guess somebody forgot about this?
- Thu Sep 25, 2014 8:24 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Release] Gene-Tech: Before the Storm
- Replies: 191
- Views: 61280
Re: [Release] Gene-Tech: Before the Storm
Man, I loved the plot twist at the end.
- Wed Sep 17, 2014 11:53 am
- Forum: Gameplay Mods
- Topic: Heretic: War of the Sidhe (v0.5 now out! 2/23/15)
- Replies: 22
- Views: 8293
Re: Heretic: War of the Sidhe (v0.2 now out! 9/16/14)
i'm not sure if the altwand's primary fire is supposed to give wand mana
e: when shooting walls as well
e: when shooting walls as well
- Mon Aug 04, 2014 8:12 am
- Forum: Gameplay Mods
- Topic: OSJC's QUAKE - Descent into Heresy - revisited
- Replies: 346
- Views: 63611
Re: QUAKE: Descent into Heresy (WIP)
TESTED AND WORKING
https://mega.co.nz/
www.mediafire.com
https://www.sendspace.com/
NOT TESTED BUT HEARD WORKING
https://cloud.google.com/products/cloud-storage/
http://www.filesnack.com/
no problem
https://mega.co.nz/
www.mediafire.com
https://www.sendspace.com/
NOT TESTED BUT HEARD WORKING
https://cloud.google.com/products/cloud-storage/
http://www.filesnack.com/
no problem
- Fri Jul 04, 2014 11:14 am
- Forum: Abandoned/Dead Projects
- Topic: Remaking Doom 2 and More
- Replies: 28
- Views: 5682
Re: Remaking Doom 2 and More
oh dear god the mancubus has no nose
not like it had one but it still looks really strange
not like it had one but it still looks really strange
- Fri Jul 04, 2014 5:14 am
- Forum: Levels
- Topic: New Super Shitty Map Contest!
- Replies: 53
- Views: 4743
Re: New Super Shitty Map Contest!
--GardevoirI'm gonna be away for the next week so don't be afraid if I won't update the first post with links and stuff. Time to enjoy summer for a while. o/
taken here
so you all don't panic
- Wed Jul 02, 2014 7:36 am
- Forum: Levels
- Topic: New Super Shitty Map Contest!
- Replies: 53
- Views: 4743
Re: New Super Shitty Map Contest!
Burghead. *duck* But... But... there we no ducks in Burghead. Oh! :lol: If it sounds pointless and/or easy, you aren't getting it enough. Yeah, I think I'm not getting it enough - even at all really. It's shit but not shit? I... don't really understand. I'm not sure what qualifies it as shit but ...
- Tue Jul 01, 2014 4:02 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
allow you to raise a stat above 100TheGmanID wrote:What do the yellow tokens do? The ones on the stat menu that say "Number of acquired tokens"/100
two max stat tokens=2 more tokens you can put in any stat
- Tue Jul 01, 2014 12:43 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
This is not a bug and everything is working as it should be. If you stack Luck related things, then you should get stupidly high drop chances. i swear it's a bug this time http://imgur.com/Xe8tv7v,0ygekys damage taken it un-bugs when i turn off my shield (on second pic) edit: forgot to say that ...
- Tue Jul 01, 2014 11:04 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
on AV i think I got it maxed by map07 but i'm not sure I normally try for a completely balanced character, so I wouldn't notice how fast you can max something out if you focus only on one stat. Were you using Tiered or Progressive (or that third option I can't name off the top of my head) token ...
- Tue Jul 01, 2014 8:22 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
on AV i think I got it maxed by map07 but i'm not sureTehRealSalt wrote:I think that's intended, because it takes forever to get it maxed, and that one stat token raises it by a pitiful amount.
the continues cease to work properly(edit: when hit by cyber), same as kill missions (collect missions work as intended)
- Tue Jul 01, 2014 7:53 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
I think I noticed something unhealthy. If you max absolutely everything related to luck, the game becomes a true cakewalk.I just had 38 armors, 12 spheres and 8 tokens dropped on an average 150ish monsters map.
- Sun Jun 29, 2014 10:07 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Cheers. I finally tried out this mod... but I have no idea how to use stims, how missions are done and what is toxicity. Would be much appreciated if somebody could explain it to me! Stims are used by finding a stim syringe of any size and equipping it in the Stims menu. Then you need to collect ...
- Sun Jun 29, 2014 9:42 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548688
Re: Kyle873's Doom RPG Mod [0.9.9 Beta - Monsters Edition]
Cheers. I finally tried out this mod... but I have no idea how to use stims, how missions are done and what is toxicity. Would be much appreciated if somebody could explain it to me!