Search found 65 matches

by Tux
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
by Tux
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.
by Tux
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
by Tux
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
by Tux
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!

I'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/
--Gardevoir
taken here
so you all don't panic
by Tux
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 ...
by Tux
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]

TheGmanID wrote:What do the yellow tokens do? The ones on the stat menu that say "Number of acquired tokens"/100
allow you to raise a stat above 100
two max stat tokens=2 more tokens you can put in any stat
by Tux
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 ...
by Tux
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 ...
by Tux
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]

TehRealSalt 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.
on AV i think I got it maxed by map07 but i'm not sure
the continues cease to work properly(edit: when hit by cyber), same as kill missions (collect missions work as intended)
by Tux
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.
by Tux
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 ...
by Tux
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!

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