Search found 81 matches
- Tue Aug 27, 2024 11:11 am
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion BETA
There are odds and ends that still need updates. Brightmap fixes. Code redesign etc etc. Most severe to me are Difficulty selector GUI and DRLA PDA need additions but it works without them. Just pick standard difficulty and you'll have a difficult that's basically "Standard+"
- Tue Aug 27, 2024 10:47 am
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion BETA
Is 8 years of inactivity on updates a record? If not I can take the update down and give it a few more years.
- Wed Nov 09, 2016 2:35 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1708550
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Current build on dropbox has the bulletstorm rifle not showing the technician damage perk in the PDA. I am playing with RPG but I don't think that could affect the PDA.
- Sun Oct 16, 2016 8:40 pm
- Forum: Levels
- Topic: DUMP Episode 3: BFG Edition [map + weapons released]
- Replies: 1401
- Views: 190759
Re: DUMP Episode 3: BFG Edition [Map build released]
I have two questions...
A) Who made map 38?
B) Can I blatantly look at how you made / steal everything in it to toy with the theory of making a tower defense map set?
With DRLA + Monster Pack + My monster expansion, shit was intense and utterly fun.
A) Who made map 38?
B) Can I blatantly look at how you made / steal everything in it to toy with the theory of making a tower defense map set?

With DRLA + Monster Pack + My monster expansion, shit was intense and utterly fun.
- Mon May 30, 2016 6:19 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1708550
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Yholl, quick heads up. The nuclear plasma rifle says it can't be technical modded but it can in fact. It doesn't do anything mind you but it can waste mods. Might be intentional. Also, seeing as how you are contributing to the new Dump 3 and there was some mention of Dump 2 in this thread I gave ...
- Thu May 26, 2016 7:55 am
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Nems, thanks for the heads up. I'm pretty sure that's the same problem I had with Doom2 Map 07 Dead simple and the Arachnotrons. I'll have to apply the same fix to the baron variants. Was it just the baron/Boss variants not triggering the map events? Or was it ANY baron/boss? You're welcome. :> It ...
- Sun Feb 21, 2016 5:09 am
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Killing monsters that are supposed to trigger certain events (i.e. Baron of Hell kill lowers walls in E1M8 and Cyberdemon kill is supposed to end the level in E2M8) don't work. I tried it without the mod and it works. Aside from that I'm really enjoying this. Always like to see a more varied ...
- Wed Feb 17, 2016 1:20 am
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Thank you for this! This definitely adds some extra depth to the combo of DoomRLA/DoomRPG. How involved is the process of adding new creatures (independent of balancing), if you don't mind me asking? I've wanted to do something similar with other creature mods but have had no luck. I imagine it's ...
- Mon Feb 15, 2016 2:34 am
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.65 (WiP revision)
Bumparino for 1.65 WiP version. Some of the new changes might be a little aggravating or at least it can feel that way in my playtesting.
- Sat Jan 23, 2016 8:17 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1708550
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Creating entirely new armsets seems utterly pointless in a cost/benefit analysis for the short term. Heh, I mod to make cool stuff, not to analyse the difficulty in doing so. Where'd be the fun in that? You could make the new classes all doomguy variants with hairy white arms and cut down 99.5% of ...
- Fri Jan 22, 2016 9:54 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1708550
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
Creating entirely new armsets seems utterly pointless in a cost/benefit analysis for the short term. You could make the new classes all doomguy variants with hairy white arms and cut down 99.5% of the work involved in having to make new spritesets. Making the other classes black or female just seems ...
- Fri Oct 09, 2015 12:45 pm
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Yholl was ok with me making a DRLA sub mod and helped a few times with code issues but I'm not sure he's actually played it lol.Hellstorm Archon wrote:Quickly, what is the power level of this sub-mod?Yholl wrote:Yes?Hellstorm Archon wrote:*paging Yholl to the thread*
- Wed Oct 07, 2015 2:33 pm
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Have you considered doing some frankenspriting? Or editing existing sprites? Seems like a lot of the DRLA monsters are just that. At the moment no. I've been doing this project in spare time while getting ready to move to a new job in a few weeks. Currently I basically look for decent sprites, then ...
- Wed Oct 07, 2015 1:27 pm
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Huh. Would be good for more custom monsters that work well, Might be better with more fresh monsters than those from 667. We've seen them quite a lot before. Yholl & Co's new monsters are generally all unique or intresting in their function, whilst still following the synergies that Doom's monsters ...
- Wed Oct 07, 2015 12:52 pm
- Forum: Gameplay Mods
- Topic: (RLME)-Roguelike Monster Expansion BETA
- Replies: 28
- Views: 14176
Re: (RLME)-Roguelike Monster Expansion 1.6 (Now with More Ra
Ok, Alpha 1.6 is out now with two new variants. One is the Berserker Demon and other is the Berserker Knight. They both basically get increasingly pissed and aggressive over time or when hurt. These in particular are very quirky since they can set themselves off as well as be raged by the player. So ...