Search found 139 matches
- Tue Mar 28, 2023 5:34 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
- Replies: 21
- Views: 12502
Re: [WIP] Doom 64: Unseen Evil - Run it back, Doom 64 style!
Gosh I am so excited for this you have no idea! All of those concepts look so freakin' cool!
- Wed Mar 22, 2023 5:09 pm
- Forum: Gameplay Mods
- Topic: Unreal style monster pack to go with Doomreal
- Replies: 2
- Views: 1834
Re: Unreal style monster pack to go with Doomreal
Pushed out another update for some more fixes and adjustments.
- Mon Mar 20, 2023 11:44 pm
- Forum: Gameplay Mods
- Topic: Unreal style monster pack to go with Doomreal
- Replies: 2
- Views: 1834
Re: Unreal style monster pack to go with Doomreal
I know its a little soon but I just dropped a big update with hopefully a chunk of polish, and a bunch of monster variants! I hope whoever has tried this is enjoying it!
- Mon Mar 20, 2023 12:49 pm
- Forum: Gameplay Mods
- Topic: Unreal style monster pack to go with Doomreal
- Replies: 2
- Views: 1834
Unreal style monster pack to go with Doomreal
After playing a bit of Unreal, I moved to Doomreal for its polish but wished I had monsters that were a bit more fitting of the arsenal. This pack is nothing super fancy or anything, and I'm pretty below average for doom modding in general, but I decided I'd slap together a small little monster pack ...
- Tue Apr 27, 2021 12:40 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416790
Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)
Just some things I noticed so far while playing the new update. -Although the new spectre sprites are cool, they are a lot more visible. I dunno if that was the intention or not, nor am I really saying its a good or bad thing, but its a thing nonetheless. -Throwing a Siphon Grenade at a Marauder ...
- Fri Mar 26, 2021 2:36 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416790
Re: MetaDoom v666 "Titan" (Dev Blog! p118)
I've been playing through this a lot recently after not having played it for a while and first I just want to say this still probably remains one of my favorite gameplay mods when I just want to pick up and play doom. I've been following your updates and checking the github frequently and am excited ...
- Thu Nov 19, 2020 2:43 pm
- Forum: Graphic/Audio Patches
- Topic: CBLOOD Ultimate Edition! [2025 Update for GZDoom 4.14.1]
- Replies: 34
- Views: 32493
Re: CBLOOD Ultimate Edition!
So when you say this has ultimate compatibility I'm a tad confused. Ultimate compatibility with like, various monsters, or would this work on blood/gore mods as well?
- Sun Feb 02, 2020 2:53 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416790
Re: MetaDoom v5.666 "Klave EX" (Testing Help Wanted! p112)
That Harbinger looks awesome! I cant wait to fight it and see what other deep cuts you put in on V6. The Doom Eternal stuff is also exciting to look forward to. Best of luck on the rest of the road to V6 Kinsie. I'm super excited for it.
- Fri Jan 31, 2020 12:23 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416790
Re: MetaDoom v5.666 "Klave EX" (Testing Help Wanted! p112)
After doing a small playthrough of Nerve.wad with the newest devbuild i can say that i personally ran into no crazy issues. Only thing i really noticed is the Spider Mastermind's display on the codex is a little screwy, but thats such a tiny thing.
- Thu Jan 30, 2020 7:29 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416790
Re: MetaDoom v5.666 "Klave EX" (Back At It p111)
If anyone's feeling sufficiently brave to mess around with the developer build , I've made some massive changes to the mod code this week, completely rewriting the Axe bleeding and Holy Water scaring code using what I've learned from Deathmatch Simulator , making the effects much more uniform ...
- Tue Oct 29, 2019 12:11 pm
- Forum: Gameplay Mods
- Topic: Angled Doom TRIPLE UPDATE is out!
- Replies: 250
- Views: 87470
Re: jdredalert presents: Angled Doom!
Its so weird suddenly seeing these usually centered weapons at an angle but its also really cool to see a different perspective on them and see more details and whatnot, its really neat! The only real nitpicks i have is the chaingun (though it looks like that will be changed very soon), the plasma ...
- Mon Oct 28, 2019 10:46 am
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84864
Re: Doomreal [1.0.1]
It could just be me being dumb but is the power shield supposed to still slowly drain with the setting to make it function like in Unreal enabled?
- Thu Oct 24, 2019 1:12 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241535
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
I'm VERY excited to try out Knightmare mode and have it kick my ass as i lack in melee expertise
- Thu Oct 10, 2019 3:36 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 84864
Re: [RC3] Doomreal
Haven't don't anything too crazy yet but i took a quick look at the latest release you have on the github and i noticed the amplifier seems more broken now. It seems to not be activating consistently and despite the patch note saying so, said amplifier seems to not disappear once the charge is used ...
- Tue Oct 08, 2019 2:53 pm
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4962
- Views: 1221514
Re: Mod Download Broken? Request Reuploads Here
Does anyone happen to have Neural Stunner's Reelism addons? (Blood Sword and Skittle Gargoyles) and Claudio's DIS map for Reelism? The links on Kinsie's page appear to be dead.