Search found 139 matches

by snarkel
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!
by snarkel
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.
by snarkel
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!
by snarkel
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 ...
by snarkel
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 ...
by snarkel
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 ...
by snarkel
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?
by snarkel
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.
by snarkel
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.
by snarkel
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 ...
by snarkel
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 ...
by snarkel
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?
by snarkel
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
by snarkel
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 ...
by snarkel
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.

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