Search found 117 matches
- Fri Jan 19, 2024 4:25 am
- Forum: Bugs [GZDoom]
- Topic: Wall lower special gets stuck if obstructed
- Replies: 2
- Views: 712
Wall lower special gets stuck if obstructed
I was playing Vanguard with GZDoom 4.11.3 and noticed some walls were refusing to lower when either activated by a walkover line or a switch. This looks very strange and softlocks the player by making areas of the map inaccessible. https://i.postimg.cc/Rhd3P8v2/Screenshot-Doom-20240119-185131.png ...
- Sun Jul 31, 2022 11:58 pm
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 152
- Views: 58726
Re: War Rooster v1.1 (Updated 16/07/2022)
This mod is fantastic - the weapons feel weighty and powerful, and the ghost enemies introduce a new level of tension and atmossphere. Of course, it takes a bit of map knowledge to know if there really is a Revenant around the corner or not. You don't get Revenants in most MAP01 after all - oh wait ...
- Sun Jul 24, 2022 4:29 am
- Forum: Gameplay Mods
- Topic: [RELEASE] Earthworm Doom v1.0
- Replies: 7
- Views: 3020
[RELEASE] Earthworm Doom v1.0
https://i.imgur.com/iF108hDl.png From the creator of Broadsword Jim... Earthworm Doom! (Thanks to Skelegant for the promo image!) • Five radical weapons to use, with crazy altfires! • Powered up weapon modes mean four times the firing modes! • Slap your enemies around with the worm whip! (Bound to Z ...
- Sun May 29, 2022 12:21 am
- Forum: Gameplay Mods
- Topic: Friendly Zombies Brothers Companions [V4.1]
- Replies: 46
- Views: 9530
Re: Friendly Zombies Brothers Companions [V3]
Ey, it's great to see that companion mods are still being made! This is an excellent mod, highly sophisticated with its levelling and upgrade systems. Playing this for the first time I felt the joy of playing co-op with friends and being able to demolish Hell's armies with friends without having to ...
- Sat May 28, 2022 8:10 am
- Forum: Gameplay Mods
- Topic: Re: [WIP]Gunslinger 2.0[1/8/2025]
- Replies: 251
- Views: 70078
Re: Re: [WIP]Gunslinger 2.0[7/18/2017]
I've always been a sucker for Wild West themed stuff. I might be wrong, but I think I remember downloading an older version of this mod to anticipate the release of High Noon Drifter years ago. I am happy to say that the latest version of this mod is fantastic, and definitely stands out on its own ...
- Tue Jan 11, 2022 2:09 am
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33619
Re: Duke Nukem Companion Mod [New Update Already??]
Went through a tour of Scythe2 with The Duke, to about MAP24 and had a blast. It was fun destroying armies of demons with a fellow badass. The mod feels very balanced, and it doesn't feel like Duke can win every fight without you or clean up the monsters before you have a chance to join in, but ...
- Fri Nov 26, 2021 8:14 am
- Forum: Gameplay Mods
- Topic: [RELEASE] Bimmy's Companions 1.0 - COMPLETE REWORK
- Replies: 17
- Views: 13461
Re: [RELEASE] Bimmy's Companions 1.0 - COMPLETE REWORK
The mod has been completely reworked. Cordie and Vivian have kept a lot of their core functionality, but thanks to code from Sgt. Shivers and Skelegant, will follow you more closely instead of wandering off. Their regular attack damage has been modified to be a little more reasonable. There are some ...
- Sun Oct 31, 2021 12:25 am
- Forum: Gameplay Mods
- Topic: Iron Snail [New v2.0 test 30/10/21]
- Replies: 99
- Views: 75260
Re: Iron Snail [New v2.0 test 30/10/21]
Excellent work, personally I wasn't a fan of the weapon limit, and the redone visual effects are stellar. This has renewed my love for this mod and now I need to take it for a spin for another dozen levelsets. I've noticed a problem with the Firebomb, it doesn't play nicely with 3D floors and the ...
- Mon Oct 18, 2021 9:00 am
- Forum: Gameplay Mods
- Topic: Minimod: Flying Bad Guys!
- Replies: 3
- Views: 1496
Minimod: Flying Bad Guys!
A comically deranged gore and enemy replacement for GZDoom versions 4.6.0 and above. Enemies that could feasibly be gibbed - zombies, imps and pinkies and spectres - have an alternative gibbing state where they are instead sent flying, screaming until splattering violently on impact with a wall or ...
- Mon Oct 11, 2021 8:34 am
- Forum: Gameplay Mods
- Topic: [v0.4 BETA Update] Doom Fighters
- Replies: 45
- Views: 23839
Re: [BETA Release] Doom Fighters
Excellent, gave this a go in a couple of levelsets, and it's a very promising transformation of Doom's usual gameplay! It's quite satisfying to wail on enemies and hurl them across the map, even if it generally takes longer to kill some enemies than the Vanilla doom experience, but a very fun and ...
- Sat Aug 07, 2021 11:05 am
- Forum: Gameplay Mods
- Topic: [RELEASE] Virtua Crisis: Guns of Light - v3: JUUUSTICE!!!!
- Replies: 16
- Views: 10935
[RELEASE] Virtua Crisis: Guns of Light - v3: JUUUSTICE!!!!
A huge new update has dropped, because I feel like it. Whole lotta stuff has been added or changed. -Enemies now have a chance to drop health, weapons, ammo, or a bomb that can kill other enemies, or they may drop nothing. Larger enemies may drop better items. -New difficulty settings! -All weapons ...
- Sat Jul 24, 2021 7:06 am
- Forum: Graphic/Audio Patches
- Topic: [RELEASE] Eternity-like Fullscreen HUD for Doom I/II
- Replies: 2
- Views: 2878
[RELEASE] Eternity-like Fullscreen HUD for Doom I/II
Tinkered about a bit with SBARINFO and came up with an original HUD based heavily on the Eternity Engine HUD. Known issues: Recommended you use at "hud_scale 3", otherwise the kills/items/secrets aren't properly aligned to the right side of the screen, or might not be visible. There's probably an ...
- Sat Jul 17, 2021 3:40 am
- Forum: Gameplay Mods
- Topic: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!
- Replies: 87
- Views: 76578
Re: [WIP Demo - 16JUL2021] Project GHAG : Gardevoir Has a Gu
Hm, okay. My first impression of the mod was playing MAP01 of Hellbound on UV without much understanding of the mod's mechanics. Whether by design, or that I'm not great at scavenging, I found the supply of health and ammo to be rather sparse. I tested it with some easier levelsets including TNT and ...
- Fri Jul 16, 2021 10:51 pm
- Forum: Gameplay Mods
- Topic: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!
- Replies: 87
- Views: 76578
Re: [WIP Demo - 16JUL2021] Project GHAG : Gardevoir Has a Gu
Very interesting concept, and a premise that appeals a lot to me personally. I have some reservations about the mod's core design. The lack of a melee weapon and extra ammo usage of the shotgun makes it so that I usually run on empty in early level sets and find myself defenseless. Perhaps you could ...
- Fri Jul 16, 2021 8:19 am
- Forum: Gameplay Mods
- Topic: [RELEASE] Broadsword Jim v2.6 - The Facelift Update
- Replies: 26
- Views: 8523
Re: [RELEASE] Broadsword Jim v2.6 - The Facelift Update
VERSION 2.6 IS OUT. HERE IS A FREAKIN' TRAILER. QE2CLpquYcc New in this version: -All new player sprites by Darsycho and Skelegant! -Completely redrawn sprites for weapons, items and ammo! -Slot 8 weapon's mines can be retrieved by pressing USE, and you can use the primary fire to rocket jump ...