Search found 454 matches
- Sat Jun 14, 2025 1:16 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38026
- Views: 4636892
Re: [SPRITES] Spriting Carnival!!
My next guess would be the marine from Doom 2's boxart/titlepic, but the lack of details like a red spot on the left shoulder and torn pants still leave me unsure.
- Fri Sep 13, 2024 1:27 pm
- Forum: Rules and Forum Announcements
- Topic: Regarding the use of Legacy of Rust assets — UPDATE
- Replies: 12
- Views: 4879
Re: Regarding the use of Legacy of Rust assets
I doubt I'll make any kind of anything in the foreseeable future, but I'm still curious. If I just wanted to use a midi from id1.wad, would that be acceptable?
- Mon Aug 26, 2024 3:06 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Compendium - Classic Megawad Compilation
- Replies: 170
- Views: 149272
Re: Compendium - Classic Megawad Compilation
It's this map from The Abyss. The label for it in Compendium is ABY10.
- Thu Sep 07, 2023 10:53 am
- Forum: Gameplay Mods
- Topic: Shades of Doom v4.1 (07-09-23)
- Replies: 378
- Views: 119427
Re: Shades of Doom v4.0 - Flippin' Cool (06-01-21)
Glad to see you're still working on this, even if it's not new skins.
- Fri Aug 25, 2023 3:25 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128869
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
I managed to make it work more or less how it does in the original megawad by entering "remove bosseye" into the console at the start of the map. I'm guessing it's too late for that advice to be of use to you, but hopefully it can still help others.
- Tue Aug 22, 2023 10:02 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128869
Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!
I tried firing one into this crowd from map23 of Memento Mori 1, and I still didn't get it.
Also, gizmos not appearing does indeed seem to be a nomad-specific issue. I've done a couple of playthroughs with the technician and he found his fair share, especially with the trespasser familiar's help.
Also, gizmos not appearing does indeed seem to be a nomad-specific issue. I've done a couple of playthroughs with the technician and he found his fair share, especially with the trespasser familiar's help.
- Thu Aug 10, 2023 2:47 pm
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128869
Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!
Went through a megawad without any mapinfo shenanigans and got the Adaptive Nomad achievement this time. This time, despite being just as thourough, I only saw gizmos on maps 3 and 4. I'll try another class soon.
- Wed Aug 09, 2023 3:07 pm
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128869
Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!
What other wads were you using? Any that alter map progression? Sort of. I was using the Xbox Doom 2 IWAD because I figured another map would mean another chance for achievement-granting items to spawn, but I didn't realize until it was too late that this addon would just have map02's secret exit ...
- Wed Aug 09, 2023 7:46 am
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128869
Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!
So I just did an Adaptive run with the Nomad. I didn't get the achievement for it, but I think that's more to do with some of the other wads I had loaded. What I really found strange was how I only saw gizmos on maps 2 and 3. I did every map 100% as usual, they just didn't appear. Also, the Phase ...
- Mon Jul 10, 2023 1:42 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1195
- Views: 443435
- Thu Jul 06, 2023 1:18 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1195
- Views: 443435
Re: [3.4!] FINAL DOOMER +
You might be thinking of these? I don't think any of them got more than one frame though.
- Thu Mar 02, 2023 4:20 pm
- Forum: Gameplay Mods
- Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
- Replies: 208
- Views: 128869
Re: DoomRLA EXTENDED [1.0beta] - Fixes galore!
I don't know how feasible new weapons might have somehow become at some point, but one thing the original DRL has that DRLA doesn't is the Mega Buster , and I thought finding that could be the perfect excuse to implement Maestro as a familiar and unlock him by finding one. Naturally, applying a ...
- Sat Jan 28, 2023 3:30 pm
- Forum: Gameplay Mods
- Topic: y2k Doom [nostalgia for y2k era Doom modding]
- Replies: 9
- Views: 4776
Re: y2k Doom [nostalgia for y2k era Doom modding]
As far as I can tell, the only thing it's missing is Scuba Steve's interpretation of the Unmaker. You know, the one that makes a gibbing sound when you fire it.
- Thu Dec 29, 2022 4:24 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: RELEASE: Wolfenstein 3D TC Version 3.1
- Replies: 1531
- Views: 346386
Re: RELEASE: Wolfenstein 3D TC Version 3.0
How complicated would it be to give SOD17 a proper sky when ceiling textures are enabled? It is supposed to take place on the roof, after all.
- Sat Nov 19, 2022 5:41 am
- Forum: Levels
- Topic: Knee-Deep in KDiZD: Released! It's KDiZD, for vanilla! (Crucial GZ bugfix posted on Nov 26)
- Replies: 27
- Views: 7559
Re: Knee-Deep in KDiZD: Released! It's KDiZD, for vanilla! (Now also for GZDoom)
This joke would probably work better if this still didn't work in GZDoom, but...
what do you mean i cant run this with boiled doom wtf grrr
what do you mean i cant run this with boiled doom wtf grrr