Search found 89 matches

by Miru
Sun Jan 16, 2022 2:42 pm
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158087

Re: Brutal Doom Platinum v1.2 release! GZ focused brutal for

One thing I really like about the Map Enhancement Script in this mod is that it adds in special exclusive monsters to some maps, in addition to all the decorations. I also think supporting a ton of mapsets is a cool idea. Any plans to add support for the Consolation Prize wads, so that monsters from ...
by Miru
Sat May 22, 2021 2:34 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Quick bug report, coming through. * The soulsphere STILL doesn't display a codex entry when you get it. (actually, an entry doesn't exist yet) * Shouldn't the Forgotten Ones require Doom 2 as a prerequisite to be in the Codex, as they spawn only from a Beholder (which requires Doom 2 to spawn)? Or ...
by Miru
Mon May 17, 2021 7:05 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

Saying this before getting the new version: I remember when Summoners were once the last showing enemy, so it's interesting that now Titantulas and Infernis show up post 20. It probably helps with the pacing and content variety but i also thought that the "pre/until map 20" concept was a safety ...
by Miru
Tue May 11, 2021 11:05 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Well, i did have situations where more than one Marauder spawn, which makes me wonder if a limit for Marauders per level was considered. I got the "only after super weapon" option right now. He can also spawn in close/smaller spaces or at least those with higher floors, making him seem stuck and ...
by Miru
Mon May 10, 2021 11:47 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

Been playing WadSmoosh, and I feel like perhaps there need to be options on where a Maruader will never spawn, even with superweapons; namely on either boss maps or a low map slot, independently toggleable.
by Miru
Fri Apr 30, 2021 5:43 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

If we acknowledge stuff like the 2019 movie, Mighty Doom might not have to be ignored, even if only with a lore item to its name. I have another idea: could there be a script to detect if a secret is permanently locked off from the player, and thus no longer count it towards the 100% secrets bonus ...
by Miru
Mon Apr 26, 2021 10:36 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v7 "Ghost" (UPDATED!!! p124)

This mod has been a great incentive to get 300% on every vanilla map, as I play through Wadsmoosh. I still have some ideas and suggestions for the future, though; * Using code from the freeze and charm effects in Reelism 2, one could easily add the Freeze Bomb and Demon Control Device as new ...
by Miru
Tue Mar 30, 2021 12:42 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Kinsie wrote:Crucible probably won't happen because I can't think of a good way to shoehorn in the ammo mechanic. The hammer has a good chance of happening, though!
Darn... Well, at least we're likely getting the blunt melee weapon this mod needs for more variety.
by Miru
Thu Mar 25, 2021 11:12 am
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 159391

Re: [p18] Reelism 2 - v0.65 - Status Report (Jackpots!)

I have an idea for the Flash game reel’s name: “Johnny Tested”, a wink to one of the most infamous Flash-animated series out there. I also like the dialogue trees, and suggest that the man in the picnic area should have a pause/“just a sec” option like with the Imp.
by Miru
Wed Feb 03, 2021 10:34 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1036
Views: 408303

Re: Ultimate Doom Builder

I decided to use this map to try and create a map designed expressly for MetaDoom; and so I loaded it as a resource along with my complete pk3, which was configured to be my default resources for UDMF. However, when I try to add things; what's shown are only the vanilla monsters, weapons, and ...
by Miru
Thu Jan 28, 2021 4:28 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Apparently, there's this currently-New-Zealand-only Early Access spin off called Mighty Doom. It's top down (first non first person Doom game, it seems) and it seems like a grindy "service" thing but could still potentially have new material. Like, i saw a Zombieman boss with 3 projectiles that ...
by Miru
Fri Oct 02, 2020 1:07 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

I noticed from the videos of earlier versions of this mod, that there used to be an actual inventory system, not this cooldown nonsense. Is there a setting to change it back ? Because i couldnt find one. BTW, kudos for having an in-game menu system that actually uses mouse wheel to scroll a list. I ...
by Miru
Sat Sep 12, 2020 5:21 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Yeah, only some of Icon of Sin's parts should be altered for the MetaDoom experience. As for Eternal IOS or better yet, VIOS from RPG2, that boss should be a separate entity completely from the basic Icon. Maybe find a way to add the forehead laser attack from Eternal? I wonder why IOS and the ...
by Miru
Fri Sep 11, 2020 3:30 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

I have a few more observations from playing this again with Wadsmoosh: * Is there a second chance to get any lore items you missed out on? * The Demon Wolf and Cerberus, on Content Locust with the expanded enemy roster, don’t seem to ever spawn. I wonder why? * Icon of Sin’s spawners are able to sum ...
by Miru
Sat Sep 05, 2020 2:35 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417178

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Been running the latest development build with Compendium, and I notice that this latest build plays a lot nicer with the custom enemies in the Compendium than it used to. The enemies seem to be able to react to fire damage and holy water pretty well when I was playing Hell to Pay. I'm even able to ...

Go to advanced search