Search found 213 matches
- Mon May 05, 2025 7:43 pm
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41297
Re: DOOMablo: a looter-shooter DOOM (v0.2.3a - a coldfix)
Yo! Seconding tuintje's post, take it as slow as you gotta. Your health comes first. ...that said, I finally submitted a pull request with some changes to how the chaingun works, to make it easier to use (and hopefully shake the SMG's dominance over the bullet weapons category). Let me know what you ...
- Fri Apr 04, 2025 4:48 am
- Forum: Levels
- Topic: DOOM+ V1.4.1: Thy Flesh Continued!
- Replies: 11
- Views: 1927
Re: DOOM+ V1.4.1: Thy Flesh Continued!
I think I recognize this E1M1 remake. This wouldn't happen to be based on Maps Of Chaos, would it?
- Wed Feb 26, 2025 10:54 am
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41297
Re: DOOMablo: a looter-shooter DOOM (v0.2.1a -Flasks are searching for their place in life)
One thing about elemental resistances for the monsters is that it's quite hard to make it seem logical. For example, your monster pack can have ice monsters, but the "monster affixer" in my mod will give it fire resistance. That's silly. Maybe something "tech-like" would seem better instead ...
- Sun Feb 16, 2025 6:43 pm
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41297
Re: DOOMablo: a looter-shooter DOOM (v0.2.1a -Flasks are searching for their place in life)
Merging pots and grenades into a single "active item" slot could be neat, yeah. IMO, it would work best if you had two slots, a la Dead Cells--then you can choose to focus entirely on having multiple healing options, on having tons of burst damage, or you can have one healing item and one offensive ...
- Sat Feb 15, 2025 7:04 pm
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41297
Re: DOOMablo: a looter-shooter DOOM (v0.1.7a - Minor HUD stuff)
So, if you weren't aware, there actually is a variant of the BFG9K that uses what is essentially an explosive projectile. I picked it up in my last playthrough and it does INSANE damage. And while I like the first couple ideas, I would prefer if an infinite ammo weapon were a bit stranger, like ...
- Fri Feb 07, 2025 7:31 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [RELEASE] KLOINKS! - A Claymation-like Standalone Game for GZDoom
- Replies: 25
- Views: 11143
Re: [RELEASE] KLOINKS! - A Claymation-like Standalone Game for GZDoom
Unfortunately, on gzdoom 4.14, I get a VM abort on the intermission screen: VM execution aborted: Tried to read from address zero. Called from StatusScreen.StartMusic at gzdoom.pk3:zscript/ui/statscreen/statscreen.zs, line 829 Called from Klay_Intermission.ticker at KLOINKS.ipk3:zscript/menu ...
- Fri Feb 07, 2025 12:19 am
- Forum: Gameplay Mods
- Topic: Re: DOOMablo: a looter-shooter DOOM (v0.3.0a - I heard you needed something powerful and precise, eh?)
- Replies: 181
- Views: 41297
Re: DOOMablo: a looter-shooter DOOM (v0.1.7a - Minor HUD stuff)
If we're talking about new weapons, lemme pitch an idea for a new weapon in each slot: - Claymore: Big sword. Higher damage output than the chainsaw in short bursts, but has a long recovery animation (that can be swap-cancelled). - Blaster: Infinite-ammo sidearm that fires a projectile. You might ...
- Thu Feb 06, 2025 2:21 pm
- Forum: Gameplay Mods
- Topic: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
- Replies: 50
- Views: 14452
Re: Wandmaster (Noita in Doom) - editable wands, magical items, quests, perks and more.
I'm loving this so far, but the player's lower speed has been tripping me up--I can't outrun revenant homing missiles anymore! D: Also: This is definitely accurate to Noita, but getting an explosion spell as part of a shuffle wand is a special kind of pain :P [Edit] For those of you having issues ...
- Sun Feb 02, 2025 4:40 am
- Forum: Gameplay Mods
- Topic: No More Hitscans [GZDoom 4.14]
- Replies: 11
- Views: 5848
Re: No More Hitscans [GZDoom 4.14]
Holy shit, finally! I've been hoping for a way to get a hitscan's damage since I first tried my hand at universal hitscan replacements with BulletZ.
- Sun Sep 22, 2024 7:36 am
- Forum: Gameplay Mods
- Topic: Final Raider Gold - Croft Never Dies
- Replies: 10
- Views: 2981
Re: Final Raider - Croft Never Dies
i absolutely loved the right click fires guns sequentially i was wanting something like this BUT i did noticed something odd,but lara moves rather slowly is that itentional?(it still happens if i use something like universal build move for example) There was something in the patch notes about ...
- Thu Sep 19, 2024 6:35 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1195
- Views: 443704
Re: [3.4!] FINAL DOOMER +
Just a heads up: When using Final Doomer with Gun Bonsai, if you upgrade the Burst Needler with Piercing Shots, it'll stop applying the debuff. (You can just turn Piercing Shots off in the menu between level-ups, but it's kind of annoying to accidentally waste a level-up.)
- Thu Sep 12, 2024 2:54 am
- Forum: Gameplay Mods
- Topic: HXRTC Project Golden Edition Plus R18 (Update 2 May 2025)
- Replies: 753
- Views: 272460
Re: HXRTC Project Golden Edition Plus R15b (9 Jun 2024)
Loaded this up with GZDoom 4.12.2, and I've been getting the following error on occasion when certain imp projectiles hit things: VM execution aborted: Invalid class FreezerImpBall in function call to Weapon.A_WeaponReady. Weapon expected Called from state Shotgun.0 in FreezerImpBall I'm not sure ...
- Mon Jul 15, 2024 12:13 pm
- Forum: Gameplay Mods
- Topic: Alice: Toys of Madness v1.2.0 - Feb 13, 2025
- Replies: 44
- Views: 17564
Re: Alice: Toys of Madness - beta release
Oh, this is rad. I love the way the cards are animated--I might have to go digging around in here to see how you did it. Also, "Mischief", "Mettle", and "Malice" as ammo types is a nice touch.
- Tue Apr 30, 2024 4:16 am
- Forum: Gameplay Mods
- Topic: Skeletal Doom 1.12c
- Replies: 68
- Views: 20270
Re: Skeletal Doom 1.07d
This has potential, but there's a couple of clunky details, and there's an important lesson that Hideous Destructor learned that really needs to be applied here. Firstly, the awkward details: - Mag management for the pistol is really clunky. Picking up a partial magazine...resets your current mag to ...
- Sun Apr 28, 2024 11:35 pm
- Forum: Gameplay Mods
- Topic: BulletZ: Proof-of-concept universal hitscan replacement
- Replies: 32
- Views: 16908
Re: BulletZ: Proof-of-concept universal hitscan replacement
The mod breaks monster fighting. This is a side effect of switching to projectiles. Projectiles check whether they're hitting a thing of the same type as their owner, and by default, don't do damage to things of the same type as whatever fired them. Hitscans, on the other hand, don't check ...