Search found 14 matches
- Thu Dec 17, 2015 8:14 pm
- Forum: Gameplay Mods
- Topic: All American[DEMO][updated 12/13/2015]
- Replies: 42
- Views: 27260
Re: All American[DEMO][updated 12/13/2015]
I'm not sure why, but this mod and a bunch of others have not been working for me. Script error, "xxls-America.pk3:actors/puffs.txt" line 7: "HITTRACER" is an unknown flag Script error, "xxls-America.pk3:actors/puffs.txt" line 57: "HITTRACER" is an unknown flag Execution could not continue. Script ...
- Sun Nov 29, 2015 10:58 pm
- Forum: Gameplay Mods
- Topic: OSJC's QUAKE - Descent into Heresy - revisited
- Replies: 346
- Views: 63483
Re: OSJC's QUAKE-DIH + sgt shivers' texture-addon FINISHED
Went through episodes 1,2 and most of 3 with this mod. I have to say it was pretty fun, but there are some issues. The nailgun and supernailgun have a similar problem in the real Quake, where as soon as you get the super nailgun the regular one becomes completely useless. I guess this is a pretty ...
- Tue Oct 20, 2015 10:24 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5358
- Views: 689047
Re: ZDoom project ideas you have
Why not a mod dedicated to porting weapons and enemies from blood accurately and well? I've seen lots of mods that have done this for Wolfenstein 3D, Duke Nukem 3D, and even Shadow Warrior, but no blood enemies/weapons replacement mod. A bit unoriginal, but meh. Someone is doing that actually, but ...
- Sun Oct 11, 2015 9:10 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5358
- Views: 689047
Re: ZDoom project ideas you have
I've always thought about a "Heretic the way Raven did it" as a counterpart to the "Doom the way ID did it" maps. I consider the DTWIID pack better than the original game, so I just wonder how well a Heretic one would be.
- Thu Oct 08, 2015 11:34 am
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5358
- Views: 689047
Re: ZDoom project ideas you have
Glad to see that not even the Doom community is above petty grievances.
- Mon Oct 05, 2015 5:25 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Heretic: Masters of Chaos v. 1.2 WIP - See last page.
- Replies: 108
- Views: 85464
Re: Heretic: Masters of Chaos v. 1.2 WIP - See last page.
Wait till you see v1.2 with new levels + redesigned ones. :) As for Bormereth I'll lower the pain chance and make them drop some extra items. You can also kill them by using Eggmorphum - that's the simplest solution. I would lower the health a bit to personally, but dropping ammo would certainly be ...
- Sun Oct 04, 2015 1:07 pm
- Forum: Gameplay Mods
- Topic: Re: Fast Heretic v3.9
- Replies: 24
- Views: 6642
Re: Fast Heretic v3
Yea I redownloaded it a couple times, same result.
Turns out the problem was with my file archiver, so I fixed it. Just a problem on my end.
Turns out the problem was with my file archiver, so I fixed it. Just a problem on my end.
- Sun Oct 04, 2015 11:55 am
- Forum: Gameplay Mods
- Topic: Re: Fast Heretic v3.9
- Replies: 24
- Views: 6642
Re: Fast Heretic v3
Are you sure you uploaded it correctly? .rar says that the format is damaged or something, I tried changing the extension to .wad and .pk3 but it did nothing when loaded in GZDoom. Am I missing something or is the .rar actually broken?
- Sun Oct 04, 2015 11:45 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Heretic: Masters of Chaos v. 1.2 WIP - See last page.
- Replies: 108
- Views: 85464
Re: Heretic: Masters of Chaos v. 1.2 WIP - See last page.
Ever since seeing this I've been playing through this and enjoying it. Very impressive architecture. Currently on E2M7 and I have only one suggestion so far, stop with the Bormereths. They are just massive ammo sinks that you either have to avoid or blow all your ammo stunlocking it (which by the ...
- Sat Oct 03, 2015 6:54 pm
- Forum: Gameplay Mods
- Topic: Re: Fast Heretic v3.9
- Replies: 24
- Views: 6642
Re: Fast Heretic v2
I appreciate any and all heretic mods, but could you perhaps use a different uploader than onedrive?
- Sat Sep 26, 2015 10:15 am
- Forum: Levels
- Topic: [WIP] The Ultimate Doom II : Doom II levels Reimagined
- Replies: 225
- Views: 128833
Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!
Nevermind, I was super tired last night and wasn't thinking straight. Woke up this morning and figured it out almost instantly.
- Fri Sep 25, 2015 10:06 pm
- Forum: Levels
- Topic: [WIP] The Ultimate Doom II : Doom II levels Reimagined
- Replies: 225
- Views: 128833
Re: [WIP] The Ultimate Doom II - MAP11! Entering the city!
I don't seem to be very good at this, how do i complete The Guantlet? Is it possible to complete the level the same way as the original version and skip "The Guantlet" area entirely, or do I have to try and get that key at the end? If so, how do I get it?
- Thu Sep 24, 2015 8:40 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5358
- Views: 689047
Re: ZDoom project ideas you have
I've had an idea lying around for a somewhat story-based WAD that tries to emulate the Doom 1 episodic style and gameplay while still bringing fresh stuff to the table. There would be 3 episodes of 16 levels each, the first is entering a mining base on a planet of some sort, the second would be a ...
- Sat Sep 19, 2015 9:04 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 668055
Re: Smooth Doom
Great work man, do you think you can do something like Smooth Heretic in the far future? That game needs some love, and better weapon animations.