Search found 555 matches
- Mon May 31, 2021 11:54 am
- Forum: Gameplay Mods
- Topic: Hell Crusher 0.5 - Skilled based overpowered gameplay mod
- Replies: 86
- Views: 97521
Re: Hell Crusher 0.2 - Skilled based overpowered gameplay mo
Just noticed a small typo with the Apocalypse Killer. The pickup message has 'Assualt' instead of 'Assault'.
- Wed Apr 21, 2021 3:03 am
- Forum: Gameplay Mods
- Topic: GHOLAZON X: clone rangers (v5)
- Replies: 63
- Views: 24212
Re: GHOLAZON X: clone rangers (v5)
Apologies for the necro, but I noticed that when a pod of any kind spawns on a small ledge, that will typically result in the Gholazon getting stuck and not being able to leave the ledge.
Also, is it normal for a small woman to appear from a pod while playing this with Lt. Typhon?
Also, is it normal for a small woman to appear from a pod while playing this with Lt. Typhon?
- Wed Mar 31, 2021 3:04 am
- Forum: Gameplay Mods
- Topic: Terminator Mayhem DX
- Replies: 7
- Views: 2711
Re: Terminator Mayhem DX
Very nicely done. Sprites could likely use some cleaning up and smoother animations in the future but the build so far is pretty solid.
- Tue Mar 16, 2021 8:55 am
- Forum: Gameplay Mods
- Topic: Weapons of Saturn
- Replies: 449
- Views: 138994
Re: Weapons of Saturn v2.0a
Link says v1.9, so just checking if that's correct.
- Sat Jan 02, 2021 6:04 am
- Forum: Gameplay Mods
- Topic: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.
- Replies: 592
- Views: 130774
Re: [1.9a] Insanity's Requiem Mk.2 | Updated Credits.
Loving this mod, just downloaded it and the difference since 1.8 since I last played it is enormous. Especially loving the Hellstorm, it makes a good alternative to using the heavy revolver when volume of fire is needed. Also, saw on a youtube vid that the Harbinger has a barrel upgrade but dunno if ...
- Thu Dec 17, 2020 3:44 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Wolfenstein Rising
- Replies: 36
- Views: 12275
Re: Wolfenstein Rising
Guessing the plasma gun replaces the Chaingun for now.
- Thu Dec 17, 2020 3:37 am
- Forum: Gameplay Mods
- Topic: Zagemod (v1.7 RELEASED, pg 26)
- Replies: 391
- Views: 145482
Re: Zagemod (v1.4.2 RELEASED, pg 20)
Heavy Weapons Guy was my gig. Could go through nearly a full-third of the game using the starting gun alone.Captain J wrote:Always loved using Sniper Rifle back in Doom Zone days. Penetrating shot, fairly powerful damage and the reloading sound... All too perfect. Even to this day!
- Sun Feb 02, 2020 7:20 pm
- Forum: Gameplay Mods
- Topic: NAKU-NARU - バンザイ! (V1.3 OUT NOW!)
- Replies: 150
- Views: 73992
Re: NAKU-NARU - バンザイ! (V1.2 OUT NOW!)
Finish up 1.3 please.
- Sat Sep 28, 2019 8:19 am
- Forum: Gameplay Mods
- Topic: Duke Nuke 3D v10b
- Replies: 76
- Views: 43725
Re: Duke Nuke 3D v10b
Has anyone noticed that the enemies don't drop ammo? Because it would be nice if the enemies actually dropped ammo.
- Sat Sep 28, 2019 7:38 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1200
- Views: 447092
Re: [3.2!] FINAL DOOMER +
Heh, why not a No End In Sight Guy or even an Eviternity Guy? 

- Sun Sep 22, 2019 6:03 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 682825
Re: Hell-Forged - V. 1.00a (See Page 1)
@Gideon: there will be 2 new poison weapons that will replace the Fire weapons. They will both be homing weapons by default that deals additive DOT. Awesome. Demon Eclipse intrigued me with the 'episode-appropriate arsenal' angle and I'm happy to see a variant of this in action here. As another ...
- Sat Sep 21, 2019 12:38 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged (updated to v1.11 - development paused)
- Replies: 4991
- Views: 682825
Re: Hell-Forged - V. 1.00a (See Page 1)
Outta curiosity, will this result in new weapons as well?
- Tue Aug 27, 2019 1:58 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1200
- Views: 447092
Re: [3.1!] FINAL DOOMER +
Thank you for your prompt service Yholl!Yholl wrote:3.1 is now available, fixing a few silly mistakes that got by me, as well as deploying some powerful shenanigans to enable autoaim on the AV tachyon gun! Enjoy!

- Tue Aug 27, 2019 1:25 am
- Forum: Gameplay Mods
- Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
- Replies: 642
- Views: 213410
Re: [v2.1.1] Doom Incarnate: A Wolfenstein style mod
Typo, Totenkopf gives the grenade pistol mini-nuke rounds.Mister Neauxbauxdeay wrote:So, am I to understand the Totenkopf and the MG60 both give the same bonus from dismantling them or is that just a typo in your documentation?
- Mon Aug 26, 2019 7:47 am
- Forum: Graphic/Audio Patches
- Topic: CatsVisor HUD
- Replies: 6
- Views: 11568
Re: CatsVisor HUD
Nice job on this, loved using this with Final Doomer. Also, Final Doomer updated with three new weaponsets so hope there'll be a small update to integrate them into the ammo and weapon name system. 
