Search found 18 matches

by Thexare
Sun Jun 10, 2018 9:02 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Sure, have a dropbox

Kazinsal's the one that put them together, so I can't be completely certain exactly what was done, but I'm pretty sure it was just removing the deathmatch weapons and fixing Plutonia's enemy spawns.
by Thexare
Fri Jun 08, 2018 9:05 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Yeah it's just a quirk of those two wads. I've got three coop patch wads in my folder -one each for Doom 2, TNT, and Plutonia, the last one I think was because of screwy monster spawns. Like, Cyberdemon in Map01. Most others should work fine without help.
by Thexare
Thu Jun 07, 2018 3:28 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Are you trying to play Doom 2? Me and a friend have to use an additional patch wad to override Doom 2's deathmatch weapon spawns. I think we had to do the same for Evilution, but honestly I can't remember.

(edit: man I had a massive grammar failure the first time)
by Thexare
Wed Jan 03, 2018 4:11 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

One thing I did a while back was come up with a Master Assembly specific to every single Standard and Exotic weapon, those are two of them. For that, do the Nuclear Plasma Rifle and Nuclear BFG count as seperate from their base models with their own unique Master Assembly, or do they share with the ...
by Thexare
Mon Nov 06, 2017 2:49 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

That's how me and one of my friends play, using ZDoom, but we have a bitch of a time trying to get it work beyond two people.
by Thexare
Sat Nov 04, 2017 5:57 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Could be done as a series of individual unique weapons instead - a really powerful pistol that has a smaller bonus for Scouts (balanced so the damage is 'normal' for a Scout), a rifle with half-ammochain for non-Marines (and proper Ammochain for them), etc. Not as game-changing, but it could work as ...
by Thexare
Wed May 03, 2017 10:52 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

I've enjoyed Zone 300. Nice and compact for a quick game.

Early monster replacements can be a real issue for ammo sometimes though.
by Thexare
Wed Apr 26, 2017 4:25 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Doomguy914 wrote:Laughs in constantly having to reload while being swarmed.
Do you want to assemble the Nanomachic Plasma Rifle?
by Thexare
Tue Mar 21, 2017 6:05 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Been playing a bit more, have a few more thoughts: Assault Plasma Rifle just doesn't feel worth it. Maybe for a Technician, but even that's pushing it - I'd rather go for Nanomachic there since for a Tech, a Nano mod is feasible. For anyone else it doesn't do enough damage to offset how slow it is ...
by Thexare
Thu Mar 02, 2017 2:54 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Played through Zone 300 with the Arsenal on UV. Quite an experience. By which I mean I think I killed every type of Vile on Map31. Reminded me of Arch-Violence in Plutonia 2. Which is impressive since the map has less than two dozen enemies. Definitely a solid pick for a DRLA run, but make sure you ...
by Thexare
Thu Aug 25, 2016 4:45 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

I could use some advice. I'm playing a Technician and I need a big energy gun, so I'm trying to figure out which of the assembled energy weapons is the most effective. I've been trying to test them all, but some of the master assemblies are rather disappointing, in that I can't quite find a use for ...
by Thexare
Sun Jun 26, 2016 2:32 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Opening the automap still pulls up the classic HUD, so you can see if your ammo capacity's doubled there.

It'd be good to add, but for now there's a workaround.
by Thexare
Sun Jun 19, 2016 6:29 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

DarkkOne wrote: Modded - The extra damage on weapons has seemed really small every time I've seen it. 10%. There may be guns with more, but I haven't seen it.
Scales by mod count for assembly - Master assemblies (four mods) get 50% extra damage. A Nanomachic Plasma Rifle is pretty crazy.
by Thexare
Wed May 25, 2016 5:08 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

I learned your Technician vs. Demolitionist lesson with a different weapon, but yeah, the damage isn't always worth it.
Spoiler:
by Thexare
Mon Apr 25, 2016 2:32 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1711138

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Nobody added anything when I brought up how weak the tommy gun is for a superior weapon. Feel free to suggest some way to improve it, I got nothing. Only thing I can come up with to give it some sort of niche not covered by the competition would maybe be giving it an extra mod slot, and letting ...

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