Search found 114 matches

by Wolfbrf
Thu Jan 19, 2017 5:53 pm
Forum: TCs, Full Games, and Other Projects
Topic: Total Chaos - Open alpha out now!
Replies: 50
Views: 12630

Re: Total Chaos - Open alpha out now!

Any plan to add firearms? Can be cool if guns are rare to get, same for ammo, players can use them on stronger monsters, also can use the guns to bash the zombies(no ammo? No problem). Its like dead Island with ever more limited guns(silent Hill like).
by Wolfbrf
Tue Jan 17, 2017 7:34 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

I see a good use for these zombie sprites on 2 situations: 1: the zombieman spend all ammo, and go to melle fight (easy to do using decorate) 2:ressurrect zombie(the player pickup tb weapon of deadzombieman, and archiville revive him). Or for a subboss(sometimes é place normal zombieman), and can ...
by Wolfbrf
Mon Jan 16, 2017 9:38 pm
Forum: Gameplay Mods
Topic: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]
Replies: 46
Views: 12386

Re: Gross Deutschland weapon pack v2.0 [WIP][FPStrategy]

fun gameplay. maybe can be cool if the players can select more weapon class to start the game, nothing much overpowerd, just basic weapons.
example: kar98, shotgun, lmg... and later, player can upgrade these weapons(scoped kar98, stg44 > mp44, hmg>lmg, doublebarrel > shotgun)
by Wolfbrf
Sun Jan 15, 2017 6:16 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893891

Re: The "How do I..." Thread

thanks a lot, it helped me.

maybe it can work now:



Spawn:
WEAP Z 15
TNT1 A 0 A_Takeinventory("shotgunlimitcounter",1)
WEAP Z 0 A_SpawnItemEx("shotgunPickup")
stop
by Wolfbrf
Sun Jan 15, 2017 2:52 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893891

Re: The "How do I..." Thread

If it's possible to drop weapons in your mod, you should remove a counter item when you do. E.g. if you drop a shotgun, you lose one ShotgunCounter. thanks for the tip. about weapon drop, it can be a problem only for weapon which use 2 ammo(bullet and rocket, just a exemple) , correct? for the ...
by Wolfbrf
Sun Jan 15, 2017 2:14 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893891

Re: The "How do I..." Thread

My mod has many weapons, I want to put a limit(maybe 2 or 3 of each type), how i do it?
by Wolfbrf
Fri Jan 13, 2017 7:58 pm
Forum: Abandoned/Dead Projects
Topic: Hideous Destructor 4.10.0b
Replies: 8564
Views: 1085790

Re: Hideous Destructor [last update dated January 9, 2017]

Yes, this mode is designed to be hard. About monsters, i think, all need a weak poin(prevent overpowerd monsters), the game become fair, and the player can feel better making strategy to kill them. About snipers, few ways can help: tracers(monsters games), laser sight(half life2), or a small light ...
by Wolfbrf
Tue Jan 10, 2017 4:49 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

Here's my first post. I've made a goreless crouching zombieman for something I was working on. Credits are in the sprite sheet. cool, i like these realistic like sprites. example: aim down sight sprites used on project msx and brutal doom(just for marine rifle and zombieman) /// ok, its my new dual ...
by Wolfbrf
Mon Jan 09, 2017 8:04 am
Forum: Gameplay Mods
Topic: Special Weapons: Updated 01-24-17
Replies: 190
Views: 44653

Re: Special Weapons: Updated 01-06-17

[Unfortunately, I don't know of any way to make the smoke actually block monster line of sight - that would be fantastic. A_give inventory can solve it. Each time the Smoke "hit" a enemy, it give a inventory item(example: Smoke blind), it reduce the accuracy a lof. See: Tnta a 1 a_Jumpifminventory ...
by Wolfbrf
Sat Jan 07, 2017 6:54 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

the95mexican wrote:new sprite sheet :mrgreen: :mrgreen:
another good set, i dont like the classic wolfenstein sprites, these sprites can fit well on mods like brutal wolfestein, real guns ww2.. sprites like that can be perfect on WolfenDoom - Blade of Agony.
by Wolfbrf
Fri Jan 06, 2017 9:03 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

WIP, I made about 2 hour. Looks damn detail. only thing shuck here is xdeath animation and pain animation, also helmet look really big this will be extremely fit for multiplayer mods's/Skin's. DumbSlayer.png Awesome work, i miss realistic sprites(most of them are too cartoon for my tasle). Can be ...
by Wolfbrf
Fri Jan 06, 2017 7:03 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

now new frak cannon. yes, red muzzle like classic doom.
by Wolfbrf
Fri Jan 06, 2017 1:55 pm
Forum: Gameplay Mods
Topic: Special Weapons: Updated 01-24-17
Replies: 190
Views: 44653

Re: Special Weapons: Updated 01-06-17

I think, all support/hmg/launchers can be a heavy weapon. Example: a scoped 7.62 still normal, but a scoped .50(one hit kill) i s heavy. I dont see reason to use a pump action shotgun if players can select a full auto shotgun, auto shotgun need to be heavy. Explosives do high dagame, also has splash ...
by Wolfbrf
Thu Jan 05, 2017 10:48 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

its new sprites for blaster, yes, old weapon need some love.
about gameplay, its like a classic doom pistol, with infinite ammo and energy shield(alt fire). most weapons are done, im going to bring back the skulltag railgun(but, with new sprites/balance..).
by Wolfbrf
Wed Jan 04, 2017 6:27 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38025
Views: 4635877

Re: [SPRITES] Spriting Carnival!!

the95mexican wrote:new sprite sheet :mrgreen: :mrgreen:
Cool,
I would love to see a ww2 mod with more sprites like that. The Wolfestein sprites seem foi catoon to me.

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