Search found 1431 matches
- Thu Jun 01, 2023 9:47 am
- Forum: Levels
- Topic: [GZDOOM] Doomguy in the Battle for Toad Hall 20XX
- Replies: 0
- Views: 993
[GZDOOM] Doomguy in the Battle for Toad Hall 20XX
Please note that the footage is slightly outdated since I had made some additional changes to it since making the videos. dSS6vWT5rdM BEiNBMQoLF8 TSSmXy0TbMM This is a 7 map wad for Doom 2. There are some brand new enemy replacements in this mapset. There are two new guns that you can use which rep...
- Thu Feb 09, 2023 5:20 pm
- Forum: Creation, Conversion, and Editing
- Topic: OBSIDIAN - Please Check https://obsidian-level-maker.github.io/ For Future Updates
- Replies: 197
- Views: 122534
Re: OBSIDIAN - A continuation of Oblige/ObAddon [V20 - "Gates of Tartarus"]
I just heard about this project skimming through the Oblige Doom Wiki article and I must say that I am really impressed with this. I have only tested making urban themed Zdoom compatible maps so far. The maps' layouts are usually pretty weird and confusing but the detailing is pretty neat. I like th...
- Sun Sep 11, 2022 2:19 pm
- Forum: Requests
- Topic: Simple mods that limit weapon loadouts?
- Replies: 0
- Views: 417
Simple mods that limit weapon loadouts?
Are there any simple mods that limit how many weapons a player can hold at a time? I know more complex mods like Neutronian Chaos has something like this where you can only hold 4 or 5 weapons at a time. I was wondering if there was something that was geared towards the vanilla weapons.
- Sat Aug 06, 2022 9:13 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5942
- Views: 559651
Re: Resource Request thread *Read 1st post*
I'm not entirely sure where to ask this, but where can I download the soundtrack for Massmouth 2?
- Fri Jul 29, 2022 11:51 pm
- Forum: General
- Topic: "I Can't Find This WAD" thread
- Replies: 52
- Views: 20891
Re: "I Can't Find This WAD" thread
I don't think that's the mod I was thinking about. I actually just found it. It was the Immerse mod from Josh771.
- Fri Jul 29, 2022 10:50 pm
- Forum: Requests
- Topic: Daisy sprites?
- Replies: 4
- Views: 789
Re: Daisy sprites?
Nice, this will work. Thank you!
- Fri Jul 29, 2022 10:41 pm
- Forum: General
- Topic: "I Can't Find This WAD" thread
- Replies: 52
- Views: 20891
Re: "I Can't Find This WAD" thread
I can't seem to find that one universal mod that let's you lean left and right. Does anyone have the download link to that mod or the name of it?
- Sun Jul 24, 2022 12:53 am
- Forum: Gameplay Mods
- Topic: Bullet Time X [v1.2.0] (Slow Motion Mod)
- Replies: 48
- Views: 15951
Re: Bullet Time X [v1.1.0] (Slow Motion Mod)
Maybe I'm blind or something, but I do not see the additional options anywhere.
- Wed Jul 13, 2022 10:31 pm
- Forum: Gameplay Mods
- Topic: War Rooster v1.3 (20/08/2022)
- Replies: 144
- Views: 44836
Re: War Rooster
Very cool mod, overall! I do wish the melee attacks were a little faster. I feel like the delay between the lowering animation and the swinging animation is a little too slow. Also, I wish the impact noises for when you land a hit should be a little more beefier. The impact noises sounds a bit weak....
- Sat Jul 09, 2022 3:25 pm
- Forum: Requests
- Topic: Daisy sprites?
- Replies: 4
- Views: 789
Re: Daisy sprites?
Cool. I will have to take a look at that. Thank you.
- Sat Jul 09, 2022 2:45 pm
- Forum: Requests
- Topic: Daisy sprites?
- Replies: 4
- Views: 789
Daisy sprites?
Does anyone have any sprites of Doomguy's rabbit, Daisy?
- Sun Jun 19, 2022 4:55 pm
- Forum: Scripting
- Topic: New custom CommanderKeen enemy doesn't trigger Tag666 lines?
- Replies: 9
- Views: 608
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Ok, I think it was basically what Gez was saying was the issue. I thought A_KeenDie would work if you use it for doors and platforms. I had set the floor height and ceiling height both to 0 instead of 128. It seems to be working now.
- Sat Jun 18, 2022 11:48 pm
- Forum: Scripting
- Topic: New custom CommanderKeen enemy doesn't trigger Tag666 lines?
- Replies: 9
- Views: 608
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
I'm convinced it's the map that I am working on that is messing up. The Tag 666 works fine in MAP32 with my custom Keen replacement. I tagged the sector that needs the Tag 666. Not sure what else I am doing wrong here.
- Sat Jun 18, 2022 2:04 pm
- Forum: Scripting
- Topic: New custom CommanderKeen enemy doesn't trigger Tag666 lines?
- Replies: 9
- Views: 608
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
Here's the MAPINFO stuff I have: map MAP01 "Tom Nook's Death Cage 20XX" cluster 1 sky1 SKY1 forcenoskystretch music D_RUNNIN next EndGameC CyberdemonSpecial specialaction_opendoor clusterdef 1 // flat FLAT1_1 // exittext "You killed Tom Nook, but your beloved pet Daisy is nowhere to b...
- Sat Jun 18, 2022 1:01 pm
- Forum: Scripting
- Topic: New custom CommanderKeen enemy doesn't trigger Tag666 lines?
- Replies: 9
- Views: 608
Re: New custom CommanderKeen enemy doesn't trigger Tag666 li
I am tagging the sector as 666.
Do I also need to change anything in MAPINFO for the custom map?
Do I also need to change anything in MAPINFO for the custom map?