Search found 13 matches

by TonicBH
Sat Apr 01, 2017 1:58 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v3.1 "Samuel" (Help Wanted! p70)

(thread) I'm happy with what you've done so far, before I'd use something like ww-terror as my go to "mod to play vanilla Doom level sets with", and this replaced it. Having something that feels like a mixing bowl of Doom throughout the past 24 years is also pretty nice. There's been a few ideas I ...
by TonicBH
Mon Jan 30, 2017 4:02 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61

This is vanilla Doom II with the 1/23/17 build, compiled. God mode turned on for quick research. No other mods or map packs running. Using the "use inventory" key (Q for me by default) gives the message, even after picking up grenades and having throwables in my inventory: http://puu.sh/tyAPt ...
by TonicBH
Tue Jan 24, 2017 4:02 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61

This is vanilla Doom II with the 1/23/17 build, compiled. God mode turned on for quick research. No other mods or map packs running. Using the "use inventory" key (Q for me by default) gives the message, even after picking up grenades and having throwables in my inventory: http://puu.sh/tyAPt ...
by TonicBH
Tue Jan 24, 2017 2:13 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p61

Strange bug I experienced: If I picked up Dog Collars (or Shield Walls) and tried to use them, the game would say I have no grenades. Even after picking up actual grenades it'd still do the double-buzz and the "NO GRENADES!" message.
by TonicBH
Sat Jan 21, 2017 5:07 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v2.11 "Olivia": HOTFIX US. (Testers Wanted! p60

Then why does the weapon fire when I press the secondary fire key? So that if muscle memory sent you to the alt-fire key instead of the primary fire one for whatever reason, you wouldn't get fucked over. That is an odd justification for a mod where many weapons use the secondary fire key to toggle ...
by TonicBH
Sat Dec 10, 2016 8:51 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v2.1 "Olivia": HOTFIX US. (p54)

I'm actually hyped for the next update. I just played a bit of Episode 4 with this mod for a stream and had a blast.

The things you've been talking about sound pretty awesome, and I can't wait.
by TonicBH
Sun Nov 20, 2016 5:08 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v2.0 "Olivia": USE US. (p50)

I love the Soulcube, but it needs a few tweaks. The amount of drops should scale depending on the enemy used, because using it on an imp or a low-tier enemy practically fills all your ammo up to maximum. Convenient, but a bit overkill. Also, I don't know if this is a bug with Metadoom or just a ...
by TonicBH
Tue Oct 11, 2016 9:10 pm
Forum: Graphic/Audio Patches
Topic: Make IDKFA Wolfenstein Again (Uncensored BFG, Censored Doom)
Replies: 19
Views: 18492

Re: [RELEASED](Uncensored BFG) Make IDKFA Wolfenstein Again

Why'd they change the stuff anyway? Are people really that anal about stuff in 20+ years old video games? They can be if it is intended to be marketed worldwide in countries where the presence of Nazi symbolism can result in the game's ban. Especially when it's easier (and faster) to just censor ...
by TonicBH
Fri Oct 07, 2016 10:11 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom v1.2 "Slayer": Thank You For The Hotfix (p42)

I noticed Siphon Grenades don't give you health when used on Cyberdemons, plus it doesn't stun them (unless their stun chance is supposed to be low with grenades like that). I'm also not liking the BFG. It feels weaker than its vanilla counterpart, sometimes taking several hits to kill said ...
by TonicBH
Mon Sep 19, 2016 8:12 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: MetaDoom - v1.0 "Slayer" - Thank You For The Demon (p38)

Now that there's four active "throwable" items, it might be a good idea to implement hotkeys for each item, for convenience sake. Trying to switch to dog collars when you got a shield wall equipped in the heat of battle is a bit annoying. I'm a bit bummed that the Wolfenstein enemies are an optional ...
by TonicBH
Mon Sep 05, 2016 12:27 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

I was initially bummed that the original Baron was replaced by newDoom Baron, but then I realized the original Baron was just a tankier Hell Knight. While having the original Doom/Doom II enemies alongside newer ones was ideally what I was hoping for, this works just fine. Does it only apply to the ...
by TonicBH
Sun Sep 04, 2016 3:22 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: [WIP] MetaDoom - Techdemo 2.1 "Kane" Hotfixed! (p31)

Kinsie wrote:It's been a few days, hasn't it?

Image
Neat. :o

What's the thing on the right, though? Another Doom RPG enemy?
by TonicBH
Thu Aug 25, 2016 5:33 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420490

Re: [WIP] MetaDoom - Techdemo 2 "Kane" Released! (p29)

Registered just to post a few questions/suggestions: * Are the Tesla Rockets and Grenades supposed to share the same ammo pool? Since both of them can be picked up, it just seems to add grenades to both types once you have both Tesla and Grenades. * This probably is a non-issue since many modern ...

Go to advanced search