Search found 46 matches

by Techokami
Mon Aug 17, 2020 5:11 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

Hot Take: we should bring HYPERWEPONS! reel back and that weapon should be the hyper one. We're not going to have a Hyperweapons reel; you can instead get Hyperweapons from Town, so you have more freedom to pick your favorite. Also, since you've asked about how to trigger jackpots: we currently don ...
by Techokami
Wed Jul 01, 2020 8:24 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

Ahh... The lobby was the first hub in Reelism 1, now it's a town in Reelism 2. I'm looking forward to it! Well the lobby was more for multi player, this was primarily designed for single player. Though this will also work in multi player as well (superweapon dealers will sell their wares to each ...
by Techokami
Sun Jun 07, 2020 5:53 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

undeadmonk354 wrote:The wizards are originally an addon made by Gothic for Reelism 1, right?
Totally unrelated! That addon was just the Heretic/Hexen wizards dropped in. My wizards are very, very different, and I'll leave it at that.
by Techokami
Sun Jun 07, 2020 3:01 am
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

- In newer versions of GZDoom, the original Reelism dog sprites look different. GZDoom dev added new sprite replacement for the wolf3d dog before, originally made by Nash. So both sprites of REELism and GZDoom are conflicting. I'm sure Kins will fix this in the sequel. Yeah this has been addressed ...
by Techokami
Sun May 17, 2020 6:26 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

- Dog Mode on HYPERPOWER is quite frankly underwhelming. Your melee damage is high and able to spawn some canine minions, sure. But where's the mighty-fine, big-radius, wonderfully-sweeping bark? My minions easily die off because they're the exact same dogs i fight against. Due to the changes in ...
by Techokami
Wed May 06, 2020 10:13 am
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

Miru wrote:I think Grease is the Word should leave, or alternatively come with a slight boon (enhanced fire damage?)
imho it's pretty hilarious as it is, but there is a new weapon that can take advantage of the frictionless environment...
by Techokami
Tue Apr 28, 2020 2:07 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

undeadmonk354 wrote:Also, are there any new maps in Reelism 2?
Yes, every map is new! Even maps like Gutrot Island, which Kinsie is remaking from scratch.
by Techokami
Mon Apr 27, 2020 4:53 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

I have two questions to ask, 1. Are the Quake monsters fully 3D models in this game? And 2. Are there any new bosses, including a Quake themed boss? 1. All sprites! Cherno did the Ogre, the others came from OSJC's Heretic mod with permission. 2. As of the time of this writing, there are two bosses ...
by Techokami
Sun Apr 26, 2020 6:08 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

To go a little more in depth on those aformentioned enemy reels Kinsie mentioned (which I'm basically responsible for), here's some insight into the thought process for them! For the Outlaws, it was a mixture of judging how the community felt about them and what their role would be overall in the ...
by Techokami
Fri Apr 10, 2020 7:22 pm
Forum: Gameplay Mods
Topic: Quaker's DOOM 2.3: A Quake Weapons mod for DOOM
Replies: 29
Views: 18580

Re: Quaker's DOOM 2.1: A Quake Weapons mod for DOOM

One thing I noticed is that the Medikit is flagged as an item needed for 100% item completion. This is probably a leftover from the process of porting the mod from Heretic to Doom, as Heretic made the Medikit equivalent an inventory item to collect and use at a later time. To fix this, you need to ...
by Techokami
Sat Apr 04, 2020 12:02 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 160050

Re: [WIP] Reelism 2

namsan wrote:I hope we can see bronies and recolored sonic clones again in Reelism 2, it was so funny.
The former is so dated, they ain't returning (see footnote 4 in the OP) but Kinsie put something even better in their place...
by Techokami
Sat Jan 13, 2018 10:21 pm
Forum: TCs, Full Games, and Other Projects
Topic: Consolation Prize: Console TCs for Gameplay Mods (p11 N64up)
Replies: 177
Views: 128281

Re: Consolation Prize: Console TCs for Gameplay Mods (Parts

I am playing the PSX Doom TC version with a minimod of my own making that replaces Spectres with Cacodemons on Nightmare difficulty. However, at the beginning of MAP05 "Phobos Labs", the first encountered enemy is still a Spectre. Does the TC feature an additional actor for the Spectre? If so, what ...
by Techokami
Fri Jan 05, 2018 3:56 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 419096

Re: MetaDoom v4.1 "Fred" (p81)

I'm using the latest version of GZDoom and I get 2 DECORATE errors whenever I combine the mod with the optional mod, as well as a message saying "execution could not continue". It works fine without the optional mod, but I'd still want to use that. Any ideas? Can you please post the exact errors ...
by Techokami
Mon Dec 25, 2017 11:20 am
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 232029

Re: D4D - v3 Alpha 7 - Slowly coming back - p. 38

Will there be a way to disable Akimbo weapons? Personally I'm not a fan of that mode, and it makes it a bit longer to scroll through the weapon list with the mouse wheel.
by Techokami
Sun Dec 03, 2017 2:26 pm
Forum: Gameplay Mods
Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Replies: 642
Views: 214727

Re: [v1.0.1] Doom Incarnate: A Wolfenstein style mod

Huh, for some reason all my weapons are immediately dual-wieldable all of a sudden. Also, reloading the Kel-Tec is faster in the hardest difficulty mode, because you cram 2 shells in at a time. Try downloading the mod again (explained in my previous comments). Also, thanks for notifying the ...

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