Search found 28 matches

by austen1000
Tue Nov 07, 2023 5:21 pm
Forum: Gameplay Mods
Topic: WARDUST's ROGUE REBEL Tc
Replies: 4
Views: 2939

Re: WARDUST's ROGUE REBEL Tc

Thank you for this. The link for the textures seems to be broken, both on here and Doomworld
by austen1000
Sun Feb 06, 2022 12:35 pm
Forum: Gameplay Mods
Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
Replies: 377
Views: 120891

Re: Xim's Star Wars Doom - Update (FEB/5/2022)

Thanks for another update, Xim. I noticed the Jabba's Palace patch has not been updated yet. Will it need an update or is it good to go?
by austen1000
Tue Feb 01, 2022 8:47 am
Forum: Levels
Topic: DOOM Tribute Project - UPDATE: Vanilla Monsters Add-On
Replies: 161
Views: 86174

Re: DOOM Tribute Project - Lite Edition RELEASED!

@austen1000 - Hi austen1000, I could take a look into it, however, there are some enemies I would not be able to change like the Cybermastermind or any enemies which would affect the flow of a level. I'll see if there is something I can do but I have to look and see what enemies can and cannot be ...
by austen1000
Tue Jan 25, 2022 11:18 pm
Forum: Levels
Topic: DOOM Tribute Project - UPDATE: Vanilla Monsters Add-On
Replies: 161
Views: 86174

Re: DOOM Tribute Project - Lite Edition RELEASED!

This is good. Thank you. For the lite version, is there any possibility that the Universal Patch could get one more update or option to remove the custom enemies as well, particularly for gameplay mods that depend on their own enemies to function properly (or the custom ones otherwise clash with ...
by austen1000
Tue Jan 18, 2022 11:54 pm
Forum: TCs, Full Games, and Other Projects
Topic: IronTusks - Diablo3D V1.2.25 + Patch (Links UPDATED)
Replies: 592
Views: 145755

Re: IronTusks - Diablo3D V1.2.2 + Patch (Links UPDATED)

I will echo what jwrich82 said regarding the missing files. Though I do not have the darkness issues or any others so far. The Classic version of the mod does have one of these files (forgot which one off of the top of my head). Were those files removed and their entries left in the batch file by ...
by austen1000
Thu Feb 11, 2021 10:57 pm
Forum: Gameplay Mods
Topic: [WIP] Malice - Version 1.0pre5 [BURNING MELEE!]
Replies: 214
Views: 84233

Re: [WIP] Malice - Version 1.0pre [SUPERS?]

Thank you for this mod. I've been enjoying it alongside the Dark Doom monster mod (until Project Malice sees a public release) and Legendoom Lite. However, I noticed one thing. The Tractor Beam feels a little too powerful in many cases, outside of maybe boss tier enemies. The alt mode that pushes ...
by austen1000
Mon Nov 16, 2020 10:16 am
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417212

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

The compatibility fixes in previous releases relate to spawning appropriate MetaDoom monsters in place of Doom 64 for Doom 2's custom monsters. So, for example, D64D2's Nightmare Imps get replaced with MetaDoom's. I'm not sure how the autoload version handles those monsters (do they delete the ...
by austen1000
Sun Nov 15, 2020 11:30 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417212

Re: MetaDoom v666 "Titan" (Dev Blog! p118)

Whenever I play this mod, my favorite setup for a playthrough is a complete wadsmoosh (including SIGIL and Xbox Secret Levels) plus that "autoload" edition of Doom 64 for Doom 2 that was released a while back on these forums and a custom modification of the Universal Automatic Continuation mod to ...
by austen1000
Tue Jul 14, 2020 2:03 pm
Forum: Gameplay Mods
Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
Replies: 377
Views: 120891

Re: Xim's Star Wars Doom - Update (7/3/20)

I was using Demon-Counterstrike, a mod that spawns in additional ememies on maps, on that Doom Stranding map. In the past, I could of sworn I had flying TIE Fighters spawn in with it. But doing a test with setting both Cyberdemon and Spider Mastermind spawns to 100% and no delay in spawning, the ...
by austen1000
Tue Jul 14, 2020 12:32 pm
Forum: Gameplay Mods
Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
Replies: 377
Views: 120891

Re: Xim's Star Wars Doom - Update (7/3/20)

I was using Demon-Counterstrike, a mod that spawns in additional ememies on maps, on that Doom Stranding map. In the past, I could of sworn I had flying TIE Fighters spawn in with it. But doing a test with setting both Cyberdemon and Spider Mastermind spawns to 100% and no delay in spawning, the ...
by austen1000
Wed Jul 08, 2020 10:34 pm
Forum: Gameplay Mods
Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
Replies: 377
Views: 120891

Re: Xim's Star Wars Doom - Update (7/3/20)

For anyone wanting to know and has not checked recently, the author of that one Jabba's Palace map has made it available to the public again. Also, thank you Xim for the continued updates (and that one texture replacement for the pinned Baron on e2m8 and e2m9).
by austen1000
Mon Mar 02, 2020 3:08 pm
Forum: Gameplay Mods
Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
Replies: 377
Views: 120891

Re: Xim's Star Wars Doom - Update (2/14/20)

I discovered this mod a week or two ago, and have been enjoying it ever since. Thank you Xim. I have a couple of bugs to report; 1. I noticed with the Darkest Hour with the patch, on the first level, the hazard suit does not protect against the damage floor outside the imperial base (the one meant ...
by austen1000
Fri Apr 26, 2019 6:28 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417212

Re: MetaDoom v5.3 "Klave" (Artipatched! p104)

I'm excited for more updates. I just tend to remain silent on the internet. Thank you for answering my questions in the past. I'm sorry I never really replied back, I honestly don't know why I didn't.
by austen1000
Mon Jul 02, 2018 9:36 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417212

Re: MetaDoom v4.1 "Fred" (Link Restored)

Did Doom VFR add anything worthwhile, or anything new at all?
by austen1000
Mon May 28, 2018 7:14 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 417212

Re: MetaDoom v4.1 "Fred" (Link Restored)

I wonder if it be worth it to add any (or more, if some already exist) of the Doom 3 expansion's enemies and weapons, I'm also not sure if the Lost Episodes from Doom 3 BFG added anything new.

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