Search found 14 matches

by Darkrune
Fri Oct 23, 2020 4:11 pm
Forum: Gameplay Mods
Topic: [0.7] Punkwild! (Punk never dies!)
Replies: 73
Views: 17872

Re: [WIP 0.4] Punkwild!(Demon slaying punk girl)

Nice to see that this mod is still alive! It uh... still has a small problem though. I have no idea how to replicate what happened but there would be a section of floor where I'd constantly get the "You got a pickup" message from time to time. Usually encountered it in "The Waste Tunnels" level ...
by Darkrune
Wed Sep 23, 2020 3:20 am
Forum: TCs, Full Games, and Other Projects
Topic: TREASURE TECH LAND (Demo #1 Available!)
Replies: 30
Views: 29836

Re: TREASURE TECH LAND (Demo #1 Available!)

Okay, the demo was fun. Found the secret level just after making this initial post, it was cleverly hidden. Didn't encounter any bugs either, was just a good time all around.
by Darkrune
Tue Jun 30, 2020 4:07 am
Forum: Gameplay Mods
Topic: [0.7] Punkwild! (Punk never dies!)
Replies: 73
Views: 17872

Re: [WIP 0.3] Punkwild!(Bug squashing and new shotgun!)

Ok yeah, it's working now. Been enjoying this mod a lot so far!
by Darkrune
Tue Jun 30, 2020 3:59 am
Forum: Gameplay Mods
Topic: [0.7] Punkwild! (Punk never dies!)
Replies: 73
Views: 17872

Re: [WIP 0.3] Punkwild!(Bug squashing and new shotgun!)

Now I'm using GZDoom 4.4.0 so maybe this error is just because of that.
But I'm getting this error:
Script error, "AGPunk.pk3:decorate/monsters/demons.txt" line 214:
SC_GetNumber: Bad numeric constant "BPBI".
by Darkrune
Fri Apr 24, 2020 6:03 pm
Forum: Gameplay Mods
Topic: GHOLAZON X: clone rangers (v5)
Replies: 63
Views: 24605

Re: GHOLAZON X: clone rangers (helper add-on)

Everything is working wonderfully and I've been enjoying this mod. But I have found a few issues with getting the console commands that you have to translate from the Standard Galactic Alphabet to work. I don't know if I just translated them wrong but they just refuse to work. Maybe its the GZDoom ...
by Darkrune
Tue Feb 04, 2020 6:12 pm
Forum: Abandoned/Dead Projects
Topic: [Finished] The Russian Overkill - 3.0e
Replies: 1782
Views: 809150

Re: [Finished] The Russian Overkill - 3.0, Overture Finale

UM. It appears the dual Leviathan refuses to use ammo. It's infinite dual triple shotgun shenanigans and I have no idea if it's suppose to do that or not.
by Darkrune
Thu Aug 22, 2019 3:08 am
Forum: Gameplay Mods
Topic: Legion of Bones [1.05]
Replies: 73
Views: 48410

Re: Legion of Bones [1.02]

I've encountered a minor glitch multiple times in double death mode.
If a large group of monsters die at the same time and in the same general space they won't res and they'll block the player, unless you crouch.
by Darkrune
Mon Aug 12, 2019 6:28 pm
Forum: Gameplay Mods
Topic: Lt. Typhon v6: massive guns
Replies: 227
Views: 104692

Re: Lt. Typhon v4: massive guns

I have been thoroughly enjoying this mod, both on its own and with the usual mix of other mods I use. But I've encountered a slight bug between this and LDL. If say, The Doomguy shows up and he goes legendary, he loses his "friendly" flag. This isn't really an issue that needs fixing, I just found ...
by Darkrune
Thu Oct 04, 2018 1:31 am
Forum: Gameplay Mods
Topic: Netronian Chaos V.3.57: The Final, Last, Concluding Update
Replies: 622
Views: 197097

Re: Netronian Chaos V.3.1: Project Manhattanova

I have to say, this has been an extremely fun mod. Especially with the map pack. From how the weapons look and feel, to the loud and satisfying firing sounds, to the little voice clips that play with certain weapons. Even the little Easter egg in the "Level complete" screen music. Everything about ...
by Darkrune
Sun Sep 16, 2018 1:46 am
Forum: Gameplay Mods
Topic: [1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Replies: 708
Views: 207548

Re: [NEW!] Doom Delta v2.0 Released!

I finally decided to give this mod a try and I have to say it is exceedingly well done.
I also like how certain human enemies don't drop souls. It's a nice touch.
by Darkrune
Fri Sep 22, 2017 9:59 am
Forum: Levels
Topic: dead.air - v2
Replies: 93
Views: 30361

Re: dead.air - v2

Hey, I'm all for improvements on this great map ^^
by Darkrune
Fri Sep 22, 2017 9:24 am
Forum: Levels
Topic: dead.air - v2
Replies: 93
Views: 30361

Re: dead.air - v2

I didn't find the Grafter fight that hard, even in UV.
You just need to save the partial invisibility for that part of the fight and smash them down before it runs out.
by Darkrune
Tue Sep 19, 2017 7:56 am
Forum: Levels
Topic: dead.air - v2
Replies: 93
Views: 30361

Re: dead.air - v2

Despite being genuinely terrified through out this entire map, I quite enjoyed it. Those faceless demons will haunt my nightmares for many weeks to come. Most of the weapons feel good to use and I swear the Ion Blaster uses the sound effects for the different lasers in Descent 2. And correct me if I ...
by Darkrune
Mon Sep 11, 2017 6:06 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1722633

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Can I throw my hat into the ring on guessing what weapon is coming in 1.1?
Because for some reason I have a feeling... its going to be a berserk reference.

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