Search found 22 matches
- Wed Oct 05, 2022 5:34 am
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 189964
Re: [1.2.31] Codename: DEMOLITIONIST
I'm in a bit of a different opinion, I 100% think the idea for different ammo types with vastly different capabilities to be interesting. But the implementation leaves something to be desired as it's quite a pace breaker. Middle of combat and figuring out which shell is the right one for the job ...
- Sat Sep 17, 2022 3:41 pm
- Forum: Gameplay Mods
- Topic: Bullet Time X [v1.3.1] (Slow Motion Mod)
- Replies: 58
- Views: 26847
Re: Bullet Time X [v1.1.1] (Slow Motion Mod)
Fantastic mod, had a great beat of fun. Plus when I used it, it always fulfilled its purpose as an EPIC moment as well as desperation move. Though I have a request, would it be possible to change the bullet time regen speed/per monster killed to be based on a float rather than an integer? Otherwise ...
- Sat Sep 17, 2022 3:18 pm
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 189964
Re: [1.2.31] Codename: DEMOLITIONIST
Hey Marisa, got through a good bout of fun with this mod + Angel Aviary. Though there was a bit of an issue. The store was missing, I noticed that it gets disabled in certain difficulties. I played on Taxing mainly because it disabled infighting. But didn't realize that it also disabled the store ...
- Sat Sep 17, 2022 3:10 pm
- Forum: Gameplay Mods
- Topic: Angelic Aviary v1.5 (Non-violent deaths + Showtime!!! Easter eggs) Updated 03/03/25)
- Replies: 209
- Views: 163479
Re: Angelic Aviary v1.0 (Finished: Updated 07/14/2022)
Hi, I loved the mod, plenty of fun and it really makes fight play very differently. Though I have a bit of a complaint. When I played 1000 Line 3, there were some areas that were absolutely bursting at the seams with Afrodites, I know that the shtick is if you kill them in their stoning state they ...
- Tue Jan 25, 2022 5:58 pm
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
So after fixing my load order, I'd like to just let you know the mod has been a great time. Far too many times ol' dukester has saved my sorry bottom from an untimely gruesome demise. Good work. A few potential improvements that come to mind is a few options to customize him/your other followers ...
- Fri Jan 21, 2022 12:17 pm
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
Nope, all the tests that I've run on Map01 were on the first life. I can take damage from the start. (Good point though)Netheritor wrote:A question, Kellion. Did you use resurrect command?
'cause all ally mod I know become lethal to me after resurrecting myself.
- Fri Jan 21, 2022 5:51 am
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
Now both cases (below and above combined arms) are lethal.NeenerWiener wrote:I basically got rid of the ACS and made it part of the ZScript spawn script to force give you that protection. Maybe that would do it?
- Thu Jan 20, 2022 6:29 pm
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
I've done some testing, and it appears that your mod has some incompatibilities with specifically Combined Arms as the damage absolutely gets through. The explosions/nukes do kill (And bullets probably do as well, but its less noticeable). I've tried with other mods and the results are mixed, but ...
- Thu Jan 20, 2022 6:12 pm
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
I've done some testing, and it appears that your mod has some incompatibilities with specifically Combined Arms as the damage absolutely gets through. The explosions/nukes do kill (And bullets probably do as well, but its less noticeable). I've tried with other mods and the results are mixed, but ...
- Thu Jan 20, 2022 5:14 pm
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
So... I tried this and it was pretty fun until I happened to notice I kept dying all the time due no clear reason. So... is there a chance that duke can cause friendly fire with his big explosive toys? Just wondering. Modlist: Valiant (With weapons patched out) Combined Arms (Playing as Blastmaster ...
- Thu Jan 20, 2022 12:44 pm
- Forum: Gameplay Mods
- Topic: Duke Nukem Companion Mod [New Update 9/13/22]
- Replies: 46
- Views: 33205
Re: Duke Nukem Companion Mod [New Update Already??]
So... I tried this and it was pretty fun until I happened to notice I kept dying all the time due no clear reason. So... is there a chance that duke can cause friendly fire with his big explosive toys? Just wondering. Modlist: Valiant (With weapons patched out) Combined Arms (Playing as Blastmaster ...
- Thu Feb 04, 2021 5:21 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [GZDoom 4.2.3+] Smashing Pumpkins in a Dark Wonderland
- Replies: 4
- Views: 2700
Re: [GZDoom 4.2.3+] Smashing Pumpkins in a Dark Wonderland
Decided to give a project a try since I love this kind of bizarro/pseudo fantasy worlds, and I'm pretty pleased with the result. Specially love with was done with mirrors(that mirror area was quite uniquely challenging) and portals (Great work with recreating the looping world effect from Yume Nikki ...
- Thu Apr 25, 2019 8:37 am
- Forum: Gameplay Mods
- Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
- Replies: 642
- Views: 214367
Re: [v1.8.2] Doom Incarnate: A Wolfenstein style mod
So I gave your mod a shot... Well, several shots, multiple version shots. Okay, its really fun, love it to bits. Though for whatever reason I feel like the sounds in the newer versions were toned down. They feel less punchy that the previous ones, which is the main reason why I stuck with older ...
- Thu Apr 25, 2019 8:32 am
- Forum: Gameplay Mods
- Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
- Replies: 658
- Views: 263842
Re: High Noon Drifter v1.2 - Between God, the Devil, and a .
Awesome mod. Fairly simple of course, but its so well polished that I took it for multiple spins. And the customization also makes it more flexible... Like snatching keys with a boomerang, that's fun, yes? Too bad I forgot to do that with the skull. Oh well... :C Anyway, I featured your mod here ...
- Sat Apr 20, 2019 11:19 am
- Forum: Gameplay Mods
- Topic: The Guncaster - 3.888b
- Replies: 3052
- Views: 896154
Re: The Guncaster - 3.2
Well that's certainly an interesting take on a doom video. I like the progress bar. I do wish the games took up more of the screen but I'm not sure how you'd go about that seeing as how any increase to width would require a third row. The first way I tried it involved filling all of the available ...