Search found 6 matches

by smashbro596
Mon Aug 26, 2024 7:17 pm
Forum: Gameplay Mods
Topic: Legacy of Rust weapons
Replies: 4
Views: 3794

Re: Legacy of Rust weapons

yeah i'd absolutely think these two extra weapons should be addons to the base roster. i like having the bfg and it feels wrong to omit it.
by smashbro596
Fri Sep 30, 2022 11:35 am
Forum: Gameplay Mods
Topic: The Ultimate DOOM64 Weapons Pack [v1.2]: POSTMORTEM
Replies: 6
Views: 9207

Re: The Ultimate DOOM64 Weapons Pack [v1.2]: POSTMORTEM

pretty cool. just wish a couple things 1 toggleable recoil 2 the unmaker projectile needs to resemble the original doom 64 appearence. it bothers me that the lasers arent looking like they did in doom 64. heres the unmaker as seen in doom 64. https://www.youtube.com/watch?v=Y-tqD9eHuoE&t=3s it's ...
by smashbro596
Sun Sep 25, 2022 7:12 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 418977

Re: MetaDoom v7.1 "Ghost" (UPDATED!!! p127)

question. how difficult would it be to re-introduce hans grosse to map32 of doom 2.
the baron of hell is cool, but he can be fought anywhere. and i miss the "GUTENTAG!"
it's just a fun homage and i wish our old friend hans got to be there.
by smashbro596
Mon Mar 08, 2021 1:11 pm
Forum: Gameplay Mods
Topic: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Replies: 223
Views: 83604

Re: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)

how do i get the infinite mode to work? i still tire out once i reach a certain threshhold.

edit: i figured out the problem. both this mod and its addon need to be at the top of the load list.
by smashbro596
Fri Jan 01, 2021 1:41 pm
Forum: Gameplay Mods
Topic: HexArcana! (HexArcana V3.1)
Replies: 136
Views: 49834

Re: DoomArcana! (HexArcana V2.1)

my only ask is an option to disable mana usage.
...i like being an overpowered god of mana.
i ask this as the infinite ammo dm flag doesnt work with mana.
by smashbro596
Wed Jun 17, 2020 8:13 pm
Forum: Gameplay Mods
Topic: Omega Zero mod - Version 2 Release
Replies: 49
Views: 16494

Re: Omega Zero mod - Version 1 Release

some suggestions. maybe map the supermoves to their own keys? like the 7-hit combo and rekkouha? more super moves like the arc blade, ryuenjin, and messenkou? having the dark elf stay persistant throughout the levels/ option to start and stay powered up? maybe a custom omega zero sprite for doomguy ...

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