Search found 14 matches

by Roasterock
Tue Mar 31, 2020 7:00 pm
Forum: Gameplay Mods
Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Replies: 22
Views: 8358

Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]

Alright, I've been sitting on this for over a year. I can address a lot of the points here. Yes, the ZDoom default inventory sucks to use in most situations, let alone fast-paced split second decision ones. I believe that I have a way to work around that, however. Screenshot_Doom_20200331_193340.jpg ...
by Roasterock
Thu Dec 12, 2019 5:54 pm
Forum: TCs, Full Games, and Other Projects
Topic: SHRINE - A Total Conversion Mod for Doom 2
Replies: 23
Views: 12471

Re: SHRINE - A Total Conversion Mod for Doom 2

This is some wonderful art here that, even in a community that's constantly pushing art as a medium in its mods, still stands out. The fact that the majority of the levels are such a drab gray makes all the vulgar reds and vibrant greens pop. It's easily the best part of the mod. The weapons are ...
by Roasterock
Wed Nov 14, 2018 6:34 pm
Forum: Gameplay Mods
Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Replies: 22
Views: 8358

Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]

I like the new sprites, though it was a bit of a strange thing to see the vanilla BFG9k and Chainsaw there. Hopefully you find a good replacement sprite for them. Sounds were also good for the super-shotgun and chaingun. Might I suggest having having the most basic 'powerup' being unlimited and ...
by Roasterock
Sat Nov 10, 2018 5:24 pm
Forum: Gameplay Mods
Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Replies: 22
Views: 8358

Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]

As far as switches that require hitscan, there's definitely that forcefield thing in Epic 2's Map14, where projectiles can't pass to hit the switch near the start that lowers the field. That's basically the one switch thing that comes to mind. That's true then, I'll mess with some ways to have the ...
by Roasterock
Sat Nov 10, 2018 3:42 pm
Forum: Gameplay Mods
Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Replies: 22
Views: 8358

Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]

I appreciate the thoughts from everyone. Let me try and cover everything that's been discussed so far. All of the weapons being in vanilla style is completely intentional, and I don't plan on changing that any time soon. That way, most strategy involving the upgrades is a necessity, as health and ...
by Roasterock
Fri Nov 09, 2018 10:34 pm
Forum: Gameplay Mods
Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Replies: 22
Views: 8358

Enemy Upgrades: Randomizer Antithesis [Alpha test 01]

https://imgur.com/RJiRyJc Do you enjoy enemy randomizers, but get tired of getting destroyed in bad spots due to poor RNG? Has strategy based on spawns alone become dull? Are you looking to put the power back in your hands? Enemy Upgrades is a gameplay mod where the main focus is replacing the ...
by Roasterock
Mon Oct 15, 2018 5:00 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38039
Views: 4650329

Re: [SPRITES] Spriting Carnival!!

EndHack wrote:I just made this out of boredom its kind of weird and thought someone might think it looked funny
Absolutely bizarre. Looks silly with Cyberdemon rocket launchers, but I feel it could work if it used something else that adapted to its body, maybe like a Cybruiser cannon.
by Roasterock
Wed Oct 10, 2018 6:33 pm
Forum: Gameplay Mods
Topic: Dusted's Pandemonia (v2.6.3.2) (+ Monsters-only) (Anarchy and Insurrection addons!)
Replies: 246
Views: 198366

Re: [WIP] Dusted's Pandemonia (v1.0.1)

This update almost makes it feel like an entirely different mod. The enemy count has nearly doubled, there's more weapons to offset the strength of some of these mosnters, and they have some reasonable drops. The effects have been cleaned up even further and now I can differentiate between which ...
by Roasterock
Sat Sep 01, 2018 3:17 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38039
Views: 4650329

Re: [SPRITES] Spriting Carnival!!

LossForWords wrote:like this? also a d64 version
Those look good, I really like the D64 one. I should’ve specified when I said “similar” though, because I meant for it to look more something like this

Apologies for low quality, don’t exactly have the ability to trim well atm
by Roasterock
Fri Aug 31, 2018 8:54 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38039
Views: 4650329

Re: [SPRITES] Spriting Carnival!!

scalliano wrote:The green just makes me want an Afrit/Cybruiser/Thamuz hybrid...
I don’t know if the Afrit Fire would look good on a Cybruiser, I’d actually imagined giving it something akin to a more narrow version of the hover thing from the Duke 3D Commander if he were ever meant to fly
by Roasterock
Thu Aug 30, 2018 12:27 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38039
Views: 4650329

Re: [SPRITES] Spriting Carnival!!

I am genuinely surprised that no one has tried this before
by Roasterock
Thu Jun 28, 2018 7:00 pm
Forum: TCs, Full Games, and Other Projects
Topic: Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
Replies: 1255
Views: 255320

Re: Doom: The Golden Souls 2 | OUT NOW!

I really wanted to talk about the platforming, but since I did it with a trackpad, I don't think my anger with my navigation is rightfully deserved. Just about everything else is fantastic, and would love to just dump all my thoughts once I get them organized better, maybe in a video for convenience ...
by Roasterock
Mon Jun 18, 2018 12:57 pm
Forum: Levels
Topic: [RELEASED] The Quirky Domain - (A Doom 2 map)
Replies: 21
Views: 9595

Re: [RELEASED] The Quirky Domain - (A Doom 2 map)

Coming from the IcarusLives video, expect a decent surge. This was one of the freshest experiences I've had in Doom in a while. My only fears going into it were "Are the warp tricks gonna get me super lost?" and "Is the automap going to ruin the illusion". Both of which were completely shot down ...
by Roasterock
Sun Jun 17, 2018 9:31 pm
Forum: Gameplay Mods
Topic: Dusted's Pandemonia (v2.6.3.2) (+ Monsters-only) (Anarchy and Insurrection addons!)
Replies: 246
Views: 198366

Re: [WIP] Dusted's Pandemonia (v0.1)

From Complex addons to full on GZ functions is a big step, one that you took with a stride. No enemies feel blatantly unfair in most situations, and playing through most mid-level mapset (Stardate 20x7 on HMP, Plutonia 2, and Sunlust for me) felt very smooth. Not to mention that the work in the ...

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