Search found 32 matches
- Sun Mar 05, 2023 4:37 am
- Forum: Gameplay Mods
- Topic: Inferno Suture - Burn
- Replies: 23
- Views: 12198
Re: Inferno Suture - Burn
Man, I love Death Grips. I feel like Slamfire's Lockbreaker either needs to charge faster, or needs to have a longer range to compensate for the slow charge rate. I haven't found much use for it, but granted, I haven't cracked a Baron of Hell with it yet. The PDW and its altfire are (in my opinion ...
- Sun Mar 05, 2023 4:33 am
- Forum: Gameplay Mods
- Topic: Gardevoir Has A Gun: Version 1.4 [06MAR2023] Gardevoir Day Update!
- Replies: 86
- Views: 75465
Re: Gardevoir Has A Gun: Version 1.3 [20MAY2022]
Not sure if this is an issue with the latest SVN (March 4th), but alt fire does not work with three pistols. I hear a clicking noise, as if they were empty. As much as I love the Super Shotgun, it's super OP here, and even with multiple Winchesters, I see it as a straight upgrade to the default SS ...
- Fri Nov 06, 2020 2:41 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Abysm 2: Infernal Contract -4th ANNIVERSARY EDITION v1.4- Action RPG - TC
- Replies: 111
- Views: 41524
Re: Abysm 2: Infernal Contract -RELEASED! v1.2 - Action RPG
So far, I'm liking how it's Abysm, but doubled of everything - weapons feel nice, and it feels like it has a stronger, more polished focus than Abysm 1.
Gonna be That Guy, but:
When talking to Burton about the Mystic, "she you're gal" should be "she's your gal."
Gonna be That Guy, but:
When talking to Burton about the Mystic, "she you're gal" should be "she's your gal."
- Tue Oct 27, 2020 10:16 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP][Horror] Divine Frequency (Demo Updated)
- Replies: 175
- Views: 83981
Re: [WIP][Experimental Horror] Divine Frequency
Just gonna say that I really love the meaty lo-fi aesthetic (pun not intended), and I personally don't mind the horror trappings (The Suffering did that really well while still being action-packed). Looking forward to Halloween.
- Sun Oct 11, 2020 1:46 am
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1705433
Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]
Yeah, I suggest spawning one. I've never had issues with it against my Super Machinegun, for what it's worth, but then again, I don't have an issue with most things when I have a Super Machinegun. Anyway, bug report(?): I don't know if it's intended, but when the cartoon whistling sound effect plays ...
- Sun Oct 04, 2020 6:47 pm
- Forum: Abandoned/Dead Projects
- Topic: Guncaster Vindicated 3.4.6
- Replies: 360
- Views: 171159
Re: Guncaster Vindicated 3.3.5
Really weird edgecase bug, but in Heretic E1M2 (edit: and every level afterwards), switches that are sunken into the wall (I don't know how to really describe it) will occasionally trigger a really weird ledge grab: https://imgur.com/a/FhyTHdZ The best I can describe it is that it thinks the switch ...
- Tue Sep 15, 2020 6:48 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: SHRINE - A Total Conversion Mod for Doom 2
- Replies: 23
- Views: 12412
Re: SHRINE - A Total Conversion Mod for Doom 2
Just letting you know this error happened when fighting the boss in Ward of the Damned:
https://imgur.com/a/TnpCeJk
In addition, I was easily able to stunlock the boss's second phase with the Hivehand.
https://imgur.com/a/TnpCeJk
In addition, I was easily able to stunlock the boss's second phase with the Hivehand.
- Sat Sep 12, 2020 5:41 am
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188348
Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo
That... makes no sense. This error would mean that the secondary ammo doesn't exist... when it should, at all times, even if not carrying any. Something's definitely fishy here. Gonna need a full list of the mods you loaded. Edit: Look, I'm getting the idea here, knowing your previous report. What ...
- Fri Sep 11, 2020 11:43 pm
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188348
- Wed Sep 09, 2020 6:45 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: SHRINE II - A Total Conversion Mod for Doom 2
- Replies: 15
- Views: 8659
Re: SHRINE II - A Total Conversion Mod for Doom 2
Minor, but when picking up the Time Clock, "it's" should be "its". So far, I'm liking it better than Shrine 1, though I wish the crossbow had a piercing attack and the Hiveslayer looked more grotesque. Edit: Just letting you know this error happened when fighting the boss in Ward of the Damned:https ...
- Wed Sep 02, 2020 12:40 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416870
Re: MetaDoom v666 "Titan" (Dev Blog! p118)
No prob - I did notice the 'shooting into the sky causes a long recharge', but I honestly thought that was a feature meant to punish spamming meathook. :V
Might not be a perfect solution, but if an enemy pulls someone into a teleport line, maybe make it so that switching to another weapon breaks it?
Might not be a perfect solution, but if an enemy pulls someone into a teleport line, maybe make it so that switching to another weapon breaks it?
- Tue Sep 01, 2020 9:49 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416870
Re: MetaDoom v666 "Titan" (Dev Blog! p118)
Used the latest devbuild on the latest SVN and I noticed that the meathook seemed to stick to walls at random. Fired up Plutonia Experiment and the walls with the Imps overlooking the Blue Key could be attached to, but only if the imps were alive. I'm certain the meathook didn't hit them, but I wasn ...
- Tue Sep 01, 2020 4:41 am
- Forum: Gameplay Mods
- Topic: Hearts of Demons - BARON [1.1.0] 7/29/22
- Replies: 510
- Views: 163286
Re: Hearts of Demons - BARON [0.9.5] 1/22/20
Agreed. The Azazel had no point to it after after you get everything else in the arsenal, except maybe having missiles on rapid fire. Half the spells I also did not use because they were either so situational, or weren't much more useful than spamming rockets.
- Sat Aug 29, 2020 7:02 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: SHRINE - A Total Conversion Mod for Doom 2
- Replies: 23
- Views: 12412
Re: SHRINE - A Total Conversion Mod for Doom 2
At the risk of thread necromancy, I have to say - Sinners are an extremely unfun and uninteresting gimmick to try and get me through the later levels as fast as possible. They deal way too much damage and are in far too many wide-open spaces. Even DooMRLA's Hungries stopped after a while. The art ...
- Fri Aug 28, 2020 12:19 am
- Forum: Abandoned/Dead Projects
- Topic: [1.3 WIP] Codename: DEMOLITIONIST
- Replies: 497
- Views: 188348
Re: [WIP] SWWM GZ ~ Cute robutt whomst loves to explode demo
Got a crash while reloading the JET on Ganymede Base for Ultimate Doom:
https://imgur.com/L1CejsH
This might just be because I'm using the latest GZDooM SVN, though.
https://imgur.com/L1CejsH
This might just be because I'm using the latest GZDooM SVN, though.