Search found 95 matches

by retronutcase
Fri Mar 03, 2023 2:41 am
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 211
Views: 131403

Re: DoomRLA EXTENDED [1.0beta] - Fixes galore!

I had another good run with DRLA and this and I am feeling inspired again. If anyone has any ideas for fun classes/gizmos/familiars/anything else, let me hear em! Maybe a class specialized towards energy-based weapons? Or one focused on Demonic weapons? Considering how rare demonic weapons tend to ...
by retronutcase
Sat Dec 03, 2022 7:18 pm
Forum: Gameplay Mods
Topic: Weapons of Wars
Replies: 8
Views: 4982

Re: Weapons of Wars

Steady and promising mod there! Every weapon feels like it's meant for fast-paced gameplay and i like that. Tho some weapons suffer cutoff syndrome where they don't work on widescreen, as you can see the gameplay vid you uploaded. Other than that, it's again, promising! i'm glad to see someone ...
by retronutcase
Thu Sep 22, 2022 8:21 pm
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 759
Views: 164852

Re: [0.9.3] Gun Bonsai -- everything-compatible weapon upgrading

Gourry wrote: Thu Sep 22, 2022 5:30 pm How to increase the exp gain on weapons? Not sure if I need to slide to the left or right for it?
What is exp cost multiplier?
It's exactly what the name says it is. A multiplier for the EXP cost to level up. Higher means you need more EXP to level up.
by retronutcase
Mon Aug 22, 2022 4:30 pm
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 759
Views: 164852

Re: [0.9.1] Gun Bonsai -- everything-compatible weapon upgrading

please don't nerf too much. The power skew is part of what makes the mod fun. The only thing I thought could use a nerf was shield and it got exactly the nerf I thought it should get. I absolutely agree .The mod is absolutely amazing . What I would love to see however is a setting to choose which ...
by retronutcase
Sun Aug 21, 2022 11:46 am
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 759
Views: 164852

Re: [0.9.0] Gun Bonsai -- everything-compatible weapon upgrading

Ran into a bug with a lightning based Unmaker on MetaDoom. It creates invincible Titantulas. Twitch clip below. I think any Lightning based weapon can do this though.

https://clips.twitch.tv/DeliciousIntere ... azVPDcy81v
by retronutcase
Tue Aug 09, 2022 1:52 am
Forum: Gameplay Mods
Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
Replies: 759
Views: 164852

Re: [0.8.5] Gun Bonsai -- everything-compatible weapon upgrading

First off, this is an absolutely solid mod. LOVE IT! There's definitely some things I think it could use, tweak wise, but that's just me, so take anything I say with a grain of salt, these are just my thoughts, I'm not gonna hound you over these ideas or anything. -The fact things like Submunitions ...
by retronutcase
Mon Feb 21, 2022 11:33 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1710822

Re: DoomRL Arsenal - [1.1.5] [MP-B7.3]

Are you using the latest version of DRLA? There was an update to GZDoom that broke the PDA's mouse cursor functionality, and DRLA had a small update to fix that.
by retronutcase
Sun Nov 28, 2021 2:34 pm
Forum: Gameplay Mods
Topic: [minimod][v0.7.3] Gearbox - weapon/inventory handling
Replies: 249
Views: 126579

Re: [minimod][v0.7.0] Gearbox - weapon/inventory handling

Hey m8f, got a REALLY weird question for you. How hard would it be to have an option on the weapon wheel where the right stick inputs can be read if they're set to turn/look but the mouse is NOT read? Asking because this mod would make weapon selection in GZDoomVR absolutely amazing if you could ...
by retronutcase
Sat Nov 20, 2021 10:02 pm
Forum: Gameplay Mods
Topic: Altered Doom (inspired on Altered Beast)
Replies: 4
Views: 1699

Re: Altered Doom (inspired on Altered Beast)

was Altered Beast on NES? I remember it being on a few systems but I wasn't aware that was one of them. that said... POWER. UP. Looks pretty neat so far. If I could make a suggestion, instead of having it tied to collecting random orbs to suit the transformation, you could have the orbs tied to (or ...
by retronutcase
Mon Nov 15, 2021 2:52 pm
Forum: Gameplay Mods
Topic: Another Doom 2 Gun Mod 1.1
Replies: 9
Views: 8573

Re: Another Doom 2 Gun Mod

so I played this, i see others noticed the fist, basically the weapons are faster and have different spreads and thats about it. It's not bad, but it's nothing out of the ordinary. See, the reason I'm impressed with it is because it shows a general understanding of why Doom's weapons work so well ...
by retronutcase
Sat Nov 13, 2021 5:26 pm
Forum: Gameplay Mods
Topic: Another Doom 2 Gun Mod 1.1
Replies: 9
Views: 8573

Re: Another Doom 2 Gun Mod

For what seems like a relatively simple weapon mod on the surface, these guns feel really good! Definitely a fair bit stronger than the vanilla arsenal, but not completely overpowering, and it makes the Chaingun definitely feel like a more useful weapon without completely invalidating the Slot 3s ...
by retronutcase
Tue Nov 09, 2021 12:40 am
Forum: TCs, Full Games, and Other Projects
Topic: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*
Replies: 73
Views: 42899

Re: The Legend of DOOM TC

This is pretty great, but there are a couple minor details that bug me. -The Triforce HUD scaling in the automap makes using said automap pretty much impossible unless you use a super tiny HUD. -The sword opens bombable walls, which...Well, it shouldn't? Far as I know it's possible to make objects ...
by retronutcase
Mon Nov 08, 2021 2:16 am
Forum: Gameplay Mods
Topic: Haruko weps a weapon mod series for deathmatch and invasion
Replies: 8
Views: 1566

Re: Haruko weps a weapon mod series for deathmatch and invas

You didn't exactly make it clear which one was good for what. You never said the Hardcore pack was intended for Slaughtermaps either. You specifically advertised these as "Weapon packs good for Deathmatch and Invasion" and didn't elaborate on which was meant for what. Also, maybe mention that one of ...
by retronutcase
Sun Nov 07, 2021 7:44 am
Forum: Gameplay Mods
Topic: Haruko weps a weapon mod series for deathmatch and invasion
Replies: 8
Views: 1566

Re: Haruko weps a weapon mod series for deathmatch and invas

So you're telling me the ridiculously high rapid fire hitscan weapon damage that will ONESHOT PEOPLE IN A DEATHMATCH is INTENDED? WHY?! And then there's that Double Chainsaw. It's a full auto super shotgun that uses no ammo and each pellet seems to do 666 damage? HOW IS THAT "GOOD FOR DEATHMATCH ...
by retronutcase
Sat Nov 06, 2021 2:27 pm
Forum: Gameplay Mods
Topic: Haruko weps a weapon mod series for deathmatch and invasion
Replies: 8
Views: 1566

Re: Haruko weps a weapon mod series for deathmatch and invas

...How is an Uzi that does 1332 DAMAGE PER BULLET good for Deathmatch, exactly? This would be the most unbalanced Deathmatch I'd ever played if I used these. Nevermind some of the guns just plain don't work right. The Sniper Rifle fires a plasma ball way off center when not scoped. Plasma Rifle ...

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