
Search found 842 matches
- Mon Apr 06, 2020 12:57 pm
- Forum: Gameplay Mods
- Topic: Nightshift v2.1 (01/12/20) Stable changes
- Replies: 240
- Views: 66632
Re: Nightshift v1.1 - A Custom Survival H. Mod (POLL ADDED!)
So there's kind of a weird oversight with the shotgun; if your inventory is full of shotgun shells before you pick up the shotgun, you can't pick up the shotgun. 

- Mon Apr 06, 2020 10:11 am
- Forum: Gameplay Mods
- Topic: Nightshift v2.1 (01/12/20) Stable changes
- Replies: 240
- Views: 66632
Re: Nightshift v1.1 - A Custom Survival H. Mod (POLL ADDED!)
Hey, could you make the rifle a non-randomized spawn? The other weapons aren't, so I'm not sure why the rifle is. I tend to play with just pistol start because that just feels more survival horror-y to me, but I'm several levels deep playing with a monster pack with no weapon drops (SUAB monsters to ...
- Fri Feb 07, 2020 11:52 am
- Forum: Gameplay Mods
- Topic: Rampancy - [2.1]
- Replies: 105
- Views: 83339
Re: Rampancy - [1.0]
As a counterpoint to J's comments on the little spiders, I think they're a pretty clever pinky replacement because they fill the same role but with different methods. Pinkies forcibly block your attacks with their bulk, whereas the spiders draw your fire by being annoying little ankle biters that ...
- Fri Aug 03, 2018 11:01 am
- Forum: General
- Topic: Dev Perspective VS. End User Perspective
- Replies: 28
- Views: 1696
Re: Dev Perspective VS. End User Perspective
Come on, guys, we were just talking about being civil and here you are bagging on other source ports in some random thread on your own forum. :/ Anyways, I played a lil bit with that build you posted, Rachel, and it's pretty close to what I was imagining, yeah. Although, the set resolutions are ...
- Wed Aug 01, 2018 4:45 pm
- Forum: General
- Topic: Dev Perspective VS. End User Perspective
- Replies: 28
- Views: 1696
Re: Dev Perspective VS. End User Perspective
Maybe I'm just unusually patient but I would have been fine with waiting those two weeks, especially with such a good reason. I'd still argue the scaling options, as they currently exist, are not too user friendly since they transition from a multiplier on a slider straight into several XxY options ...
- Wed Aug 01, 2018 4:06 pm
- Forum: General
- Topic: Dev Perspective VS. End User Perspective
- Replies: 28
- Views: 1696
Re: Dev Perspective VS. End User Perspective
Jumping off of what Gez said, a way this could have been all avoided in its entirety is if the release had been delayed until the replacement had been put together. I don't know how long that sort of thing would have taken(I think I remember hearing it wouldn't be hard? Doesn't necessarily translate ...
- Wed Aug 01, 2018 2:57 pm
- Forum: General
- Topic: Dev Perspective VS. End User Perspective
- Replies: 28
- Views: 1696
Dev Perspective VS. End User Perspective
I feel like recent changes to the source port, and the kerfluffle they caused, really highlighted an issue that's kind of been plaguing communication between the devs/moderators and the general public. To begin, a lot of these changes are being explained as good for the development process in some ...
- Fri May 25, 2018 4:22 am
- Forum: Abandoned/Dead Projects
- Topic: Strange Aeons v5.7
- Replies: 156
- Views: 52602
Re: Strange Aeons v5.7
Right. Somehow forgot about all that. Derp. While I'm here, I'd like to ask if it's okay if I clean up the monsters/weapons only addon so that it only has one decorate/sndinfo/whatever lump and post it here? Reason being, I was trying to host a Z& server with it through All Fear The Sentinel's ...
- Sun May 20, 2018 1:33 am
- Forum: Gameplay Mods
- Topic: Ultra-Crispy (25/07/19) I update... again!
- Replies: 285
- Views: 72026
Re: Ultra-Crispy (Playable WIP)
I find it really weird that when dual-wielded the sawn-offs do less damage per shell than they do when wielded singly, doing about the same amount of damage as the Jackhammer. I'm assuming this was some sort of attempt to balance them, but honestly it just makes them kind of useless because the ...
- Wed May 16, 2018 8:28 pm
- Forum: Gameplay Mods
- Topic: Ultra-Crispy (25/07/19) I update... again!
- Replies: 285
- Views: 72026
Re: Ultra-Crispy (Playable WIP)
So, I'll probably edit this into a more full post once I've had more time with the mod but one thing I think needs to be addressed right now is that corpse barrels are apparently filled with undiluted liquid lag, because popping one completely locks up my game for several seconds. Popping more than ...
- Wed Mar 21, 2018 11:15 pm
- Forum: Abandoned/Dead Projects
- Topic: Hideous Destructor 4.10.0b
- Replies: 8564
- Views: 1086490
Re: Hideous Destructor [Release version 3.2.5.3]
I am on map14 of the brutal doom starter pack with version 3.2.5.3 of this mod, and I have stopped bleeding from attacks, even when being shot without any armor on. This has lasted for multiple levels, and may have been caused by me picking up a megasphere and using a berserk pack on map07. I am ...
- Tue Mar 20, 2018 9:26 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241614
Re: GMOTA: Fantasy arcade action, NEW UPDATE 3/16/2018 [V1.1
Legacy of Heroes is another good one.Mere_Duke wrote:I need an advice about what mapsets are best to play with GMOTA. Thx in advance!
- Sat Mar 10, 2018 11:42 am
- Forum: Abandoned/Dead Projects
- Topic: Strange Aeons v5.7
- Replies: 156
- Views: 52602
Re: Strange Aeons v5.7
I believe Impie intentionally designed it so that it's IWAD-agnostic, i.e. you can use any Doom-related IWAD with it as long as it has at least the Doom 1 monsters included in it and all of the textures which Doom 1 and Doom 2 have in common. So you could run it with TNT.wad for example. Not 100 ...
- Mon Mar 05, 2018 9:54 pm
- Forum: Gameplay Mods
- Topic: Factotum [16/10/19] Survival
- Replies: 204
- Views: 47327
Re: Factotum (WIP updated 04/03/18)
Hm... could have invisible additional attacks going out with the swing that deal no damage and puff on everything, and those puffs manually take the durability away from you. If you hit air, you lose nothing.
- Tue Feb 06, 2018 9:38 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1195
- Views: 443697
Re: [2.4] FINAL DOOMER +
Final Doomer or not, a Cyriak-style weapon mod (or a map based on the aesthetic) would be the coolest gorram thing. Challengers welcome. Finally, a Doom mod that can actually be legitimately called a horror mod! Just thinking about a Cyriak animation esque map might give me some night terrors ...