Search found 26 matches
- Mon Jun 26, 2023 9:52 pm
- Forum: Levels
- Topic: [WIP] The Shores of Zdoom
- Replies: 645
- Views: 92609
Re: [WIP] The Shores of Zdoom
Apologies for the massive bump. . . KDiKDiZD has put those project back in my mind, especially since I heard some of the resources (the marble STARx textures and the undead Hell Noble) were originally intended for this project. I know chances of this being revived any time soon are probably quite ...
- Sun Apr 30, 2023 2:06 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153635
Re: Hell-Forged - Episode 2 (Restarting Soon)
No, I’m pretty sure this is a recent change. Exciting stuff!
- Sun Apr 30, 2023 12:26 pm
- Forum: Levels
- Topic: Death Exit Episode 1: 7 limit-removing maps for MAPINFO ports
- Replies: 1
- Views: 914
Death Exit Episode 1: 7 limit-removing maps for MAPINFO ports
Hello all! Crossposting this from Doomworld. This is the first episode of my in-progress megawad, Death Exit. It consists of six maps and a secret level, and features new textures, new music, and a couple new enemies. Enemies are implemented via DeHacked so it likely won’t play well with gameplay m ...
- Thu Jan 12, 2023 1:34 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153635
Re: Hell-Forged - Episode 2 (Corpse Spider completed - P24)
Well that’s. . . horrifying.
I love it!
I love it!
- Tue Dec 06, 2022 11:48 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 405875
Re: Ultimate Doom Builder
Awesome, thanks!
- Tue Dec 06, 2022 9:26 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1029
- Views: 405875
Re: Ultimate Doom Builder
Since the most recent update, I get little dialogue boxes telling me when I've toggled highlighting or gravity or so forth on and off. Is there a way to disable this?
- Mon Oct 10, 2022 6:35 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153635
Re: Hell-Forged - Version 2.00 (Succubus completed - P20)
Honestly, I feel Doom’s sense of scale is variable enough that if you wanted to you could scale her down and it wouldn’t appear odd that the mites change size as they come out of her.
- Sat Sep 17, 2022 7:57 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153635
Re: Hell-Forged - Version 2.00 (Vulgar completed - P18)
Oh man, I read that tutorial like a decade ago and haven’t been able to find it since. Are there any plans to ever finish the Ignist? I though that was such a cool monster and was disappointed it was never finished back in the DE days.
- Thu Aug 25, 2022 8:23 am
- Forum: Scripting
- Topic: Episode Selection Submenus
- Replies: 0
- Views: 274
Episode Selection Submenus
Hey everyone, I'm messing around with MENUDEFs and I'm having a hard time figuring this out. What I would like to do is have the Episodes Menu divided into submenus, so that when I open it up I see: >Ultimate Doom >Doom 2 >TNT: Evilution >Plutonia >The Master Levels But then, if I select "Ultimate ...
- Mon Dec 27, 2021 7:40 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153635
Re: Hell-Forged - Version 2.00 (Announcement)
I personally think it looks awesome.ActionAlligator wrote:the Vampyr preview sprites on the first page look a little cheesy to me
- Mon Dec 13, 2021 6:33 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hell-Forged - Episode 2 (Restarting Eventually)
- Replies: 422
- Views: 153635
Re: Hell-Forged - Version 2.00 (Announcement)
Oh wow, this looks awesome! You continue to be the number one name in custom enemies haha.Amuscaria wrote:Working on the Blood Strider Model.
Spoiler:
- Thu Aug 20, 2020 1:12 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416855
Re: MetaDoom v666 "Titan" (UPDATED!! p115)
I have Capital-P Plans for the Marauder that'll probably be its own CVar so people don't have to worry about him ruining their fun unless they're feeling up to it. Awesome. I know a lot of people hate the Marauder but I’ve really grown to love him as an enemy and am very interested to see how he’ll ...
- Thu Aug 20, 2020 11:58 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416855
Re: MetaDoom v666 "Titan" (UPDATED!! p115)
Oh man, a classic meathook makes my mouth water. As far as enemy functionality goes. . . Someone spawning destructible walls like the Carcass does would be fun, as would an enemy that teleports behind you and melees you like the Prowlers. I know the Imp Lord already teleports, but he does it more as ...
- Sat Mar 28, 2020 1:10 pm
- Forum: Resources
- Topic: Reincarnation of Evil - Remaking Doom 3/4 Content in 2
- Replies: 1383
- Views: 174330
Re: Reincarnation of Evil - Remaking Doom 3/4 Content in 2
That seems like a solid idea to me!
- Wed Jan 22, 2020 6:17 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 416855
Re: MetaDoom v5.666 "Klave EX" (Status Report p109)
Super excited to see work resume on this!