Search found 18 matches
- Sat Nov 06, 2021 6:37 am
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 956
- Views: 416987
Re: [WIP]Colourful Hell 0.98c
Giving this a new try and I have to say there's a SERIOUS problem with chaingunners. All, including the 'common' or normal variant have been unnecessarily buffed in damage and it screws up level design by a high degree based on the presence of these units in open spaces. It is extremely frustrating ...
- Mon Aug 12, 2019 5:58 am
- Forum: TCs, Full Games, and Other Projects
- Topic: XCOMDoom 08/03/2018: New Version 0.21!
- Replies: 24
- Views: 14159
Re: XCOMDoom 08/03/2018: New Version 0.21!
This is an interesting idea that will surely draw many gamers in. As of now, I see extreme balance issues with the hp allocation of aliens, with some being bullet sponges (ethereal), and some being too fragile compared to doom or xcom (mainly the floaters and mutons) *Chrysalids (demons) = 200hp ...
- Thu Aug 01, 2019 10:32 am
- Forum: Gameplay Mods
- Topic: Duke Nuke 3D v10b
- Replies: 76
- Views: 44038
Re: Duke Nuke 3D v10b
This is playing quite well, but a few things are sticking out so far: *Ammo scarcity issues, especially early in game. I recommend that duke starts with 100-200 pistol ammo to compensate. *hp of lower-tier units are much higher than original doom and can cause balancing issues in some maps. *the ...
- Thu Aug 01, 2019 10:09 am
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 956
- Views: 416987
Re: [WIP]Colourful Hell 0.97ccc fiiix
Playing monochrome blue on "hurt me plenty", zero drops, and balanced custom maps like 'Whispers of Satan' is extremely good gameplay. It is harder to dodge their attacks and their hp can make ammo scarce (without drops activated), thus the 3rd difficulty fits in very well. The enemies fit in ...
- Sat Jul 13, 2019 5:24 am
- Forum: Gameplay Mods
- Topic: Led's Generic Weapon Mod (UPDATED! April 2 2023)
- Replies: 360
- Views: 145384
Re: Led's Generic Weapon Mod (Updated 6th July)
This mod is outstanding! The quality of life improvements associated with medikits and armor, the visual enhancements, and of course the weapons and reload options! Pistol has its own ammo and thus a useful weapon for conserving ammo of machine gun on easy fights Submachine-gun also has its ammo. I ...
- Tue Jul 09, 2019 7:32 pm
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 956
- Views: 416987
Re: [WIP]Colourful Hell 0.97ccc fiiix
I like the new mod that allows you to play against a single color as opposed to a mix. Unfortunately, red enemies are not intended to be played alone - in groups they are game-breaking and/or unbalanced even on difficulty #2 with custom doom reducing damage by 1/3 or 40%. A shame, because some of ...
- Sat Mar 16, 2019 5:01 am
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 956
- Views: 416987
Re: [WIP]Colourful Hell 0.96b cyanide
I noticed that the yellow revenant drops a blue armor too frequently even with the option of reduced item drops. That is a tremendously good item for a monster that dies with four rockets and an example of map balanced being impacted.
Purple cyberdemon was tremendous fun. What a great monster design!
Purple cyberdemon was tremendous fun. What a great monster design!
- Sat Mar 02, 2019 8:25 am
- Forum: Gameplay Mods
- Topic: Colourful Hell 1.04 now with zandro friendly version included
- Replies: 956
- Views: 416987
Re: [WIP]Colourful Hell 0.96b cyanide
I'm loving the choice to reduce item drops (and overall drops appear more balanced across the board). I'm playing with no optional monsters nor bosses but I think my original more punishing color ratio from 0.94 remained in memory, bringing a very fun and surprisingly balanced (for this kind of mod ...
- Sat Feb 23, 2019 7:45 am
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 412
- Views: 159580
Re: Heretical Doom v1.3 - Options Upon Options!
I appreciate the option of slowing down experience level-ups and set it at 50%. Using a mod, I currently play on 125% damage received to balance out the extra healing, -66% damage inflicted (-80% when tome of power used) to have damage rates similar to vanilla doom (plus double-ammo), and DoomRL ...
- Sat Dec 29, 2018 8:52 am
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419921
Re: MetaDoom v5.2 "Klave" (Artipatch! p101)
I do not believe it is more of an ammo hog as the regular machine gun. I tested against a mancubus and the ammo consumption was similar to kill it. I believe the bullets deal the same damage, thus if you are aiming relatively well, you spend the same amount of ammo but 3X as fast. Given this and the ...
- Fri Dec 28, 2018 1:34 pm
- Forum: Gameplay Mods
- Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
- Replies: 1938
- Views: 419921
Re: MetaDoom v5.2 "Klave" (Artipatch! p101)
This is a very enjoyable and fairly restrained which works on its favor. If I have to share constructive criticism: Weapons: (minor)*The chainsaw's primary attack is too inferior to its [balanced] powerful secondary attack. It needs something more - either a ~50% damage increase on primary fire, or ...
- Mon Dec 03, 2018 5:48 am
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 412
- Views: 159580
Re: Heretical Doom v1.2 - Making Melee Fun Again!
I believe there is a major bug in dragon claw's tome of power's primary attack - it seems to already deal 2000-3000 damage per second in low levels (e.g. killing 2 mancubi in difficulty 5 in a fraction of a second). I have the feeling the projectiles are cutting through the target more than expected ...
- Thu Nov 29, 2018 3:55 pm
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 412
- Views: 159580
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Thanks for your responses, I think my remaining concern (not unique to any experience-based mod): When experience is included into a mod, it scales nicely over the first 10 levels or so (if mid-sized levels) but there is a point it begins to lose that balance and make the game progressively easier ...
- Sat Nov 17, 2018 6:42 am
- Forum: Gameplay Mods
- Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
- Replies: 412
- Views: 159580
Re: Heretical Doom v1.2 - Making Melee Fun Again!
Playing with Doom Reloaded (4th difficulty) and really enjoying this mod so far (with heretic monsters). However, I do think 'Colorful Hell' is a better fit, though its monster drops greatly speed up your level-ups, which may cause an issue in later levels (I will use custom doom to increase ...
- Sat Nov 10, 2018 6:43 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1206
- Views: 453264
Re: [2.4] FINAL DOOMER +
I love the doom 2 weapon set, greatly balancing weapons around the [apparently unchanged] double-barreled shotgun. Feeling the regular shotgun is comparably useful allows 2 choices for shotgun ammo usage now. The chaingun is often a better weapon than super shotgun now, but given the relative ...