Search found 12 matches

by Chunes
Sun Mar 20, 2022 2:26 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Here are my thoughts on some of the new stuff. The bird is a lot of fun, but I feel it may be slightly overtuned. Sometimes it flies off to an area I haven't been yet and when I get there, it's just full of monster corpses. I think it shouldn't be able to pick off rooms of monsters by itself with ...
by Chunes
Sat Mar 19, 2022 12:07 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

I just had Dagon's Cane and the Lupin Charm spawn in the same map even though I had slot 2 set to random (for all classes) before starting the game. It was on MAP01 of Zone 400; the cane spawned near the beginning next to the yellow key and the charm was in the secret alcove where the chaingun ...
by Chunes
Sat Mar 19, 2022 11:04 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.96 (For Doom/Heretic/Hexen) [0.96 RELEASE!]

Awesome stuff! And early enough in the weekend to give the update plenty of attention! :D Also thank you for putting my feature request in, that's great! Are all the weapon upgrades in the mod now or are there still some missing? I will reply again with my thoughts once I've seen enough of the new ...
by Chunes
Thu Mar 17, 2022 11:10 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

That's so exciting! Only a few more days. Can't wait!
by Chunes
Sun Mar 06, 2022 8:58 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.95 (For Doom/Heretic/Hexen) [0.95 IS OUT!]

Yeah I don't see any problem with this sort of thing, especially if it's an option you can turn off. Speaking of options, I had an idea for one I'd really like. As you know, you can choose which weapon 2 to use for many of the classes, either choosing one or the other, or both. But what I find ...
by Chunes
Tue Nov 09, 2021 3:23 pm
Forum: Gameplay Mods
Topic: Treasure Tech (NEW 1.2 RELEASE!)
Replies: 156
Views: 125241

Re: Treasure Tech (NEW 1.2 RELEASE!)

I've noticed that the Buster stays in your inventory between maps in pistol plus mode. Seems like an oversight, maybe? (The other new gun may have the same problem.)

Edit: Also, the pop rock launcher isn't able to auto-aim. Bug?
by Chunes
Sun Nov 07, 2021 11:15 pm
Forum: Gameplay Mods
Topic: Treasure Tech (NEW 1.2 RELEASE!)
Replies: 156
Views: 125241

Re: Treasure Tech (NEW 1.2 RELEASE!)

Well done on the update! The new guns are great (including the new pop rock launcher) and all the other changes are swell. Glad to see one of my favorite mods is still truckin'. Looking forward to the dedicated map set!
by Chunes
Fri Aug 27, 2021 6:02 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

I've had a chance to test the new weapons for a few hours and they're both lovely. The dual swords (Ventus Gladii) secondary gives the myrmidon a cheap ranged option and great crowd control, the primary is some satisfying slice n' dice, and the tertiary is just a heck of a lot of fun to use. I find ...
by Chunes
Fri Aug 27, 2021 3:19 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0A (For Doom/Heretic/Hexen) [FULL 1.0 Release]
Replies: 1458
Views: 342882

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

It's out! Christmas is here!

Thank you for all the work you put into this mod. I can't wait to dig in!
by Chunes
Tue Nov 24, 2020 11:09 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720571

Re: DoomRL Arsenal - [1.1.4] [MP-B7.3]

Any version besides 4.5.0 works fine. DRLA works great in 4.3.3.
by Chunes
Sun Nov 08, 2020 6:37 am
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 217
Views: 135792

Re: CMM DoomRL Classes [0.2]

This is such a cool mod. I'm in the middle of a Mechanoid run right now and I noticed that as long as you have a nano mod on one of your weapons, you can sometimes fire a weapon you have no ammo for. Not sure if it's intended, but it's fun. :D
by Chunes
Mon Mar 11, 2019 10:33 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7027
Views: 1720571

Re: DoomRL Arsenal - [1.1] [MP-B7.0]

This is awesome news! Congrats on the new release! One thing I noticed is that the PDA only shows damage, spread etc. for basic weapons. Is that intended? (See https://i.imgur.com/hfqBnqQ.png and https://i.imgur.com/M4pHbT9.png for example.) Another issue I have is that "No. of Kills:" is stuck at 0 ...

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