Search found 61 matches

by Turin Turambar
Sat May 20, 2023 3:50 pm
Forum: Gameplay Mods
Topic: VDP-MonsterRandomizer UPDATED September 1, 2022
Replies: 122
Views: 63887

Re: VDP-MonsterRandomizer UPDATED September 1, 2022

I like this mod, but sometimes I wish it would provoke less of a clusterfuck in the gameplay itself. What I wish is that there was a way to make "stable" enemy replacements per level. This is, when the game loads a new level, a replacement monster is chosen for every enemy. For imp, the imp ...
by Turin Turambar
Wed Jul 13, 2022 3:22 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

Re: Walpurgis 0.96A (For Doom/Heretic/Hexen) [GZDoom 4.8.0 F

Can you please put an option to deactivate the gameplay changes done to the enemies? You have done it with the Revenant, but there are still other important changes you have done, like the chaingunners not being hitscan anymore or the pinkies jumping around, to Cyber's rockets being slower, etc ...
by Turin Turambar
Wed Dec 01, 2021 2:04 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646480

Re: (Weapons Pack V2.0 Release ) Ashes Afterglow TC

I'm finishing the second hub. I only have to complete the 'find the missing scavs in ruins'. I don't even know what ruins they refer to. Any help?
by Turin Turambar
Mon Nov 29, 2021 4:37 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646480

Re: (Weapons Pack V2.0 Release ) Ashes Afterglow TC

I'm a bit stuck In on the second hub, Prosperity. I have two combat levels available, the sewers level (Pipeworks) and the junkyard. In the junkyard, I cleared up a small area separate from the rest of the level, with crates and mutants, but I couldn't find anything interesting there. https://i ...
by Turin Turambar
Thu Oct 28, 2021 1:41 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 646480

Re: (Release 1.02) Ashes Afterglow TC

Ihavequestions wrote:One question: Is the Episode 1 remaster going to be released anytime soon?
It was already released.
by Turin Turambar
Mon Oct 18, 2021 1:31 pm
Forum: Gameplay Mods
Topic: Voyage Infernal [1.13]
Replies: 104
Views: 40832

Re: Voyage Infernal [1.10.5]

I meant just starting the map, when you still haven't fired a shot. No casings on the floor.
by Turin Turambar
Mon Oct 18, 2021 6:30 am
Forum: Gameplay Mods
Topic: Voyage Infernal [1.13]
Replies: 104
Views: 40832

Re: Voyage Infernal [1.10.5]

I don't know if this post will seve for anything, as the last time the creator posted here was more than a year ago, but I just wanted to say the weapon set is fine, but the optimization could be better. It can't be noticed in normal map, but in big maps like map06 from Atmospheric Extinction, the ...
by Turin Turambar
Wed Sep 01, 2021 7:50 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

Ok, it's really a *bug*. The setting isn't doing anything.

https://i.imgur.com/wcD8OAu.png

Custom monsters are off. Look at the cvar. I start a new game, just in case, then I load a test map and the Revenant rockets behavior is the same as before. They also have the sparks you gave them.
by Turin Turambar
Wed Sep 01, 2021 6:57 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

Well, I have the feeling the mod lied to me. It says: https://i.imgur.com/VlEDX1B.png which sounds like the changes are cosmetic and very subtle things, but taking the only enemy with guided projectiles and making them not guided is SUPER BIG change. It 'breaks' some encounters, as the author of the ...
by Turin Turambar
Tue Aug 31, 2021 3:56 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

Another possible issue: with your custom modification of enemies, the Revenant cannot fire the guided rockets. Or are super mega rare at least. And let me extend a bit more on the balance side of things (from the perspective of Doom balance, at least). IMO, the mod needs a nerf: Your equivalent to ...
by Turin Turambar
Tue Aug 31, 2021 2:58 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

It's ok if you still haven't implemented all the weapon upgrades and show a message instead... ...but don't consume the upgrade item! Yep, I think I've mentioned this before that I keep forgetting to implement a safeguard against this because I know not to do it myself lol. If you've accidently ...
by Turin Turambar
Tue Aug 31, 2021 5:52 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

It's ok if you still haven't implemented all the weapon upgrades and show a message instead...

...but don't consume the upgrade item!
by Turin Turambar
Mon Aug 30, 2021 3:59 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

I discovered an oversight with the new auto-use-health pickups system: it fails if you have already the max allowed (20), as it tries to pick up and then use it. So you can have 40hp, walk upon it, and nothing happens.
by Turin Turambar
Mon Aug 30, 2021 2:06 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333315

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

This is a great gameplay mod, however, I noticed it can break some levels. For example, map03 from this WAD, try it https://www.doomworld.com/forum/topic/122748-perpetual-powers-rc2-21-level-megawad/ In that map, there is a series of triggers that activate upon picking a piece of armor in some ...
by Turin Turambar
Mon Aug 16, 2021 10:25 am
Forum: Gameplay Mods
Topic: Nightmare Logic V2.2 [28.03.22] New weapons!
Replies: 120
Views: 50430

Re: Nightmare Logic V2.0 [15.08.21] Overhaul!

I tried the mod for the first time, and honestly I found it a bit puzzling: -You are a skipping the skill choice screen when selecting new game. Why? -The slower movement should be optional: understand that some wads are done thinking the player will have at least the default move speed, so he won't ...

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