Search found 47 matches
- Thu May 09, 2024 6:28 pm
- Forum: Gameplay Mods
- Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
- Replies: 377
- Views: 122018
- Wed Apr 17, 2024 1:35 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Venturous 1.6.5 Episode 6 Release
- Replies: 159
- Views: 96867
Re: Venturous 1.5 Release
I just finished playing Version 1.5, and I have to say--As a big Indy fan--This is quite the treat. So much creativity is on display here, from the level design, to the monsters, to the weapons, to the story. The build-engine inspiration is apparent, but I like the more earnest, straight-laced tone ...
- Thu Apr 04, 2024 3:40 am
- Forum: Gameplay Mods
- Topic: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
- Replies: 147
- Views: 45023
Re: FlexiHUD - a universal, extremely flexible HUD mod (3.0.0 released)
This is hecka neat. I love the idea and all of the FLEXIbility. This mod would be absolutely perfect if it could play nice with PY Weapon Wheel (https://forum.zdoom.org/viewtopic.php?t=61061). Right now, engaging py's weapon-wheel button crashes the game when loaded with FlexiHUD. EDIT: The conflict ...
- Tue Jun 15, 2021 11:54 pm
- Forum: Technical Issues
- Topic: GZDoom 4.6.0 Game-Ending Lag
- Replies: 3
- Views: 526
Re: GZDoom 4.6.0 Game-Ending Lag
wildweasel wrote: > Which build of Windows are you running (as reported by WINVER), and what are your > hardware specs? Windows 10 Version 2004 (OS Build 19041.1052) Installed Ram 4GB Processor Intel Core i5-3210 @ 2.50 GHz 2.50 GHz System Type 64 bit OS, x64 Based-Processor EDIT: Here's some ...
- Tue Jun 15, 2021 3:36 pm
- Forum: Technical Issues
- Topic: GZDoom 4.6.0 Game-Ending Lag
- Replies: 3
- Views: 526
GZDoom 4.6.0 Game-Ending Lag
Following a windows update this week, I decided to retrieve my GZDoom file (Updated to v4.6.0) from the recycle bin, only discover that, from the startup menu to the game itself, the game now runs at an unplayable crawl. I've uninstalled, reinstalled GZDoom, swapped out different Iwads, restored ...
- Fri Feb 19, 2021 11:41 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DOOM to Heretic conversion pack and resource pack [V 1.25]
- Replies: 103
- Views: 19169
Re: DOOM to Heretic conversion pack and resource pack [V 1.2
This is a really cool idea. I wish there was way to play this with wads that don't use stock textures. It would be neat to tool around something like Episode 2 of BTSX ( https://www.doomworld.com/forum/topic/6 ... g-13-2020/ ) as Corvus.
- Fri Oct 02, 2020 10:48 pm
- Forum: Levels
- Topic: heXen Upstart Mapping Project (RELEASED!)
- Replies: 32
- Views: 7446
Re: heXen Upstart Mapping Project (RELEASED!)
I just finished playing this! Excellent job to everyone involved. The puzzles were great, especially Map10's. However, I have to say that Map10's arena fight at the end was a little much for my taste, and following that fight immediately with a slaughter-battle in the hub and then another slaughter ...
- Wed Mar 18, 2020 10:09 pm
- Forum: Gameplay Mods
- Topic: Nobody Told Me About id - We've Moved!
- Replies: 449
- Views: 171577
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Aw! Very good--such a discussion has already been hadjdredalert wrote:Check three pages back.Darman Macray wrote:Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?
- Wed Mar 18, 2020 6:21 pm
- Forum: Gameplay Mods
- Topic: Nobody Told Me About id - We've Moved!
- Replies: 449
- Views: 171577
Re: Nobody Told Me About id v0.2.4 - Build Engine-styled mod
Any plans for implementing Quake III's unused Doomguy voice for the authentic Build experience?
- Tue Mar 17, 2020 2:04 pm
- Forum: Gameplay Mods
- Topic: Episodic Doom 2 (And Final Doom!)
- Replies: 13
- Views: 7940
Re: Episodic Doom 2 (And Final Doom!)
Thanks a bundleirukanjji wrote:Here we go:
- Sun Mar 15, 2020 1:49 pm
- Forum: Gameplay Mods
- Topic: Episodic Doom 2 (And Final Doom!)
- Replies: 13
- Views: 7940
Re: Episodic Doom 2 (And Final Doom!)
Download links are broken 
- Mon Feb 24, 2020 1:43 am
- Forum: Levels
- Topic: Master Levels for Heretic
- Replies: 14
- Views: 5607
Re: Master Levels for Heretic
This is an amazing idea with excellent execution. I'm Loving, loving, loving these maps! It's like H-Zone--but BETTER :D EDIT: I just beat this collection today! The maps were really nice--I only had to cheat on Smudge part II, as I was wandering aimlessly for 40 minutes and decided to noclipped to ...
- Sun Feb 16, 2020 2:34 pm
- Forum: Gameplay Mods
- Topic: Rampancy - [2.1]
- Replies: 105
- Views: 86171
Re: Rampancy - [1.0]
This is an absolute masterpiece. Love the robo-dialogue, the robo-projectiles and all of the robo-explosions!
- Sat Nov 23, 2019 7:18 pm
- Forum: Gameplay Mods
- Topic: Kriegsland II: Untergrund [v1.4 03/05/20] Z-Surprise Page 4!
- Replies: 82
- Views: 30464
Re: Kriegsland II: Untergrund [v1.3 16/11/19]
I was playing through Strife and encountered a bug where the story stops once you acquire the sigil. It seems Forest cannot enter into dialog or switch weapons from the sigil once he defeats the Programmer.
- Tue Nov 12, 2019 9:50 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 243140
Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]
While i'm working on something else right now, i could make a monster pack when i'm done with my current project (with monster stats scaled down for normal play, of course). Probably wouldn't be too hard to chop out everything that would not function in non-gmota doom. I would rather you do not. I ...