Search found 53 matches
- Sat Aug 10, 2019 8:40 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Re: Darkmoon (2019 alpha)
Noted! Seems there's a lot of stuff to fix, so thank you for pointing out all that stuff we missed, some stuff like the elevators should be an easy fix, i hope you enjoyed had enjoyed the mod despite all that hehe
- Wed Aug 07, 2019 8:02 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Re: Darkmoon (2019 alpha)
Glad you liked the mod so far! :D Thank you for the feedback, we had been aware of some of the issues you mentioned and they're gonna be fixed or changed, there's also some bugs we missed that you pointed out. One small note about the BFG, so far it isn't available on the current maps, but it's ...
- Sat Aug 03, 2019 11:42 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Re: Darkmoon (2019 alpha)
Noted!, the warehouse map is getting a revision already, and the sector lights are something that is getting changed You know that room with all that toxic waste being leaked from pipes, with some containers pumping them up and down? I got stuck there. Did I simply end up in a spot where the map was ...
- Thu Aug 01, 2019 6:22 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Re: Darkmoon (2019 alpha)
Thanks for the feedback, we had plans of revising the maps again and make some changes once the remaining ones are complete, so it will be the perfect time to address the light issues and add more light contrast, out of the current maps played, was there a map in particularly that really needed ...
- Mon Jul 29, 2019 6:39 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Re: Darkmoon (2019 alpha)
Thank you all for your comments, i've updated the post with Caligari87's version (once again, thank you!) for those who would like to try the maps with another gameplay mod, but we encourage everyone to try the original version and let us know if there's any feedback
- Fri Jul 26, 2019 8:37 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Re: Darkmoon (2019 alpha)
Just curious, will you be using custom monsters and gameplay tweaks, or will it be gameplay-mod compatible (and/or have a "sanitized" version)? It does uses a lot of custom monsters and weapons! (it tweaks the original monsters too), but there's plans for a 'sanitized' version to keep gamplay mod ...
- Thu Jul 25, 2019 10:11 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Darkmoon (2019 alpha)
- Replies: 30
- Views: 18419
Darkmoon (2019 alpha)
Looks like you're stuck on the shores of hell.... and the only way out is through! https://imgur.com/5hh1lJU Hello! Darkmoon is a modern interpretation of doom's original shores of hell episode, heavily inspired by doom 3, doom 64 and psx doom, taking place on deimos, it aims to be a more serious ...
- Sat Feb 04, 2017 12:46 pm
- Forum: General
- Topic: Screenshot submissions
- Replies: 72
- Views: 8703
Re: Screenshot submissions
Well, might as well submit some screens from a proyect of mine, Darkmoon
http://imgur.com/a/Y7zuW
They were taken using gzdoom, currently the mod is available over a thread in doomworld
http://imgur.com/a/Y7zuW
They were taken using gzdoom, currently the mod is available over a thread in doomworld
- Sat Sep 26, 2015 11:39 pm
- Forum: Editing (Archive)
- Topic: Poison damage color?
- Replies: 6
- Views: 814
Re: Poison damage color?
Just use Damagetype instead of poisondamagetype. The same goes for PoisonDamage, use Damage. That kinda defeats the purpose of what im trying to achieve, since im trying to make a "burning" damage that hurts the player over time (Exactly like a poison damage), not just a custom damage. That's why ...
- Sat Sep 26, 2015 9:59 am
- Forum: Editing (Archive)
- Topic: Poison damage color?
- Replies: 6
- Views: 814
Re: Poison damage color?
I've added the changes that you suggested, however im afraid that it didn't work since it keeps showing the "green poisoned" color on screen, maybe it's not possible for poison damage?
- Thu Sep 24, 2015 10:50 pm
- Forum: Editing (Archive)
- Topic: Poison damage color?
- Replies: 6
- Views: 814
Poison damage color?
Hello, Im currently trying to make a flame attack that keeps damagin the player over time. Using the 'PoisonDamage' property seems to do the job just fine, however when the player gets "burnt", the screen color gets a green "poisoned" color, and i can't seem to find a way to change it to another ...
- Tue Aug 06, 2013 2:49 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5365
- Views: 693098
Re: ZDoom project ideas you have
Im trying to make a project inspired by the premise of First Blood, basically it would be a "Survival mod", where you would be chased on a forest map for 3 days, it would involve some stealth elements and a basic gameplay rule to hunt your hunters in order to gather supplies. It's not that im not ...
- Thu Jul 18, 2013 8:29 pm
- Forum: Requests
- Topic: [Request] Tree branches textures
- Replies: 0
- Views: 211
[Request] Tree branches textures
Im looking for some tree branch textures to build sector based trees, can anybody help me find some?
- Sat Jul 14, 2012 2:43 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30881
- Views: 2152847
Re: WHAT THE HELL are you working on (WIP THREAD not gossip)
Recently i tried to simulate a zombie apocalypse...
i think i succeded
i think i succeded
- Fri Jul 13, 2012 10:03 am
- Forum: Editing (Archive)
- Topic: Problems with Thing Hate
- Replies: 3
- Views: 652
Re: Problems with Thing Hate
It worked!, Thank's a lot! 