Search found 19 matches

by Shadow_Wulfe
Sun Mar 10, 2024 12:47 am
Forum: TCs, Full Games, and Other Projects
Topic: DEAD TECH Episode One (1.1.4)!
Replies: 27
Views: 15644

Re: DEAD TECH Episode One (1.0)!

God tier design on this. The environments, enemies, and setup really evoke that post-apocalyptic high technology vibe.

My one criticism is that I have no idea what the protagonist is saying. Are there subtitles?
by Shadow_Wulfe
Thu Feb 15, 2024 11:57 pm
Forum: TCs, Full Games, and Other Projects
Topic: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Replies: 283
Views: 94586

Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Makes sense! I dug into the files to read the intended intro to E4M3. Finished the mod and loved it of course. The ending battles were quite diabolical. Does this take place in an alternate history future of the MoTI universe? I tried to find nods or easter eggs as references but it has been such a ...
by Shadow_Wulfe
Wed Feb 14, 2024 6:26 pm
Forum: TCs, Full Games, and Other Projects
Topic: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Replies: 283
Views: 94586

Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Fantastic TC. Loved MoTI and was looking forward to this. Not a fan of the platforming because of how the PC jumps. Out of curiosity, what was the cannon reason that WW3 started without any of the sides slinging more than conventional weaponry at each other? Is there supposed to be an intro slide to ...
by Shadow_Wulfe
Sat Feb 03, 2024 4:39 pm
Forum: Gameplay Mods
Topic: [v4.0.2] Doom Incarnate: A Tribute to Wolfenstein
Replies: 642
Views: 213126

Re: [v3.1.1] Doom Incarnate: A Wolfenstein style mod

Is there a way to use the mod but still keep the original ending parts to levels / splash screens?
by Shadow_Wulfe
Wed Aug 02, 2023 3:40 pm
Forum: Gameplay Mods
Topic: Led's Generic Weapon Mod (UPDATED! April 2 2023)
Replies: 360
Views: 142433

Re: Led's Generic Weapon Mod (UPDATED! April 2 2023)

Since the Voxel pack is suggested, will this work with new Voxel update?
by Shadow_Wulfe
Fri Nov 04, 2022 4:40 pm
Forum: TCs, Full Games, and Other Projects
Topic: GoldenEye TC Complete
Replies: 17
Views: 7854

Re: GoldenEye TC Complete

Are objectives listed or unnecessary?
by Shadow_Wulfe
Fri Jul 15, 2022 9:18 pm
Forum: Gameplay Mods
Topic: Hell Crusher 0.5 - Skilled based overpowered gameplay mod
Replies: 84
Views: 96321

Re: Hell Crusher 0.4 - Skilled based overpowered gameplay mo

The arsenal is crazy fun to play with. Is there any way to not have the mod override the end of the level splash screens for whatever custom WAD you're working with?
by Shadow_Wulfe
Wed Jul 13, 2022 11:53 am
Forum: TCs, Full Games, and Other Projects
Topic: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Replies: 156
Views: 41835

Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman

[quote="anjinsanroland"][/quote]
Just finished it, thanks for the Balduin tip!

I had not tried to speak to everyone in the Necro guild and figured it out.

I will not spoil it for everyone, but I am guessing that there is only one ending?
by Shadow_Wulfe
Wed Jul 13, 2022 7:49 am
Forum: TCs, Full Games, and Other Projects
Topic: Ascension (Release, v 1.4) - by Big Memka and Shadowman
Replies: 156
Views: 41835

Re: Ascension (Release, v 1.4) - by Big Memka and Shadowman

I went into this expecting a single large level RPG themed and not a full game! A pleasant surprise. Is there a list of locations for the Balduin plates? There is a spot in the sewers where "the masonry is weak", but nothing seems to break it down. Is that a trick for later or am I missing something?
by Shadow_Wulfe
Sat Dec 18, 2021 3:09 pm
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158130

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

Fair enough.

Is there any option to turn off the rescuable marines? One of the roughest things across all of the BD versions is babysitting Leeroy Jenkins and Co.
by Shadow_Wulfe
Wed Dec 15, 2021 9:38 pm
Forum: Gameplay Mods
Topic: Brutal Doom Platinum v3.1 release! GZ focused Brutal Fork!
Replies: 145
Views: 158130

Re: Brutal Doom Platinum v1.1 release! GZ focused brutal for

This one is great, but is there any way to keep it from overwriting Wad specific monsters?
by Shadow_Wulfe
Sun Dec 12, 2021 2:56 pm
Forum: Gameplay Mods
Topic: Operation Apollyon v1.7: Anniversary Edition (11/01/21)
Replies: 61
Views: 41778

Re: Operation Apollyon v1.6b: Endless Fantasy (02/05/21)

Love it so far. Trying it out with Switcheroom 1.

One question I have is how to activate the HUD? None of the options that I have tried seem to activate any sort of HUD.
by Shadow_Wulfe
Mon Oct 25, 2021 9:26 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 648449

Re: (Release 1.02) Ashes Afterglow TC

Seem to have run into a bit of a weird bug. I played both sides towards the middle in the second hub. I accepted the final quest from the raiders, and accepted the final quest for the town. I did the main quest for the town, then on leaving the hub was told that I completed the quest for the raiders ...
by Shadow_Wulfe
Sun Oct 24, 2021 8:48 pm
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 648449

Re: (Release 1.02) Ashes Afterglow TC

Please disregard my previous comments.

How do you get the mount to jump though?
by Shadow_Wulfe
Sun Oct 24, 2021 10:49 am
Forum: Abandoned/Dead Projects
Topic: Ashes Afterglow TC - closing the vault
Replies: 1779
Views: 648449

Re: (Release 1.02) Ashes Afterglow TC

Incredible so far.

Any tips on where the little collectibles are? I found a Hedon one and wanted to make sure I'm not missing other things before leaving the first hub.

Is the Junker Musket available in the first hub or later?

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