Search found 149 matches
- Mon Jan 05, 2026 7:34 am
- Forum: Gameplay Mods
- Topic: [WIP] AVP 2.3.0 - MOONLIGHTER 74 EDITION [UPDATE]
- Replies: 19
- Views: 3360
Re: [WIP] AVP 2.2 - MOONLIGHTER 74 EDITION [UPDATE]
This looks amazing! Thanks for making this update, I look forward to trying it out!
- Mon Jan 05, 2026 7:27 am
- Forum: Gameplay Mods
- Topic: Improvisation - No guns? No Problem. (1.1)
- Replies: 46
- Views: 21069
Re: Improvisation - No guns? No Problem. (ALMOST DONE v0.9.9)
BOOYAH! Going to enjoy trying this new version out and savoring the insanity as much as I can. I think I may use it on the "Doom 2 in City Only" mappack as that kind of weirdly works a little with the theme.
Thanks for all the hard work into such an awesome mod!
Thanks for all the hard work into such an awesome mod!
- Mon Jan 05, 2026 7:23 am
- Forum: Gameplay Mods
- Topic: Forlorn Future V1.2.2 + weapons/monsters only
- Replies: 12
- Views: 10763
Re: Forlorn Future V1.2.2 + weapons/monsters only
Hello, I wanted to thank you for such a cool mod, and more so for splitting the monsters and weapons apart so people can mix and match them. This is one of my favorite mods of all time!
- Sat Nov 01, 2025 10:24 pm
- Forum: Levels
- Topic: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
- Replies: 20
- Views: 4679
Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
I stand corrected, I played with the Quake Stuff mod and I managed to run over one of the side platforms back to the starting platform next to the entry door by hitting t he edge of that rectangular sector with the warning pattern on top, however I would still recommend the teleporter/enemy ...
- Sat Nov 01, 2025 9:41 pm
- Forum: Levels
- Topic: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
- Replies: 20
- Views: 4679
Re: DOOM 2: REMAKE for GZDoom, with OTEX (30+1 maps)
I had played up until "The Focus" map (Very cool work as far as I've seen by the way) but when I was in the last room I found a problem; if you fall off before you trigger the yellow keycard line for bringing the teleporter platforms down, you'll be softlocked as that's the only way to bring down ...
- Mon Jun 16, 2025 4:01 am
- Forum: Gameplay Mods
- Topic: wepon.pk3: Tiny Filesize, Great Big Guns! [V1.4, 09/19/25]
- Replies: 18
- Views: 3567
Re: wepon.pk3: Tiny Filesize, Great Big Guns! [RC2]
Just tried it and the fixes are great! The plasma rifle only consumes 1 ammo even as the fire spread triggers.
It's very fun so far, an awesome work using no new graphics.
It's very fun so far, an awesome work using no new graphics.
- Mon Jun 16, 2025 4:00 am
- Forum: Gameplay Mods
- Topic: Unholy Ground [V111]
- Replies: 15
- Views: 9138
Re: Unholy Ground [V111]
Well, I just tried using Cleanup with Unholy Ground, and there is some interesting interactions: The "Cleansing grenades" you can throw onto toxic surfaces just disappear, even if I threw them onto normal toxic surfaces then the generated ones from toxic monsters, they just poof when thrown onto ...
- Sat Jun 14, 2025 9:53 pm
- Forum: Gameplay Mods
- Topic: Unholy Ground [V111]
- Replies: 15
- Views: 9138
Re: Unholy Ground [V111]
I just realized this could work strangely well with "Clean up hell", with the player able to neutralize damage floors until they are hit by the monster spew turning them back.
I will try this with that mod and see how it goes.
I will try this with that mod and see how it goes.
- Sat Jun 14, 2025 9:47 pm
- Forum: Gameplay Mods
- Topic: Dusted's Pandemonia (v2.6.5) (+ Monsters-only) (Anarchy and Insurrection addons!)
- Replies: 251
- Views: 207901
Re: Dusted's Pandemonia (v2.6.2) (+ Monsters-only) (Anarchy and Insurrection addons!)
>Ranubis That file named "Pand-Cards-v1.2.1.pk3" its a patch to make DP work correctly with Corruption Cards, but from what I'm seeing in your log you don't have Corruption Cards, that's why you are getting that error, you need to include Corruption Cards and then include the patch after it in the ...
- Sat Jun 14, 2025 9:21 pm
- Forum: Gameplay Mods
- Topic: [Gzdoom] Universal Eternal Mod (Compatible with custom weapon packs)
- Replies: 4
- Views: 3336
Re: [Gzdoom] Universal Eternal Mod (Compatible with custom weapon packs)
This looks fantastic, and I love supplementary mods that work with others to add more.
I'll be trying this soon!
I'll be trying this soon!
- Sat Jun 14, 2025 9:19 pm
- Forum: Gameplay Mods
- Topic: SpaceGun monsters for Doom
- Replies: 3
- Views: 1391
Re: SpaceGun monsters for Doom
This is interesting to play and fun, though the main aliens placed in the zombie, sergeant and imp slots can be overwhelming in areas with large ambushes of multiple waves since the basic alien soldier takes a tiny bit more damage then a zombieman, and with their speed they can quickly overwhelm you ...
- Sat Jun 14, 2025 8:55 pm
- Forum: Gameplay Mods
- Topic: SDMonsters - Smooth Doom monsters, but slightly enhanced.
- Replies: 11
- Views: 12791
Re: SDMonsters - Smooth Doom monsters, but slightly enhanced.
This has been tons of fun to play with! From putting them in "The Space Pirate" for it's infinite battle mode, to just fighting them with op or mildly op weapons, these monsters feel great! Just a little bit of an upgrade from vanilla to add a little visceral fun without pushing the limits too far ...
- Sat Jun 14, 2025 8:34 pm
- Forum: Gameplay Mods
- Topic: wepon.pk3: Tiny Filesize, Great Big Guns! [V1.4, 09/19/25]
- Replies: 18
- Views: 3567
Re: wepon.pk3: Tiny Filesize, Great Big Guns!
Very cool ideas so far, some bugs I encountered with Gzdoom: Shotgun's primary fire with the normal vanilla calculation uses 2 shotgun shells instead of one, though the last shell in the tube is used normally. Super Shotgun's alternate fire uses NO ammo, I almost want an infinite 4 barrel firing ...
- Sat Apr 12, 2025 2:34 am
- Forum: Gameplay Mods
- Topic: Dusted's Pandemonia (v2.6.5) (+ Monsters-only) (Anarchy and Insurrection addons!)
- Replies: 251
- Views: 207901
Re: Dusted's Pandemonia (v2.6.2) (+ Monsters-only) (Anarchy and Insurrection addons!)
I have an error when trying to load Anarchy monsters by itself, but I also tried it with Rust and Bones, got the same error both times: (This is a truncated version, the zipped text file I attached is the full version.) OS: Windows 11 (or higher) (NT 10.0) Build 26100 GZDoom version g4.14.0 GPand ...
- Thu Mar 27, 2025 12:52 pm
- Forum: Gameplay Mods
- Topic: Xim's Star Wars Doom - Updated (MAY/4/2024)
- Replies: 377
- Views: 123063
Re: Xim's Star Wars Doom - Updated (MAY/4/2024)
Second is with the sniper rifle not consuming ammo when zoomed out, also the info decor on the scope screen is green instead of red when this bug triggers. Do you know which sniper rifle? This mod has A LOT of weapons, I've got like 3 or 4 different snipers depending on your definition of them. I ...