Search found 329 matches

by Triple S
Thu Apr 25, 2019 3:06 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704272

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

I'm sure you've had no end of praise already of your mod given the length of the thread, but chalk up yet another. Seriously, I tried this maybe a year before and then somewhat more recently, and felt nothing for it. But on a whim ended up watching Icarus' livestream playthrough. Even though he had ...
by Triple S
Wed Apr 03, 2019 12:02 am
Forum: Gameplay Mods
Topic: Kinsie's DRLA Mini-Modlets (08/4/19 metaprops bugfix)
Replies: 33
Views: 31419

Re: Kinsie's DRLA Mini-Modlets (20/3/19 initial release)

The DRLA Fluff mod seems to break episode selection and forces a MAP01 start from New Game (Doom 1, WADSmoosh paks). PWADs that have custom episode selections are fine, so long as they are loaded after the fluff PK3.

Other than that, these are super nice and are definitely going to be loaded often.
by Triple S
Thu Oct 04, 2018 6:26 pm
Forum: Gameplay Mods
Topic: Customisable weapon loadout for Russian Overkill 3.0a
Replies: 4
Views: 2055

Re: Customisable weapon loadout for Russian Overkill 2.5

This is pretty awesome. One feature I'd love to see would be a menu option to randomize the set loadout. It's a feature I wish so many mods with huge and awesome weapon collections would have: randomized per playthrough rather than per drop.
by Triple S
Sun Jun 04, 2017 5:35 pm
Forum: Gameplay Mods
Topic: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
Replies: 457
Views: 171749

Re: Bullet-Eye (A SNES/Retro Style Project) v0.9.1 - I see r

Hitting Reload with the Quick Strike does nothing. Only way to view the info for it is to hit Reload with a different weapon, swap them out, then swap them out again to turn the info screen off. EDIT: The Scrap Launcher also seems to have almost zero "cooldown" between disabling the info screen and ...
by Triple S
Sat Feb 25, 2017 4:39 pm
Forum: Gameplay Mods
Topic: Lithium 1.7.0 Beta 2 (Feb. 23, 2025)
Replies: 717
Views: 256991

Re: Lithium [1.2 Update/Feb. 1]

The auto-pistol mod breaks the weapon because it doesn't seem to affect the damage at all. It's very, very strong, and is always the first upgrade I get because it has ridiculous damage output. The Revolver's power and accuracy is definitely impressive, but the auto-pistol kills almost as quickly ...
by Triple S
Mon Feb 20, 2017 2:18 am
Forum: Gameplay Mods
Topic: Lithium 1.7.0 Beta 2 (Feb. 23, 2025)
Replies: 717
Views: 256991

Re: Lithium [1.2 Update/Feb. 1]

Alright so I've been enjoying this a lot lately! But, I have some criticisms, mostly regarding some of the weapon balance. First, the pistol is in a good spot right now... for the most part. In earlier versions you could spam the hell out of this thing, especially scoped, but toning that back has ...
by Triple S
Sun Feb 19, 2017 12:04 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1195
Views: 442818

Re: [AA/BTSX PREVIEWS!] FINAL DOOMER

MasoGuy wrote:I really dig that pistol, for a second there I half expected some pulsing bluetracers going through the grooves.
If this isn't a thing, I'd love if it was. That sounds so good.
by Triple S
Fri Feb 03, 2017 3:18 am
Forum: Graphic/Audio Patches
Topic: [v1.0.2] DamNums - Universal Damage Numbers
Replies: 98
Views: 97264

Re: [v0.0.1] DamNums - a damage numbers mod

This is definitely gonna be something I load all the time. I'd love if there was a toggle between "flood of numbers" and "one solid number" for multi-hit (and maybe impact+radius explosive) weapons. Another nice feature would be how Team Fortress 2 allows you to set it so that all damage within an ...
by Triple S
Mon Jan 30, 2017 10:37 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1195
Views: 442818

Re: [V1.2] FINAL DOOMER

Community Chest, Speed of Doom, and Hell Revealed. Community Chest because I feel like giving people more reason to pay attention to projects like that is a good thing, Speed of Doom because it's a favorite set of mine with the difficulty and level design to produce an interesting weapon set, and ...
by Triple S
Thu Oct 27, 2016 11:34 pm
Forum: Gameplay Mods
Topic: Your Name: Lieutenant John Doom. Your Mission:
Replies: 1402
Views: 269006

Re: <!> JohnnyDoom - creative names for doom mods

johnny wrote:the SSG altfire = using the shotgun
It should have an alt-fire of some sort, though. Dragon's Breath, maybe?
by Triple S
Tue Dec 22, 2015 2:33 pm
Forum: Gameplay Mods
Topic: The Guncaster - 3.888b
Replies: 3023
Views: 883720

Re: [Update] The Guncaster - TWO POINTY SIX!

stuff The mod is originally made for Heretic, with Doom and Hexen support added in later. It fits in a fair bit better with Heretic or Doom compared to Hexen, but the lore of Heretic and Hexen both permit something like what is in this mod to happen. There are many worlds out there, after all, and ...
by Triple S
Mon Dec 21, 2015 8:56 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704272

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

"okay, I have a Combat Shotgun, I probably don't want a normal Shotgun that's inferior in every way Normal shotgun is significantly more ammo efficient because of the extra damage it does. Killing an imp in a single shot compared to two or three adds up. However, if you're a Renegade, the Combat ...
by Triple S
Sun Nov 29, 2015 3:27 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7023
Views: 1704272

Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Don't forget the Anti-Materiel Rifle. That thing pierces enemies quite nicely too, but also requires two Exotic mod packs.
by Triple S
Tue Nov 03, 2015 11:49 pm
Forum: Gameplay Mods
Topic: [spooky] sans. (Version 1.352 - MEGALOBLOOK Update)
Replies: 223
Views: 83074

Re: [spooky] sans. (Version 1.2 - MEGALOVANIA Update)

[url=http://www.mediafire.com/download/3fdbdedpht66q0a/sans1.2.wad[/url] i think the download link at the front page is having a bad time. time for bad Also, what's the name of the Megalovania mode item? Giving myself "invulnerabilitysphere" grants me the default invul. Summon it instead. Also ...
by Triple S
Sun Nov 01, 2015 3:48 pm
Forum: Gameplay Mods
Topic: Hexercise v0.0.6: The coldest of the fixes
Replies: 76
Views: 19869

Re: Hexercise v0.0.6: The coldest of the fixes

Alexandra wrote:Using the widescreen patch (made by another user) I noticed the Warrior's left fist is cut off on both left and right. Will try without the wide patch to see how that affects things.
Make sure you're loading the patch last.

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