Search found 4 matches

by rotts
Wed Apr 13, 2022 12:04 pm
Forum: Gameplay Mods
Topic: ZMovement 3.2.1
Replies: 245
Views: 106093

Re: ZMovement 3.2.1: Final update (unless serious bugs)

I don't know why, but FinalDoomer of all things overrides most if not all of zMovement's movement options. I don't suppose there's a patch for this one...? IO couldn't find it. I've made a patch, since i also noticed this. Make sure to load BEFORE FinalDoomer. Hi, question! Can I use this patch ...
by rotts
Wed Apr 13, 2022 11:43 am
Forum: Gameplay Mods
Topic: [Release] The Trailblazer - 1.5e
Replies: 1535
Views: 486167

Re: [Release] The Trailblazer - 1.5e

Found a bug... once you get the double Fleshrends (not sure if this is with or without the extra barrel upgrade), you keep picking up the shotguns dropped by the shotgunners even when your ammo is full. Other question, is the movement alterations mod (w/ or without jetpack ability) available ...
by rotts
Wed Feb 02, 2022 11:02 am
Forum: Gameplay Mods
Topic: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!
Replies: 408
Views: 156797

Re: Heretical Doom v1.5 - Cyberdemons and Maulotaurs, oh my!

I'm using just the monsters addon, otherwise vanilla Doom2 for test driving the add-on. The enemies are massively more powerful than the ones they replace. 157HP superfast golems and 110HP fast aggressive gargoyles get swapped in for basic Zombiemen and Imps. It's just not doable in I-don't-even ...
by rotts
Tue Jan 11, 2022 8:05 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1199
Views: 445575

Re: [3.4!] FINAL DOOMER +

Registered here to say that this weapon mod is fantastic. I have been using FinalDoomer with the Bloodstain (*edit* corrected name) megawad which has the exact type of level design i love, it's nice and fighty. Large amounts of strong monsters; I don't think it counts as a slaughter-wad but things ...

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