Search found 123 matches

by hammer oz
Sun May 02, 2021 7:45 am
Forum: TCs, Full Games, and Other Projects
Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Replies: 3214
Views: 649244

Re: [Wolfenstein: Blade of Agony] Release (v3.0)

Loving the new chapter so far however I have ran into a snag
I am on the mission where you need to kill undead en mass and have discovered the large area with three floating platforms and an old grappling hook and cant for the love of me figure out how to progress :?:
by hammer oz
Mon May 11, 2020 12:22 am
Forum: Gameplay Mods
Topic: [RELEASE] DN3DooM - update v.1.08b
Replies: 348
Views: 88057

Re: [RELEASE] DN3DooM - update v.1.03

Another idea I just thought of regarding the chaingun is you could give it a sort of piercing effect while maintaining its high damage but slow rate of accurate fire to go along side its grenade launcher.
by hammer oz
Mon May 04, 2020 10:19 pm
Forum: Gameplay Mods
Topic: [RELEASE] DN3DooM - update v.1.08b
Replies: 348
Views: 88057

Re: [RELEASE] DN3DooM - update v.1.03

So basically anything aimed at the head -shrink ray = quick death profit neat :D You could keep the battlelords chaingun low rate of fire but make it so its more accurate and hits harder at range or keep its shotgun like effect where it fires multiple pellets in a tight pattern :) I also did some te...
by hammer oz
Mon May 04, 2020 8:37 pm
Forum: Gameplay Mods
Topic: [RELEASE] DN3DooM - update v.1.08b
Replies: 348
Views: 88057

Re: [RELEASE] DN3DooM - update v.1.03

After further playing this gem on ultimate doom it feels like the explosive weapons seem weak compared to the headshot mechanic. Obviously they are great for taking out the small fry but feels like they do less damage to the big guys. I am guessing Is this intended to balance out the headshot mechan...
by hammer oz
Tue Apr 28, 2020 11:20 pm
Forum: Gameplay Mods
Topic: [RELEASE] DN3DooM - update v.1.08b
Replies: 348
Views: 88057

Re: [RELEASE] DN3DooM - update v.1.03

So far this would be might favourite take on ol duke in doom. The way the weapons feel are spot on and each one feels like they fit in against taking on certain groups of enemies except for explosives but then again if you want to push the everything dies button they fit that role :mrgreen: . Love t...
by hammer oz
Mon Feb 24, 2020 11:02 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4987
Views: 618626

Re: Hell-Forged - V. 1.00c

Been awhile since I have done a review so lets get started All in all this one was a banger. The whole heretic feel mixed with unique enemies and weapons ranging from different games was a real nice touch and the whole look of the mod was mind blowing however there where a couple of things that felt...
by hammer oz
Fri Sep 06, 2019 10:32 pm
Forum: Gameplay Mods
Topic: Lt. Typhon v6: massive guns
Replies: 219
Views: 88318

Re: Lt. Typhon v5: massive guns

Loving the new update however a couple of things are bothering me/could be changed Would it be possible to add an option to change the mugshot. While the new one looks cool I prefer the old one honestly also and option to disable those teleporting ghouls as these are become a bit of an annoyance on ...
by hammer oz
Thu Aug 15, 2019 11:04 pm
Forum: Gameplay Mods
Topic: Lt. Typhon v6: massive guns
Replies: 219
Views: 88318

Re: Lt. Typhon v4: massive guns

Loving the new features especially being able to team up with doom slayer himself :) however to me the new pistol seems a bit weak for its primary fire. Maybe I am just using it wrong or I am guessing the basic primary/secondary is not meant to take on the big nasties only the charged up secondary. ...
by hammer oz
Sun Jul 28, 2019 1:32 am
Forum: Gameplay Mods
Topic: Duke Nuke 3D v10b
Replies: 76
Views: 39684

Re: Duke Nuke 3D v10b

- Explosive Shotgun is very, VERY powerful but takes only one shell. The same thing goes Desert Eagle and makes Pump-Action Shotgun useless once you pick this beauty up. Feels like the opposite to me I end up going back to the double barrel shotty instead of the explosive one but it could be that b...
by hammer oz
Sat Jul 27, 2019 11:31 pm
Forum: Gameplay Mods
Topic: Duke Nuke 3D v10b
Replies: 76
Views: 39684

Re: Duke Nuke 3D v10b

Awesome mod so far thought I would add my two cents about it Added a couple more things since last time I played . Chaingun cannon could use a bit of a buff since most enemies seem bullet spongey and from what I have seen the better variants only drop from unique enemies . To be honest the new quote...
by hammer oz
Mon Jun 24, 2019 12:07 am
Forum: TCs, Full Games, and Other Projects
Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
Replies: 3214
Views: 649244

Re: [Blade of Agony] Road to Wolfenstein Devblog Part 07 | p

Always a blast to replay this gem while Ep 3 gets done but there is one thing that is a little bothering. The S.S/paratrooper dudes that wield the STG-44's will this weapon see the light of day in the future? it just feels strange to me when you down these guys and they drop MP40s.
by hammer oz
Fri May 03, 2019 11:34 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7014
Views: 1574178

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

I gotta ask is it worth using the necro armor when you find it? since the lack of resistances and the sucking your health to repair itself gig = a instao toss for me
by hammer oz
Tue Apr 23, 2019 1:06 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7014
Views: 1574178

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

What destabilises the core and what do you mean mod it further? The one I made seems to be working just fine so far... you're playing demo aren't you? and for future reference for people playing around with nuclear bfgs; check your ammo counter oooooooooh ok I didn't know the demo could use if off ...
by hammer oz
Mon Apr 22, 2019 3:15 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7014
Views: 1574178

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

I KNEW IT For a long time now I have been always thinking that there must be someway to get the HP nucler BFG working and the answer was well pretty simple just expand its storage capacity /me facepalms also while on the subject if the technician built it himself wouldn't he be able to get it workin...
by hammer oz
Fri Apr 19, 2019 7:43 am
Forum: Levels
Topic: Adonis: Escape from Urania (cl9 Boom megawad)
Replies: 13
Views: 4655

Re: Adonis: Escape from Urania (cl9 Boom megawad)

Hello at the moment I am enjoying these levels but already I am a little bit stuck. After hitting the yellow switch on map hate I have absolutely no idea where I should go to progress the level since I have already explored the areas available to me that are not behind blue forcefields.

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