Search found 43 matches

by UnknownMaster21
Thu Jul 03, 2025 1:43 pm
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1190
Views: 465171

Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!

Alright... time to play some with cards.

And according to post above, regardless of how much less health miniature mosnters have, it should be at least "noticeable". ( And vice versa to giant versions in case those appears. )
by UnknownMaster21
Sat Apr 27, 2024 5:22 am
Forum: Gameplay Mods
Topic: [minimod][v1.0.0-beta] Final Custom Doom
Replies: 50
Views: 55150

Re: [v0.5.0] Ultimate Custom Doom

When new update may arrive? Or is this just seriously abandoned?
by UnknownMaster21
Sun Aug 13, 2023 5:36 am
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1190
Views: 465171

Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Bug Report: Launch Augment is offered as a card anyway, if Bullet Augment is selected before. This has been happened for an Imp. Therefore, card is irrelevant.
by UnknownMaster21
Sat Aug 12, 2023 12:41 pm
Forum: Gameplay Mods
Topic: [minimod][v1.0.0-beta] Final Custom Doom
Replies: 50
Views: 55150

Re: [v0.5.0] Ultimate Custom Doom

Possible to add maximum Armor points, similar to Maximum Health?

I
I
I
V Thank You!
by UnknownMaster21
Sat Jun 17, 2023 6:17 am
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1190
Views: 465171

Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Card ideas: 1. player card "Player movement is reversed" if you move forward you move backwards instead, if you move strafe left, you move strafe right and maybe even crouching and jumping could be reversed but i dont think thats necessary. i would put this card in either tier 3 or 4 because it ...
by UnknownMaster21
Wed Jun 07, 2023 3:57 pm
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1190
Views: 465171

Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

EDIT: Are you open for suggestions/requests? This mod has extremely big potential. Of course, just post em'. I've also added a section to the first post of this thread for some guidance when it comes to requesting new card effects :) Excellent! Because this feedback is strongly leading into that ...
by UnknownMaster21
Sun Jun 04, 2023 4:02 pm
Forum: Gameplay Mods
Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Replies: 1190
Views: 465171

Re: [5.0] Corruption Cards - 200+ Gameplay warping cards!

Hello! First of all! What an awesome mod! I have currently played with custom setting, which I must choose 2 permanent cards from 8, best shot I have gone in Doom II is Map 17 ( Map 18 happened to be impossible after 100 attempts, I gave up ). I will give a more proper feedback later! EDIT: Are you ...
by UnknownMaster21
Tue Sep 02, 2014 1:52 am
Forum: Editing (Archive)
Topic: ZDoom and Vanilla Doom stealth monsters
Replies: 6
Views: 705

Re: ZDoom and Vanilla Doom stealth monsters

Yeah, as I have done wad file with Doom Builder 2, I also want it can run completely vanilla. So I have to take off them
by UnknownMaster21
Mon Sep 01, 2014 5:27 pm
Forum: Editing (Archive)
Topic: ZDoom and Vanilla Doom stealth monsters
Replies: 6
Views: 705

ZDoom and Vanilla Doom stealth monsters

Hello, can anyone reproduce ( apparently I can't as no knowledge )... ...If I have created wad file which contains maps, and maps has stealth monsters, do they appear as normal monsters in vanilla doom, while appearing stealth ones in ZDoom? If I want to make wad file which can be played in vanilla ...
by UnknownMaster21
Tue Feb 04, 2014 6:23 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895448

Re: The "How do I..." Thread

What would cause it? Does anyone else came this problem? all the other spawners works what I create, except one which should definetily work. Sorry if it's been mentioned, but did you try not using inhertiance? I mean, just copying the whole of that RandomSpawner code and replacing manually the ...
by UnknownMaster21
Sun Feb 02, 2014 7:29 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895448

Re: The "How do I..." Thread

actor ImpSpawner : RandomSpawner replaces DoomImp { DropItem "DoomImp" 256 8 } That's a problem. If it spawns a DoomImp, the spawned DoomImp will be replaced by an ImpSpawner, so it'll spawn an ImpSpawner instead. Since you have some other choices as well, it should eventually spawn one of them ...
by UnknownMaster21
Sat Feb 01, 2014 3:01 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895448

Re: The "How do I..." Thread

actor ImpSpawner : RandomSpawner replaces DoomImp { DropItem "DoomImp" 256 8 } That's a problem. If it spawns a DoomImp, the spawned DoomImp will be replaced by an ImpSpawner, so it'll spawn an ImpSpawner instead. Since you have some other choices as well, it should eventually spawn one of them ...
by UnknownMaster21
Sat Feb 01, 2014 1:16 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 895448

Re: The "How do I..." Thread

Hello! I also have a problem... As I have started to re-re-recreate something similar to scalliano's 667 Shuffle!, AEoD, omgwpns and monsters and so on, to setting customspawner actors. So, I was going very good progress, until I hitted impossible problem for me, all of sudden when adding monsters ...
by UnknownMaster21
Thu Jan 30, 2014 7:47 am
Forum: Abandoned/Dead Projects
Topic: ÆoD (6.06.02 (03-14-16))
Replies: 3696
Views: 471132

Re: ÆoD (patch 6.02 (01-22-12))

Hello! ( And sorry for having over two year bump but...)


I could not find out any info, is the development ended of this mod?

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