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. )
Search found 43 matches
- Thu Jul 03, 2025 1:43 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 465171
- 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?
- Sat Aug 26, 2023 2:43 pm
- Forum: Gameplay Mods
- Topic: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
- Replies: 1190
- Views: 465171
- 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.
- 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?
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- 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 ...
- 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 ...
- 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 ...
- 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
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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?
I could not find out any info, is the development ended of this mod?