2 - Alandoguns
2 - scalliano's 667 Shuffle
2 - Hocusdoom
2 - Doom: The Golden Souls 2
1 - Doom: The Golden Souls 1
1 - Hunter’s Moon
1 - Damnums
1 - Strange Aeons
1 - dead.air
1 - Beautiful Doom
1 - ZBlood+
Search found 95 matches
- Sat Jul 21, 2018 7:30 am
- Forum: General
- Topic: ZDoom Community Top Works of All Time
- Replies: 413
- Views: 175992
- Fri Jan 05, 2018 1:32 am
- Forum: TCs, Full Games, and Other Projects
- Topic: QC:DE v2.7 is out! (With 100% more Dusk Dude)
- Replies: 355
- Views: 131592
just dropping by
presses "yes"Nems wrote:"Hey Michaelis! Can we say 'fuck' in the game?"
game exits in denial
- Thu Mar 02, 2017 10:49 am
- Forum: Levels
- Topic: Chaos Colosseum
- Replies: 5
- Views: 1594
Re: Chaos Colosseum
Played it for 30 minutes and killed some 1200 monsters with my gameplay mod Death Foretold on Zandronum 3.0. As far as I can tell, nothing broke, which is always nice when gameplay mods and maps with ACS meet.
Had fun.
Suggestions:
• Visible wave counter
You know, to show screenshots and brag ...
Had fun.
Suggestions:
• Visible wave counter
You know, to show screenshots and brag ...
- Thu Apr 05, 2012 12:38 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
1. Not just you. Back in Blood, cultists improved their aiming over several sequential attacks. But how can you improve your aiming if you're looking straight on target? For this reason, they have a random turn before they begin attacking, that they will narrow down during the sequence.
2. Again ...
2. Again ...
- Thu Apr 05, 2012 11:31 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
A grandeur breakdown follows!
- The floating bat corpse. Apparently it turns solid: blocks projectiles and you can't pass through. How ironic... :lol:
This little thing is just asking for it!
For being redone from scratch.
- The burnt victims' corpses. They will still have a flaming flickering ...
- The floating bat corpse. Apparently it turns solid: blocks projectiles and you can't pass through. How ironic... :lol:
This little thing is just asking for it!
For being redone from scratch.
- The burnt victims' corpses. They will still have a flaming flickering ...
- Wed Mar 28, 2012 11:46 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
1.Found bug with Flying Axes. If they are Stuck in Trees in Forest level (where Cabal/Dog is)
*many axes in tree*
2.Can't disarm mine-bombs (so if they are on way, and you are low on health, so you never can pass)... I know even In original there was no feature to disarm, but it Was in NAM, and it ...
*many axes in tree*
2.Can't disarm mine-bombs (so if they are on way, and you are low on health, so you never can pass)... I know even In original there was no feature to disarm, but it Was in NAM, and it ...
- Wed Mar 28, 2012 1:41 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
1) Found HOM. 2nd map, the location with ammo belt. When you're going back to the crypt with the switch, a nasty HOM appears on the ledge, leading back.
2) Is it me, or everyone I fried with flare pistol/spray can are dying to quickly? AFAIK, in the original game cultists and zombies are running ...
2) Is it me, or everyone I fried with flare pistol/spray can are dying to quickly? AFAIK, in the original game cultists and zombies are running ...
- Sun Mar 25, 2012 6:17 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Helldog with Unnatural Fire
Really weird. I'll download your files and see if it happens to me.
(If it does, it's something along the lines of your repack. If it doesn't, it's something with your system, and while I have a few ideas, I don't believe in them having relation to the problem.)
Edit ...
Really weird. I'll download your files and see if it happens to me.
(If it does, it's something along the lines of your repack. If it doesn't, it's something with your system, and while I have a few ideas, I don't believe in them having relation to the problem.)
Edit ...
- Sat Mar 24, 2012 9:52 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
The napalm launcher's projectile doesn't make an explosion sound
Confirmed. (I can't believe I somehow overlooked it!..)
I can't switch back to the voodoo doll after switching to and from it
As intended. (Like back there in Blood, if you used it even the least bit, it's already drained. You can ...
Confirmed. (I can't believe I somehow overlooked it!..)
I can't switch back to the voodoo doll after switching to and from it
As intended. (Like back there in Blood, if you used it even the least bit, it's already drained. You can ...
- Sat Mar 24, 2012 12:00 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
I'm getting zbtextic.pk7:decorate/projectiles.txt line 290:paintype error when starting with them.
Looks like outdated SVN. Try updating.
Edit: Ah, Chronoseth was faster :)
Ahhhh. This is good news. What band... does it begin with a "M" ? :-)
Yes, it does :wink:
Repacked to pk3 (ZIP) for ...
Looks like outdated SVN. Try updating.
Edit: Ah, Chronoseth was faster :)
Ahhhh. This is good news. What band... does it begin with a "M" ? :-)
Yes, it does :wink:
Repacked to pk3 (ZIP) for ...
- Fri Mar 23, 2012 9:46 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
Thanks!
As for bats, the last-minute absence-of-decision is what makes them this way. I was thinking about removing damage from them instead though. So that they would fit in the role proposed by Blood's readme:
...They fly around, chirping and swooping down on the player, but rarely cause damage ...
As for bats, the last-minute absence-of-decision is what makes them this way. I was thinking about removing damage from them instead though. So that they would fit in the role proposed by Blood's readme:
...They fly around, chirping and swooping down on the player, but rarely cause damage ...
- Fri Mar 23, 2012 7:49 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Demo] ZBlood+ demo (2012.03.23, p1)
- Replies: 120
- Views: 36337
Re: [Demo] ZBlood+ demo (2012.03.23, p1)
See first post.
===========================================================================================
http://img198.imageshack.us/img198/9692/zbtitle.jpg
===========================================================================================
Not in spoiler because it visually separates ...
===========================================================================================
http://img198.imageshack.us/img198/9692/zbtitle.jpg
===========================================================================================
Not in spoiler because it visually separates ...
- Sun Feb 05, 2012 10:58 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 902328
Re: The "How do I..." Thread
Strangely enoughProject_Hellbane wrote:Is there an A_setpitch, only horizontal?
- Sun Jan 29, 2012 2:35 am
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 473394
Re: ÆoD (patch 6.02 & Portal Contest (01-22-12))
Under "Customize controls" there is a key to disable slot system, so you can turn it on and off during the game and pick any desired number of weapons, but not more.JayBoy777 wrote:i was wondering is there a way to make your slot have more weapons
- Sat Jan 21, 2012 9:50 am
- Forum: Abandoned/Dead Projects
- Topic: ÆoD (6.06.02 (03-14-16))
- Replies: 3696
- Views: 473394
Re: ÆoD (patch 6.01 and Effect choker 01-08-12)
They are not destroyed completely but break (becoming unshootable but still unpassable like original Doom ones were).dronord wrote:we can say the same thing about pillars or trees.This was probably meant to keep the player from entering spaces he shouldn't