Search found 87 matches

by AdmiralAjax
Sat Jun 23, 2018 7:21 pm
Forum: Levels
Topic: [v4] Kinsie's Gameplay Mod Test Map (Updated 12 Feb 22)
Replies: 49
Views: 78873

Re: [v2] Kinsie's Gameplay Mod Test Map

Not sure if you've seen it but the map seems to have a problem with Legendoom. No weapons show except normal chainguns.
by AdmiralAjax
Mon May 21, 2018 5:31 pm
Forum: Gameplay Mods
Topic: Ultra-Crispy (25/07/19) I update... again!
Replies: 285
Views: 73241

Re: Ultra-Crispy (Playable WIP)

For some reason when I pick up the life leech staff, going to another weapon makes them invisible? I can fire them and everything, but the weapon and hands sprites won't be visible. Even switching back to the staff makes it invisible too.
by AdmiralAjax
Sat Dec 09, 2017 6:45 pm
Forum: Gameplay Mods
Topic: [WIP] [v1.2] DEMONS ON CRACK
Replies: 11
Views: 2762

Re: [WIP] [v1.1] DEMONS ON CRACK

Are we sure he isn't just using The Trooper along with this? I'd check for myself but I'm not even going to bother touching an adfly link.
by AdmiralAjax
Tue Nov 28, 2017 9:25 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1206
Views: 455288

Re: [2.1!] FINAL DOOMER PLUS

I completely agree with DarkkOne on this.
by AdmiralAjax
Fri Mar 31, 2017 6:59 pm
Forum: Off-Topic
Topic: Doom 2016 Modding
Replies: 18
Views: 3904

Re: Doom 2016 Modding

Still, liking where this is going.
by AdmiralAjax
Tue Mar 14, 2017 3:49 pm
Forum: Off-Topic
Topic: The new Doomworld Layout
Replies: 98
Views: 6837

Re: The new Doomworld Layout

Oh, and in case nobody has noticed yet: The old /idgames database has been obliterated along with many other parts of the Doomworld site. I have to wonder what kind of backlash that will generate. Replacing the forum is one thing but killing all links to mods throughout the entire community strikes ...
by AdmiralAjax
Fri Mar 10, 2017 3:50 pm
Forum: Gameplay Mods
Topic: [D4D Addon][WIP] My Little Pet Peeves - Soon. Page 4.
Replies: 54
Views: 11612

Re: [D4D Addon][WIP] My Little Pet Peeves

How embarrassing.
by AdmiralAjax
Fri Mar 10, 2017 2:17 pm
Forum: Gameplay Mods
Topic: WW-Cola3 [v2.5 bugfix release, 5/31/2019]
Replies: 175
Views: 46006

Re: WW-Cola3 [early access][wip]

Yeah, something like that sounds like it would work better than "I picked up a blue armor and it's all gone???"
by AdmiralAjax
Fri Mar 10, 2017 11:31 am
Forum: Gameplay Mods
Topic: WW-Cola3 [v2.5 bugfix release, 5/31/2019]
Replies: 175
Views: 46006

Re: WW-Cola3 [early access][wip]

My only problem with this mod so far is, when chaingunners are introduced, you might as well say goodbye to your levels before they're instantly gone. If barrier decreased in increments of one I could at least fire back in time.
by AdmiralAjax
Tue Feb 21, 2017 8:38 am
Forum: Gameplay Mods
Topic: [WIP] The Trooper - 0.3.4 [INFINITE HIATUS]
Replies: 352
Views: 72121

Re: [WIP] The Trooper - 0.2.4.6 [DGA-3]

Pretty sure this is dev version funkyness, but when I fire the AS46 and the VSK7, they don't spend any ammo using primary fire.
by AdmiralAjax
Mon Feb 20, 2017 11:45 pm
Forum: Gameplay Mods
Topic: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)
Replies: 384
Views: 114741

Re: X-Weapon: Helsturm (XW: 12-13-14|HS: 04-11-16 UPDATE)

Probably to do with the everchanging nature of doom source ports. Are you also going to make a new thread for this too, like you did for The Trooper?
by AdmiralAjax
Tue Feb 14, 2017 10:16 pm
Forum: Gameplay Mods
Topic: MetaDoom v7.1 "Ghost" - This Mod Has Moved. See OP for details.
Replies: 1938
Views: 420590

Re: MetaDoom v3.0 "Samuel" (p65)

The inventory items seem to not work, giving me a 'you don't have any grenades' message on any of them. This is probably from using a dev version, but I'm not going to install a stable version for just one mod.
by AdmiralAjax
Wed Feb 08, 2017 1:59 pm
Forum: Abandoned/Dead Projects
Topic: D4D - v3 Alpha 8.8 Final (11/22/2020)
Replies: 830
Views: 232539

Re: D4D - v3 Alpha 1 SoulSphere edition!

Voted 'don't change' on the poll. I honestly like the gun the way it is now, ... though clearly my feelings on the matter are outnumbered.
by AdmiralAjax
Sat Feb 04, 2017 10:39 pm
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1206
Views: 455288

Re: [POLL RESULTS!] FINAL DOOMER

Not sure if this is because of devbuild explosiveness but it seems like regular doomguy is messed up. Pickup lines are for plutguy and you don't actually pick them up.
by AdmiralAjax
Mon Jan 23, 2017 8:09 am
Forum: Abandoned/Dead Projects
Topic: METROID DOOM - The Galaxy is still doomed...
Replies: 21
Views: 4514

Re: METROID DOOM - The Galaxy is still doomed...

Out of all the things in the list, Brutal Doom Compatibility is the absolutely LEAST needed and I don't know why you added it. Also to prevent this from being deleted, I assume you're only start on this so you should probably show the progress you have on the new sprites.

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