Search found 38 matches
- Fri Apr 29, 2011 4:32 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Spear Resurrection TC
- Replies: 28
- Views: 6970
Re: Spear Resurrection TC
Really chuffed to bits with this mod, downloaded the latest version now. Few might not know who that character is or where he is from in your avatar. Do you remember an Apogee game called 'Blake Stone: Aliens of Gold' ? Wouldn't it be great to have a remake where the game is ported to ZDoom? They've ...
- Tue Apr 26, 2011 1:41 pm
- Forum: Gameplay Mods
- Topic: Small Addons for Doom
- Replies: 15
- Views: 6265
Re: Small Addons for Doom
Loved it I will make a video of it soon.
- Tue Apr 19, 2011 12:16 pm
- Forum: Gameplay Mods
- Topic: Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
- Replies: 900
- Views: 99219
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
make the blood splats on the wall be just one color to help with the cartoonie effect.
- Tue Apr 19, 2011 12:09 pm
- Forum: Resources
- Topic: [Sprites] Weapons and other sprite edits
- Replies: 51
- Views: 47219
Re: [Sprites] Weapons and other sprite edits
why not Adolf in his bunker.
- Sat Apr 16, 2011 3:11 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Waterlevel things
- Replies: 4
- Views: 572
Re: Waterlevel things
It's already possible to use a waterlevel check with A_JumpIf that will achieve most, if not all, of what you want. Thanks for the reply. Yeah thats true, but I found this to be not as reliable as I thought it would be, only 50% chance one of my firebased enemies actually dies when it follows me ...
- Sat Apr 16, 2011 3:03 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Waterlevel things
- Replies: 4
- Views: 572
Waterlevel things
Hello there, I was wondering if this would be a possibility at all? Perhaps a flag to add to a weapon or monster that says +NoDeepWater or maybe -WaterProof Certian custom weapons would need this like a flamethrower will automatically deselect and cannot be selected once you are submerged. Monsters ...
- Sat Apr 16, 2011 1:08 pm
- Forum: Gameplay Mods
- Topic: Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
- Replies: 900
- Views: 99219
Re: Lizard Squad: A cartoony ZDoom mod - Beta 1 release
you used one of Eric Harris levels in the video?
- Thu Apr 14, 2011 7:03 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Hentes (Some guy bumped this AGAIN -mgmt)
- Replies: 116
- Views: 10065
Re: [WIP] Hentes 4.0 (MAP01 Almost Finished)
my favourite shot, but it reminds me too much of the town in Serpent Ressurection.Spoiler:
- Tue Apr 12, 2011 9:00 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Hentes (Some guy bumped this AGAIN -mgmt)
- Replies: 116
- Views: 10065
- Mon Apr 11, 2011 6:35 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Hentes (Some guy bumped this AGAIN -mgmt)
- Replies: 116
- Views: 10065
Re: [WIP] Hentes 4.0 (MAP01 Almost Finished)
^ No.
only the shotgun is coded like the original, the other weapons (more so the Flare Gun and Tesla) fire HeXen and Doom64 projectiles, not to mention they have been doom pallette raped...
only the shotgun is coded like the original, the other weapons (more so the Flare Gun and Tesla) fire HeXen and Doom64 projectiles, not to mention they have been doom pallette raped...
- Sun Apr 10, 2011 11:10 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Hentes (Some guy bumped this AGAIN -mgmt)
- Replies: 116
- Views: 10065
Re: [WIP] Hentes 4.0 (MAP01 Almost Finished)
don't be shy fuzzy 

- Sat Mar 26, 2011 3:01 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Hentes (Some guy bumped this AGAIN -mgmt)
- Replies: 116
- Views: 10065
Re: [WIP] Hentes 4.0 (New Version)

- Wed Mar 23, 2011 11:40 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Hentes (Some guy bumped this AGAIN -mgmt)
- Replies: 116
- Views: 10065
Re: [WIP] Hentes 3.0 (First Release)
http://www.doomworld.com/idgames/index.php?id=16274
these maps are very similar to yours, please download and look at the maps for inspiration.
these maps are very similar to yours, please download and look at the maps for inspiration.
- Tue Mar 01, 2011 5:16 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897603
Re: The "How do I..." Thread
How do I make one monster's pitch lower than another. I have made an imp that is more powerful, I want him to have the same imp sounds just deeper pitch. I don't want to have to manually change the pitch in XWE/Sound recorder and slap them in my wad which will just take up space. Is there away I can ...
- Sun Feb 27, 2011 6:05 pm
- Forum: Abandoned/Dead Projects
- Topic: Brütal Doom v0.18
- Replies: 6768
- Views: 808229
Re: Brutal Doom v0.8
Please make this ZDoom-friendly, I don't like Skulltag and can't run it on my machine without crashes.
~
Otherwise, lovely mod.

Otherwise, lovely mod.