Search found 231 matches

by Sinael
Sat Oct 14, 2023 12:37 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: The LightMode suggestions
Replies: 1
Views: 1211

The LightMode suggestions

There have been a few people (myself included), who very much disliked the change to the availability of the lightmodes, and confused about the naming of ones that remained since they are so non-descriptive. The way to make things better and less confusing would be to rename the current non ...
by Sinael
Wed Aug 23, 2023 2:41 am
Forum: Gameplay Mods
Topic: Loot Markers
Replies: 54
Views: 13856

Re: Loot Markers

Hello, can this mod detect if there are any secret items hidden inside the map? Or some similar mods can help you find secret easily? Here's a minimod that simply places a map marker in the center of all secret sectors. Works for all cases except UDMF maps where secret requires special kind of ...
by Sinael
Tue Jul 18, 2023 12:57 pm
Forum: Gameplay Mods
Topic: Biohazard v 1.5 Open Beta is out! [OUTDATED. More info in post]
Replies: 11
Views: 10040

Re: Biohazard v 1.5 Open Beta is out!

What is that "Anta reguiem" map/mod? Can't find it anywhere.
by Sinael
Sun May 21, 2023 7:15 am
Forum: TCs, Full Games, and Other Projects
Topic: DOOM CE: PSX TC & D64 Retribution, overhauled
Replies: 28
Views: 17863

Re: DOOM CE: PSX TC & D64 Retribution, overhauled

Does these PSX maps feature same simplified geometry/texturing as original?
I've been looking for something that combines original, non-simplified layouts and textures with PSX features
by Sinael
Sun Nov 20, 2022 2:14 am
Forum: Abandoned/Dead Projects
Topic: Doomreal [1.2]
Replies: 140
Views: 84886

Re: Doomreal [1.2]

I'd really love to see someone mirroring the models back in a separate addon. Lefthand guns feel incredibly irritating to me after 24 years of righthanding them.
by Sinael
Thu Aug 04, 2022 5:30 am
Forum: TCs, Full Games, and Other Projects
Topic: Hands of Necromancy [Full game released!]
Replies: 228
Views: 47055

Re: Hands of Necromancy [Full game released!]

Good lighting is what makes or breaks the visuals of the videogame levels. The contrast between bright and dark areas is one of the major things that made Doom look so good for its time, and I feel that HoN really fails in that regard - the maps look really bland with very low variation in light ...
by Sinael
Mon Feb 14, 2022 3:14 pm
Forum: Gameplay Mods
Topic: Relighting Doom v3.31b [Updated 4/8/22]
Replies: 379
Views: 94641

Re: Relighting Doom v2.742b [Updated 2/14/22] - w/ Presets

This mod would greatly benefit from "Darken Threshold" and "Brighten threshold" settings that would determine how much darker/brighter a sector can become compared to original sector brightness - like for example with Darken set to 50%, and Brighten 25%, a sector with light level of 128 can't become ...
by Sinael
Sat Oct 16, 2021 5:57 am
Forum: Gameplay Mods
Topic: [v0.4 BETA Update] Doom Fighters
Replies: 45
Views: 23528

Re: [BETA Release] Doom Fighters

Amother thing I may suggest: look at the way Oni does things like combos and grab+throws, it's quite a bit different, and IMO may suit 3D in general and this mod in particular.
by Sinael
Sat Oct 16, 2021 12:33 am
Forum: Gameplay Mods
Topic: [v0.4 BETA Update] Doom Fighters
Replies: 45
Views: 23528

Re: [BETA Release] Doom Fighters

Please consider making props like lamps/torches etc. breakable and useable as improvised melee/thrown weapons Fighting Force style.
by Sinael
Tue Oct 12, 2021 12:52 am
Forum: Gameplay Mods
Topic: Hellrider v0.9c - Swift Demon Killing! (28-04-21)
Replies: 237
Views: 164944

Re: Hellrider v0.9c - Swift Demon Killing! (28-04-21)

I'd really love a version that has guns without baked-in-motion-blur.
While you can disable motion blur for camera, the guns still have blurred sprites in their animation, it's quite distracting.
by Sinael
Tue Oct 05, 2021 12:27 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333439

Re: Walpurgis 0.94A (For Doom/Heretic/Hexen) [0.94A Release!

Will there be upgrades to 4-slot weapons?
by Sinael
Tue Sep 21, 2021 11:31 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333439

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

Magister's Vis reload attack does not function in places with low ceilings. Enemies get bumped up, but the attack does not proceed further than that - enemies are not encased in a bubble or crushed, resulting in miniscule damage. IMO Algor Secondary upgrade feels more like a downgrade, since the ...
by Sinael
Tue Sep 21, 2021 2:16 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333439

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

I think Final Doomer and few other mods handled Debuffs as powerups that you give to a monster when they are shot, so it works on any monster, no matter what monster mod they are from, and its all on Decorate+ACS so it works on Zandronum too. Anyway, here are some ideas: 1 "Gloves of Blood Bath ...
by Sinael
Tue Sep 21, 2021 10:50 am
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333439

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

I have some ideas (maybe silly/unbalanced) for a "Malefic" (dark curse focused wizard) type class and can share if you want.
by Sinael
Sun Sep 19, 2021 11:58 pm
Forum: Gameplay Mods
Topic: Walpurgis 1.0 (For Doom/Heretic/Hexen) [GOLD RELEASE!]
Replies: 1393
Views: 333439

Re: Walpurgis 0.94 (For Doom/Heretic/Hexen) [NEW! 0.94 RELEA

combolynch wrote:necromancer
If you mean a Summoner-type class, then it won't work that well since that'd rely on AI battling AI, and they are fairly inconsistent at that.

Go to advanced search