Search found 48 matches

by Take One
Mon Sep 23, 2024 9:24 am
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 220
Views: 144248

Re: DoomRLA EXTENDED [1.1c] - Two new classes! More stuff!

If this is still being updated, I'm doing another run as the Nomad and noticed that the bonuses from tactical armour and I think grappling boots aren't being removed correctly between maps - I've had permanent immunity to homing projectiles through this run and can't be knocked back by attacks or ...
by Take One
Wed Aug 09, 2023 1:30 pm
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 220
Views: 144248

Re: DoomRLA EXTENDED [1.1b] - Two new classes! More stuff!

I love the concept of the Nomad, as a chronic pistol starter, but feels like it could use a bit of tweaking for balance. I'm not exactly sure how , though, so I'm not sure how helpful this comment is. Up to about the midpoint of a megawad, it was great and scaled in such a unique way, having tricky ...
by Take One
Tue Aug 08, 2023 6:15 pm
Forum: Gameplay Mods
Topic: DoomRLA EXTENDED [1.1d] - Two new classes! More stuff!
Replies: 220
Views: 144248

Re: DoomRLA EXTENDED [1.1a] - Two new classes! More stuff!

I've got a good way into Epic 2 with Tresspasser and her abilities are incredibly fun. Things get hilarious if you manage to get a good melee weapon and a silenced pistol and start gibbing about five Hell Knights with every bullet. I was disappointed that the invisibility had a cooldown, at first ...
by Take One
Sun Aug 08, 2021 8:28 am
Forum: Gameplay Mods
Topic: Scavver's Paradise V3.1.2 - A Survival Horror Mod
Replies: 424
Views: 149552

Re: Scavver's Paradise V1.9.91 - A Survival Horror Mod

Just finished a full playthrough of this (on version 1.9, because I started it before the update came out) through Doom 2 the Way id Did, and I just wanted to say that I'm really impressed with how well-balanced this is for classic wads like that. Starting off always feels a bit rough (probably ...
by Take One
Fri May 15, 2020 7:46 am
Forum: Gameplay Mods
Topic: [v1.1] Flipper - DoomGuy's World Gone Backwards
Replies: 53
Views: 10849

Re: [v1.1] Flipper - DoomGuy's World Gone Backwards

I've been replaying older WADs with this a lot and loving it. In case you don't know, I noticed that it breaks Boom format maps that use voodoo dolls on conveyor belts (linedef action 253 - Scroll Floor, Move Things) for progression, though. The floor moves the player thing in the wrong direction ...
by Take One
Wed Apr 22, 2020 6:41 am
Forum: Gameplay Mods
Topic: Rampancy - [2.1]
Replies: 106
Views: 91136

Re: Rampancy - [1.1]

One of the scout drone's sounds is painfully shrill, so I dread fighting them because they do more damage to my ears in real life than they do to my health in-game. Could you let me know which one specifically? I'll try and either fix it or replace it with something else.

Sorry, I hadn't logged ...
by Take One
Tue Mar 24, 2020 7:01 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7037
Views: 1746456

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

the Tactical armor and boots form a set that gives splash damage immunity as a bonus, but the armor offers literally no protection besides jamming homing projectiles (this is plenty of fun in its own right though)
That one I completely forgot about, thanks. I tend to pass on it because I'll end up ...
by Take One
Mon Mar 23, 2020 10:22 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7037
Views: 1746456

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

Also I forgot, what about the boots? Do they only protects against damaging floors or their stats also added to overall protection?
Yeah, I asked about explosive damage because there are only four types of resistance and no explosive in it so I'm not sure about the info I added in the wiki too ...
by Take One
Mon Mar 23, 2020 10:00 am
Forum: Gameplay Mods
Topic: Rampancy - [2.1]
Replies: 106
Views: 91136

Re: Rampancy - [1.1]

Finally getting to try this out and I'm loving it. Pretty much all of the enemies feel great to fight and fill their own niches in unique ways. I've been playing it with Final Doomer, too, and the TNT set feels great with it - It's particularly fun when you get swarmed by sentry bots but you have a ...
by Take One
Sat Mar 07, 2020 5:31 pm
Forum: Gameplay Mods
Topic: [v1.1] Flipper - DoomGuy's World Gone Backwards
Replies: 53
Views: 10849

Re: [v1.1] Flipper - DoomGuy's World Gone Backwards

I missed this when you originally released it, and I'm downloading it immediately . I've always wanted a mod that did this since I found a similar thing in Duke+ for eDuke and it made it feel like an entirely new game, but I didn't know that it'd even be possible in ZDoom. Thank you so much for ...
by Take One
Sun Mar 01, 2020 10:56 am
Forum: Off-Topic
Topic: New Member Introductions
Replies: 810
Views: 205632

Re: New Member Introductions

I've been here for several years but have pretty much posted in one thread, ever, so I thought that I'd actually introduce myself.

Howdy! I'm Take One. I usually go by Teo. I'm one of those people who's been playing Doom almost since it was new (and since way before I should have) and still play it ...
by Take One
Sat Feb 29, 2020 8:34 am
Forum: Gameplay Mods
Topic: [3.4!] FINAL DOOMER +
Replies: 1204
Views: 467547

Re: [3.3!] FINAL DOOMER +

I don't have much of value to add, but I just wanted to say that I've been playing with Final Doomer on and off since the original release and it's very quickly become probably my favourite weapon mod ever. I appreciate all of the crazy quirks and powers that other mods add, but I haven't found much ...
by Take One
Sun Dec 08, 2019 7:08 am
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7037
Views: 1746456

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

It's interesting that you bring this up... considering my sound mod doesn't touch those sounds at all.

You know, I thought that I'd tried it out a while ago and it changed those sounds in the same way so I stopped using it, but I must have been mistaken, sorry! I know that something did, but, if ...
by Take One
Sun Sep 22, 2019 1:21 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7037
Views: 1746456

Re: DoomRL Arsenal - [1.1.2] [MP-B7.2]

I'm just getting around to trying out the new update and I noticed that you seem to have integrated WildWeasel's sound replacement mod. Is that correct, or is it just a few sounds? I'm asking because I stopped using that mod previously, because there are a few common sounds in it that actually have ...
by Take One
Sat May 25, 2019 10:22 pm
Forum: Gameplay Mods
Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
Replies: 7037
Views: 1746456

Re: DoomRL Arsenal - [1.1.1] [MP-B7.1]

Another bug: When playing as the Scout, using a Sniper-modded Grammaton Cleric Beretta on Burst mode, the gun only uses two bullets at a time instead of three and doesn't actually fire any hitscan bullets. The gun just plays the fire animation, takes two bullets away and nothing else happens. The ...

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