Search found 12 matches

by epic40k
Wed Jul 10, 2013 7:50 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893893

Re: The "How do I..." Thread

So what I need as simple as possible: Take a "squad" inventory actor's amount and spawn that number of ally actors once at the start of the next mission and repeat for each new mission. I know about the summon ally and summon friend console commands and how to summon any actor with the console and ...
by epic40k
Mon Jul 08, 2013 9:43 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893893

Re: The "How do I..." Thread

I'm trying to make doom remember and spawn ally marines I have between maps. So far i can keep track of the numbers with some decorate trickery in doomguys inventory - new ally adds 1 to squad, ally death removes 1. Then i have IVENTORY.PERSISTENTPOWER and Inventory.InterHubAmount. But its hard to ...
by epic40k
Fri Dec 14, 2012 6:37 pm
Forum: Gameplay Mods
Topic: chaotic hellspawn mutator for Brutal DOOM *WIP*
Replies: 10
Views: 2938

Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

I was playing both the regular Doom episodes and the Brutalized versions. The speed increases feel a little unnecessary, since it leads to weird maneuvering when it's combined with being able to go up and down ledges. Mostly I'm talking about the zombies, since it seems like they'd still be fairly ...
by epic40k
Fri Dec 14, 2012 4:11 pm
Forum: Gameplay Mods
Topic: chaotic hellspawn mutator for Brutal DOOM *WIP*
Replies: 10
Views: 2938

Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Thanks! thats alot easier. I was using the same system that was in Arsenal for the zombie replacers. I thought the RandomSpawner would only work for small things like weapons and items. I'm pretty new to Decorate and ZDoom and I've only worked with a bit of DED before. I don't know what the SXF ...
by epic40k
Fri Dec 14, 2012 8:36 am
Forum: Gameplay Mods
Topic: chaotic hellspawn mutator for Brutal DOOM *WIP*
Replies: 10
Views: 2938

Re: chaotic hellspawn mutator for Brutal DOOM *WIP*

Not bad, I like the added chaos of everything in-fighting. It messes with balance a bit but fits BD's over the top nature. Thanks thats what I was aiming for. I'll have a go at fixing the balance problems. Do you think it makes the game too easy or too hard? Also can I ask what maps you where ...
by epic40k
Thu Dec 13, 2012 1:53 pm
Forum: Gameplay Mods
Topic: chaotic hellspawn mutator for Brutal DOOM *WIP*
Replies: 10
Views: 2938

chaotic hellspawn mutator for Brutal DOOM *WIP*

- This is best played on ultra violence - You need Arsenal installed too - You can't sneak up on most monsters - This will be changed soon to make a dumber variety of the monsters that can be sneaked - Monsters shoot alot more - Some of the Zombie type monsters have an camping variety that run away ...
by epic40k
Tue Dec 04, 2012 11:03 am
Forum: Abandoned/Dead Projects
Topic: Brutal HeXen - BETA RELEASED
Replies: 301
Views: 65969

Re: Somebody said Brutal HeXen? (still WIP)

Thou art a SMITEMEISTER!
by epic40k
Sun Oct 28, 2012 6:33 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805590

Re: Brütal Doom v0.16 - Cruelty Bonus!

I don't myself have anything against Brutal Doom itself - I've played half a Doom 2 rotation online with this - but the fanbase tends to be... the loud minority everybody keeps talking about. What if you got flamed back if you voiced disagreement to a mod you didn't like? I wouldn't voice ...
by epic40k
Sun Oct 28, 2012 4:34 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805590

Re: Brütal Doom v0.16 - Cruelty Bonus!

Good to see Sgt Mark! I've been playing doom since 93 and this (among other mods) make it fun again. I can't believe people will get upset because one mod will get more fame than others, or because it tries to do something different with the gameplay. Replaying final doom and the master levels with ...
by epic40k
Thu Jul 26, 2012 6:41 am
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805590

Re: Brütal Doom v0.16 - Cruelty Bonus!

I was like wtf why that rescued marine shoot me, then i realize Archvile revive him alive. But that marine cant damage me. Traitor marine! :D He will damage you when I finish making my new add-on for this :D I've also made it so that he will attack you if you shoot him too. Most of the monsters ...
by epic40k
Wed Jul 11, 2012 6:52 am
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805590

Re: Brütal Doom v0.16 - Cruelty Bonus!

I finished off playing through brutalised doom on knee deep / nightmare last night. After I finished, I started modding some things that I thought would make the weapons more lethal without unbalancing things. I know a lot of people have an opinion of what is and what isn't balanced and what weapons ...
by epic40k
Thu Jul 05, 2012 12:14 pm
Forum: Abandoned/Dead Projects
Topic: Brütal Doom v0.18
Replies: 6768
Views: 805590

Re: Brütal Doom v0.16 - Cruelty Bonus!

I had to make some more fixes to the fixed 017 test pk3 to get mine to work: http://www.mediafire.com/?1ezvilyi1zrgcuu serverside flags where left on in some files and some monsters and guns where replacing non existant things. qzdl took a fit and would run. I got the DOOM3 zombie threats working ...

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