Search found 16 matches
- Mon Sep 29, 2014 10:39 am
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241505
Re: GMOTA: Fantasy arcade action, [V0.9.4]
Somewhat mild spoilers for future content. Summary of it is that balancing weapons as of now is pointless for reasons partaining to the future of this mod. There's no point in currently balancing the weapons as Kegan's gonna make a slew of custom monster replacements. I had told him on another ...
- Mon May 05, 2014 8:16 pm
- Forum: Abandoned/Dead Projects
- Topic: Samsara - No longer under active development.
- Replies: 1657
- Views: 253089
Re: Samsara - 0.3 - I can't drive at .30, man.
Is it possible to play in just singleplayer? The computer game world is no longer single player. The time where a computer gamer was one who lived in a basement and played games on their lonesome without any human interaction is dead or dying, and to that cancerous stereotype we say goodbye. Look ...
- Tue Mar 18, 2014 7:36 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241505
Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0
The hook and force wave are "utility" secondaries for the unpowered versions of the weapons. The powered versions will get their own separate utilities.
- Mon Mar 17, 2014 4:57 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241505
Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0
The problem with putting leech life on the melee is that Kegan would need to drastically underpower the melee to compensate. The staff is nowhere near as strong and effective at death-dealing as the sword is, and that is by design. You sacrifice survivability for all-out attacking when you wield the ...
- Mon Mar 17, 2014 4:48 pm
- Forum: Gameplay Mods
- Topic: [Done] shotguns 2.1
- Replies: 219
- Views: 34501
Re: shotguns + chainguns
Language eng and language en both worked. Thank you.
This is amazing.
This is amazing.
- Mon Mar 17, 2014 4:43 am
- Forum: Gameplay Mods
- Topic: [Done] shotguns 2.1
- Replies: 219
- Views: 34501
Re: shotguns + chainguns
I actually don't see them in automap either.
- Sun Mar 16, 2014 10:13 am
- Forum: Gameplay Mods
- Topic: [Done] shotguns 2.1
- Replies: 219
- Views: 34501
Re: shotguns + chainguns
IRAWIO6YJ9c N1zzbeWXd5g I wasn't aware there were map names in shotguns. They don't actually show up for me ingame. I prefer Perfect Shotred though. I'll change Shotgotcha however. About the annotation and cheating: Perfect Hatred is an outright. fucking. BITCH. in shotguns, and that little ...
- Sat Mar 15, 2014 6:29 am
- Forum: Gameplay Mods
- Topic: [Done] shotguns 2.1
- Replies: 219
- Views: 34501
- Fri Mar 07, 2014 6:20 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241505
Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0
You guys are too kind.
I am officially calling the add on GMOTAWonk. It's a vr thing.
I am officially calling the add on GMOTAWonk. It's a vr thing.
- Thu Mar 06, 2014 7:15 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241505
Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0
Meanwhile a guy no one cares about works on a little addon thing. rIpMjUDKm4I Globe made the sprite, IMX repaletted it. All I did was translate and DECORATE the monster. I'm working with the released version, by the way. None of the things Combine_Keegan are working on are in my version. They'll be ...
- Tue Mar 04, 2014 8:37 pm
- Forum: Resources
- Topic: [Resources/Monsters] IMX's Wacky World of I Dunno [18-Nov08]
- Replies: 34
- Views: 12530
Re: [Resources/Monsters] IMX's Wacky World of I Dunno [19/9]
I may be using the green swamp zombie in my own project, because it is awesome and can totally fit in there somewhere. If I can manage to adjust the color to something sand-like, I'll definitely be able to fit in in the first few levels I've got planned. Will totally credit you for it, obviously ...
- Sun Mar 02, 2014 3:48 am
- Forum: Off-Topic
- Topic: What are you listening to?
- Replies: 2083
- Views: 108305
- Sat Nov 16, 2013 12:21 am
- Forum: Gameplay Mods
- Topic: Fractal Doom v0.2.4b
- Replies: 56
- Views: 19048
Re: [Released] Frăctal Doom
Man, I wish I had been recording this: on Map03 in Plutonia I got to the Archvile in the beginning and set down a minidoomguy to fuck him up. The archvile sets him on fire and blows him away, and right when he flies away he yells "FUCK YOURSELF!" then flies away. It was amazing.
- Sun Nov 10, 2013 8:12 am
- Forum: Editing (Archive)
- Topic: Limited duration items for monsters?(DECORATE)
- Replies: 2
- Views: 177
Re: Limited duration items for monsters?(DECORATE)
That would require actor replacements - I won't be using any replacements on existing monsters, and my intent is to create mods that affect existing monsters in varying and interesting way; this would allow compatibility and "stacking" of gameplay mods. And removing the monster isn't my intent ...
- Sun Nov 10, 2013 7:34 am
- Forum: Editing (Archive)
- Topic: Limited duration items for monsters?(DECORATE)
- Replies: 2
- Views: 177
Limited duration items for monsters?(DECORATE)
Hi, I have kind of a specific issue: Without using replacements, I am trying to come up with a monster that "buffs" other monsters. I can easily use ACS to buff said monster permanently, but using ACS to do it temporarily would require relying on nebulous TIDs. I already change TIDs around a lot in ...