Search found 125 matches
- Thu Dec 18, 2014 7:21 pm
- Forum: Gameplay Mods
- Topic: [PARTY HARD] Super Doom
- Replies: 17
- Views: 5425
Re: Super Doom - Beta
I'm curious to see what you would do with all the enemies' special attacks! So far, the BFG9000 is broken when you hold the fire button down (CHKCHKCHKCHK) and then the chaingun is disorienting/nauseating to use. The rocket launcher was pretty awesome for rocket-jumping, so I used it to leap into ...
- Sun Nov 16, 2014 3:34 pm
- Forum: Abandoned/Dead Projects
- Topic: spaceship themed test level
- Replies: 8
- Views: 1517
Re: spaceship themed test level
It could use some slopes and some vents. Some visible light sources would be nice too. Overall, the room feels very blocky and unprofessional. Try experimenting with rounded corners and varying levels/height of ceilings and floors. Most spaceship should feel sleek and clean, so get creative. You ...
- Thu Aug 21, 2014 10:09 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: DooM the Tei-Tenga Incident NOT DEAD YET!
- Replies: 222
- Views: 39384
Re: [WIP]DooM the tei-tenga incident
The UDMF format has much fewer limitations in comparison to the present Doom in Hexen format. You now know who casted a vote on the UDMF format. :P Now be scrupulous on your arrangement of the Doom Bible's plot. Try to include hardly any (or none at all)cutscenes that interrupts the player movement ...
- Thu Aug 21, 2014 9:31 pm
- Forum: Resources
- Topic: doom 64 female monsters and other stuff [WIP]
- Replies: 71
- Views: 30293
Re: doom 64 female monsters and other stuff [WIP]
Regarding the bosoms and thinner physique, I'd envisage the feminine hellions possess oblique eyes. 

- Fri Aug 15, 2014 6:48 pm
- Forum: Graphic/Audio Patches
- Topic: Droplets - Updated 11/10/2018!
- Replies: 422
- Views: 133171
Re: Droplets - A Blood Modification (release 5)
Lowering the lifts on Map30 with that mod, let's just say it had quite a hit on my i7 processor and Nvidia Geforce.terranova wrote:Is there an option to make the blood permanent? It looks really nice, but the small amount coupled with the small duration is a bit disappointing.

- Fri Aug 15, 2014 3:16 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Brutal Noise
- Replies: 23
- Views: 2983
Re: Brutal Noise
I did not take anything from Perks, and thats final. Not everything was changed. The only files I replaced at all and put in were new files that I replaced as of yet, this is my progress: BFGFIRE DSSHELL1 DSSHELL2 DSSHELL3 LOUDPISTOL STGNPUMP DSPISTOL These were all edited by me, I noticed very ...
- Fri Aug 15, 2014 2:18 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Brutal Noise
- Replies: 23
- Views: 2983
Re: Brutal Noise
I see you also included Perkristian's HQ sound effects in there. :P Anyway, I noticed that all of the sound effects are related to Brutal Doom, and I thought Brutal Noise was a cool project name, so I downloaded it thinking it's for Vanilla Doom... Anyways, it's really the same for now. EDIT: In ...
- Fri Aug 15, 2014 12:23 pm
- Forum: Abandoned/Dead Projects
- Topic: My doom mega wad
- Replies: 8
- Views: 1762
Re: My doom mega wad
I would desaturate the monster heads a little more. ...could use a little extra pillow shading on the enemy itself, plus darker/more textured blood. Right now it looks like the blood is just pasted on... And right now, they don't look scary enough to me (in order to be a threat, it has to be ...
- Fri Aug 15, 2014 10:06 am
- Forum: Graphic/Audio Patches
- Topic: Droplets - Updated 11/10/2018!
- Replies: 422
- Views: 133171
Re: Droplets - A Blood Modification (release 4)
I need some pointers from someone to make rockets, plasma rifle, etc. (basically any projectile weapon) spawn blood, since I've also noticed that. Well for projectiles you could just add the BLOODSPLATTER flag to them. And I'm liking the mod so far, I personally think the 3d blood could be more low ...
- Fri Aug 15, 2014 9:55 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Brutal Noise
- Replies: 23
- Views: 2983
Re: Brutal Noise
I see you also included Perkristian's HQ sound effects in there. :P Anyway, I noticed that all of the sound effects are related to Brutal Doom, and I thought Brutal Noise was a cool project name, so I downloaded it thinking it's for Vanilla Doom... Anyways, it's really the same for now. EDIT: In ...
- Wed Aug 13, 2014 1:09 pm
- Forum: Gameplay Mods
- Topic: GMOTA: Fantasy arcade action (last post here 4-18-23)
- Replies: 832
- Views: 241509
Re: GMOTA: Fantasy arcade action, [V0.9.2]
MZO14DRmEPs I don't know how to explain it, so I made a video demo demonstration. Can't wait for the voice update though! Btw, it's pretty fun to herd all of the boomerangs around (Running through the monsters with a horde of boomerangs following behind me is the best feeling ever in this mod so ...
- Mon Aug 11, 2014 1:43 pm
- Forum: Gameplay Mods
- Topic: (Now with the MP5) Sneaky DooM Arsenal
- Replies: 10
- Views: 2428
Re: (Now with reloading) Stealth DooM
This mod will soon be a addon for sneaky doom when I work out a problem in his mod. Can't seem to figure out what the problem is. When I launch the game, this pops up: Script error, "SneakyDoom.pk3:actors/player.txt" line 701: Expected ')', got ','. Can anyone help, or do I need the patch to make ...
- Mon Aug 11, 2014 1:23 pm
- Forum: Gameplay Mods
- Topic: (Now with the MP5) Sneaky DooM Arsenal
- Replies: 10
- Views: 2428
Re: (Now with reloading) Stealth DooM
I've released a patch that fixes these errors: Gun stands still when holding 'R'. Also causing a delay in actions. Worse method for player speed handling. Big filesize (if patch not merged with actual mod). Weapon not bobbing for one of the AA12 states. Unnecessary TNT1 A 0 entries. What it DOESN'T ...
- Sun Aug 10, 2014 4:46 am
- Forum: TCs, Full Games, and Other Projects
- Topic: "ARCHIE" [Release 1]
- Replies: 76
- Views: 42155
Re: "ARCHIE" [WIP] [vid]
I can't wrap my head around all of this... I'm confused and very interested. Can't wait to try it out! 

- Fri Aug 08, 2014 10:33 pm
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 666986
Re: Smooth Doom (With Dynamic Lights!)
Update get! Notable changes: I finished the missing zombie missile rotations, added rotating keys (couldn't hold out any longer), and put in some alternate skins for the zombieman. That last one is supposed to be optional but this update is so overdue I had to delay the toggle switch and also the ...