Search found 13 matches
- Sun Nov 23, 2014 6:44 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Doom: The Golden Souls ["Even More Definitive Edition" OUT!]
- Replies: 829
- Views: 187295
Re: DooM : The Golden Souls [Full Version Released!]
I played the mod so far today to 13 golden souls. The mod is awesome, very funny and the maps are really good and fresh to play, congratulations! I'm enjoying this a lot I have to say that the HUD could be more pretty, it is functional and good, but maybe the icons could be a bit tweaked, little ...
- Wed Feb 06, 2013 2:56 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler 0.2
I need some advice with ACS, also. I would like to learn how to execute a script independently of the map. The skill point/armor (for the warrior) regeneration is possible with an ACS script but the scripts are OPEN and attached to the map that I implement them so I would like to call that script ...
- Wed Feb 06, 2013 1:53 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler 0.2
New version of the mod has been released, changes and download links are in the first post of the thread 

- Mon Jan 28, 2013 7:53 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler Beta #1
Well, this is a nice start. Unfortunately, this mod suffers from a few of the same issues that Hexen's weapon and class design have. No matter how satisfying any single weapon is, you will need multiple weapons with different roles to keep the player entertained. As it is now, all but one of your ...
- Wed Jan 23, 2013 1:14 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler Beta #1
The mod you linked it's awesome! I didn't know of it, it's very well made and fun besides it has a lot of things, but so many things that I would never use playing the mod. It remembers me AEoD, so many weapons that finally I only used two or three... my intention is not to do a complex mod with a ...
- Tue Jan 22, 2013 6:09 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler Beta #1
I come along with a HUD I made, graphical and simple. Also I fixed rogue's and cleric's weapon range. http://imageshack.us/a/img834/4862/screenshotdoom201301230.png I'm still in doubt if would be useful to draw a mark in the skillpoint bar to report if you can use your skill, at least one mark ...
- Tue Jan 22, 2013 3:16 pm
- Forum: Editing (Archive)
- Topic: help doing a monster work on zandronum D:
- Replies: 5
- Views: 476
Re: help doing a monster work on zandronum D:
I have to ask, ¿could so many access in one tic have important negative impact in overall performance? ¿Maybe in multiplayer?
Porting a mod with the last features of Zdoom 2.6.1 to Zandronum could be tedious, difficult or resulting in erasing some features of your mod but maybe worth it
Porting a mod with the last features of Zdoom 2.6.1 to Zandronum could be tedious, difficult or resulting in erasing some features of your mod but maybe worth it

- Mon Jan 21, 2013 6:17 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler Beta #1
Thank you for your reply, I'll consider what you said, seriously. The idea of have alt-weapons or utility equipment (but very limited) is something that I was thinking about too, and make the mana/skill points pool percentage friendly could make the balance issues more easy to set. With the cleric I ...
- Mon Jan 21, 2013 3:04 pm
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
Re: [WIP] Doomgeon Crawler Beta #1
My intention is to edit all the parameters of life and damage for the classes and monsters. I published this beta so I can have some feedback because basically the playstyle of the mod is this, but with a more minimalist style in the numbers. Firstly I thgought about some weapons for the classes ...
- Mon Jan 21, 2013 11:40 am
- Forum: Gameplay Mods
- Topic: [WIP] Doomgeon Crawler 0.2
- Replies: 20
- Views: 5160
[WIP] Doomgeon Crawler 0.2
EDIT 6/2/2013: I released a new version (0.2) and I made it compatible with Zandronum. I tested it singleplayer but not in multiplayer and there is a problem with the HUD: When I run the mod in Zdoom, the flag "forcescaled" seems to work and the hud shows the same size in all resolutions but when I ...
- Mon Jan 21, 2013 6:57 am
- Forum: Off-Topic
- Topic: What are you listening to?
- Replies: 2083
- Views: 108374
Re: What are you listening to?
Wow, four pages of thread and i see two hardcore tracks... that's awesome! I don't have almost any friend (real-life or internet-life) that listen to that music, so finding that tracks cheers me up! BTW I'm listening to this "pocore" track: Dn7djaCCQ9k The girl singing (the voice sample) comes from ...
- Mon Jan 21, 2013 6:46 am
- Forum: Off-Topic
- Topic: Explain Your Avatar
- Replies: 2812
- Views: 147176
Re: Explain Your Avatar
My avatar is a photo of a t-shirt I painted some years ago. It's the last photo of that t-shirt because it disappeared misteriously in my house, I hate remember that I lost it, but there is.
- Sat Jan 19, 2013 3:25 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [2.4.1] User variables in weapons have inconsistent owners.
- Replies: 47
- Views: 9046
Re: [2.4.1] User variables in weapons have inconsistent owne
Hi. My name is Sami, and I decided introducing in the world of ACS and Decorate when Zdoom version 2.6.0 was out and so I begin to make a simple mod to try out the features of both languages, but I reached the problem that we all have, the use and access of user_vars in weapons. So googling i was ...