Search found 321 matches

by Hetdegon
Wed Jan 01, 2025 10:47 pm
Forum: Gameplay Mods
Topic: Wolf Reader
Replies: 3
Views: 3576

Re: Wolf Reader

Pretty interesting, I for one applaud the effort to implement this in zscript.
by Hetdegon
Fri Sep 08, 2023 5:16 pm
Forum: TCs, Full Games, and Other Projects
Topic: DOOM Infinite - [DEMO 0.978.5]
Replies: 25
Views: 34702

Re: DOOM Infinite - [DEMO 0.978.5]

Impressive visual effects and UI/convenience features. Weapon customization is really nice as well.
by Hetdegon
Mon Jan 17, 2022 5:47 am
Forum: Gameplay Mods
Topic: [Fan R-Type Weapon Mod] Bydofied V.1.1 - Emergency Armament
Replies: 13
Views: 13168

Re: [Fan R-Type Weapon Mod] Bydofied V.1 - Dazzling and Dead

Each model had its own purpose, armament, mostly powered by REDACTED. Don't REDACTED me, I know what it's powered with. Neat idea, I'm looking forward for it having Force pods. Are you planning on various types or just the standard R-9 Force? Something like the Anchor Force would be amazing if you ...
by Hetdegon
Sat Feb 06, 2021 5:43 pm
Forum: Gameplay Mods
Topic: [v0.999] CUSTOM GUN: THE GUN-ENING
Replies: 60
Views: 23998

Re: [v0.999] CUSTOM GUN: THE GUN-ENING

Mikk- wrote:I do plan on returning to Custom Gun at some point in the future as version 0.999 is pretty buggy and unfinished.
That'd be delightful, it's a fun one.
by Hetdegon
Sat Sep 05, 2020 4:15 am
Forum: TCs, Full Games, and Other Projects
Topic: Deathmatch Simulator - This Mod Has Moved. See OP For Details.
Replies: 88
Views: 45216

Re: Deathmatch Simulator (05/09/20 - Build 04 p5)

Oh this is excellent. I thought this was all done, so I'm happy as can be right now.
by Hetdegon
Wed Apr 08, 2020 9:18 pm
Forum: TCs, Full Games, and Other Projects
Topic: [p33] Reelism 2 - This Mod Has Moved. See OP for details.
Replies: 484
Views: 159464

Re: [WIP] Reelism 2

Wow, you got Bloodfucker Unlimited? MOTY.
That name is so brilliantly edgy it reminds me of all those Mortal Kombat clones that I'm sure at some point suggested having that name, but backpedaled because they knew, deep down, that the pertinent agencies wouldn't let it fly.
by Hetdegon
Sat Apr 04, 2020 3:30 pm
Forum: Abandoned/Dead Projects
Topic: [Maybe later] Universal Glory Kill
Replies: 28
Views: 18251

Re: [WIP] Universal Glory Kill

Ridiculously unnecessary, I'll try it.
On a bit of a tangent, though, what is your damage overlay, Nash? I've seen that kind in larger mods but was looking for something easier to see than the one I'm using (dmgdiroverlay.pk3 IIRC).
by Hetdegon
Fri Mar 06, 2020 11:38 pm
Forum: Gameplay Mods
Topic: Deltrarune Companions
Replies: 20
Views: 18760

Re: Deltrarune Companions

Ah, fluffy prince hugs, never realized it was something missing from my Doom experience. 10/10 added to autoload.
by Hetdegon
Tue Dec 24, 2019 7:04 am
Forum: TCs, Full Games, and Other Projects
Topic: Deathmatch Simulator - This Mod Has Moved. See OP For Details.
Replies: 88
Views: 45216

Re: Deathmatch Simulator (18/12/19 - Build 03 p4)

This is really fun, and a good way to make use of those DM maps I hardly have time to play as intended nowadays. I kinda wish one could separate the fake DM logic from the player/weapons and attach any general weapons mod (even if some tweaking is needed), but it's still pretty fun to play as-is ...
by Hetdegon
Sat Feb 02, 2019 1:03 pm
Forum: Levels
Topic: Randomized Roguelike map - v5 (Upd. 12/9/19) (New Map Gen!)
Replies: 35
Views: 12852

Re: Randomized Rougelike map - v0.5

That's the simplest generation algorithm ever. It's positively adorable and ballsy, I love it.
by Hetdegon
Tue Nov 20, 2018 2:02 am
Forum: Gameplay Mods
Topic: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]
Replies: 22
Views: 8333

Re: Enemy Upgrades: Randomizer Antithesis [Alpha test 01]

How about something like a secondary charge shot that improves enemies based on how much it was charged?
by Hetdegon
Thu Jul 20, 2017 8:15 pm
Forum: Gameplay Mods
Topic: Balmung - Full Metal Guardians [0.1 Preview]
Replies: 7
Views: 2600

Re: Balmung - Full Metal Guardians [0.1 Preview]

Hmm, I'll see what I can do then. Give me a couple days to think about it as I implement other basic stuff.
by Hetdegon
Sun Jul 16, 2017 5:42 pm
Forum: Gameplay Mods
Topic: Balmung - Full Metal Guardians [0.1 Preview]
Replies: 7
Views: 2600

Re: Balmung - Full Metal Guardians [0.1 Preview]

Hmm I don't know. On one hand, difficulty is something that I believe is best achieved by the map itself in how it places enemies. Having the enemy have unlockable abilities might feel like the monsters are "holding back" arbitrarily simply because I'm at the earlier levels and the game is being ...
by Hetdegon
Sat Jul 15, 2017 4:27 pm
Forum: Gameplay Mods
Topic: Bullet-Eye - v0.12.7d - 3/30/25 - Enemy Mod Updated! 4/18/25
Replies: 460
Views: 172553

Re: Bullet-Eye (SNES/Retro Style Mod) v0.9.3 - To Arms!

Having two weapons is quite interesting, really opens up your options and makes some weapons more attractive, but the way it works definitely feels quite weird. Most pickups only replace your primary weapon, so at times while playing you pick something up wanting to replace the secondary but you ...

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