Search found 15 matches
- Fri Jul 28, 2017 5:27 pm
- Forum: Gameplay Mods
- Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
- Replies: 659
- Views: 271455
Re: High Noon Drifter v1 - Oops, I slipped.
I love this mod, and feel it works well with Urania, too.
- Tue Mar 01, 2016 11:03 pm
- Forum: Levels
- Topic: DUMP Episode 2: Dump Harder [RELEASED]
- Replies: 658
- Views: 94202
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Sure, you can count me in.
-Nyss
-Nyss
- Fri Feb 26, 2016 12:18 am
- Forum: Levels
- Topic: DUMP Episode 1: Fuck Time Limits
- Replies: 18
- Views: 10952
Re: DUMP Episode 1: Fuck Time Limits
Boy term, you sure have come far since, well, this thing: http://i.imgur.com/lj1iZvN.png Thanks for letting me be a part of this awesome little community project! I hope we can do this again soon! http://i2.kym-cdn.com/photos/images/original/000/805/340/3d9.jpg I enjoyed playing my part too. -Nyss
- Fri Aug 07, 2015 2:43 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 597503
Re: GZDoom Builder 2.3
Unzipping and running the installer in windows 10 is causing it to complain about being corrupt. I am not sure this is my system's fault, or the file's.
- Sun Dec 21, 2014 10:45 pm
- Forum: Gameplay Mods
- Topic: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.9 desu~
- Replies: 1163
- Views: 285520
Re: [Beta][Cool] \m/ ~={ DEMONSTEELE }=~ \m/ - 0.74 NEAT STU
Loving demonsteele to death so far! It's been great with Memento Mori. One thing though, as much as I like the Omen hammer, it feels clumsy to use, especially after I finally get used to the Kharon's reach. I would appreciate it if you gave the Omen the same melee reach as the Kharon. Unless it ...
- Fri May 16, 2014 3:20 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Did anyone ever scrape up a Doom Builder config file for this game yet?
Also, I hope this mod is coming along well!
Also, I hope this mod is coming along well!
- Sun Dec 08, 2013 5:01 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Yes. It's good either as a "finisher" gun, or a jack-of-all-trades weapon that excels at nothing but is reliable in all situations. Also, I get the feeling the assault rifle is supposed to fill the role of the vanilla DooM shotgun in this mod as a workhorse weapon, given the sheer amount of spare ...
- Sun Sep 15, 2013 11:22 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
And Patriot1776 , Glad to hear your dad is doing better, hope he recovers. And also thanks for all the feedback... Regarding the tutorial map, this is something that someone on youtube suggested and I agree. It would be nice to have a good tutorial map to teach new players all the new abilities and ...
- Sun Sep 15, 2013 5:02 am
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
1. Lower the speed of the Kabros by like... 15%. If you don't, that's cool. It doesn't bother me THAT much. 3. Replace the human marines with zombies or demons, please. I am not a fan of human enemies spouting the same 5 or 6 lines over and over again. Plus I feel killing human enemies (even if ...
- Sat Sep 14, 2013 8:11 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
After some further play, in Scythe2, Hurt Me Plenty difficulty, I have a few other suggestions. 1. Lower the speed of the Kabros by like... 15%. If you don't, that's cool. It doesn't bother me THAT much. 2. Buff Mancubus damage. Seriously, like... double or triple it. I wasn't feeling threatened by ...
- Sat Sep 14, 2013 3:55 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
For the Power Fist, I was thinking in adding a low damage air blast when you swing a punch and miss, but still I have no idea how to implement it into the game :P A short, wide cone of very low damage, invisible ripper projectiles with weak knockback, that triggers when you DON'T impact an enemy ...
- Fri Sep 13, 2013 8:54 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
1. The autoshotgun feels a hair weak, to the point that even the pistol feels a bit more powerful. 2. I'm not a fan of the Satyr Imp replacements. They'll keep, certainly, but I feel they don't fit in well with the other foes, especially since there are already barons and hell knights. This. The ...
- Fri Sep 13, 2013 5:01 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
Any way you could implement a "hold/press key to pickup" system for weapons? It would help emulate the feel of a "modern" FPS a little more - plus weapon pickup interrupts anything else you're doing, and can be the difference between life or death. That would only be important if the player only ...
- Fri Sep 13, 2013 4:58 pm
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
After trying it a bit more extensively in Doom 1, Episode 3, Ultra-Violence difficutly, a few things cross my mind 1. The autoshotgun feels a hair weak, to the point that even the pistol feels a bit more powerful. 2. I'm not a fan of the Satyr Imp replacements. They'll keep, certainly, but I feel ...
- Fri Sep 13, 2013 3:39 am
- Forum: Gameplay Mods
- Topic: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
- Replies: 983
- Views: 221359
Re: [WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!
This mod is amazing, and I love it even in it's beta stage.
I installed GZDoom just to play it. Will there be a Zandronum compatible version later?
I installed GZDoom just to play it. Will there be a Zandronum compatible version later?