Search found 18 matches
- Mon Oct 21, 2019 5:16 pm
- Forum: Abandoned/Dead Projects
- Topic: Doomreal [1.2]
- Replies: 140
- Views: 86091
Re: Doomreal [1.0]
Hey, I have not played around with this too much yet, but I noticed that the Automag and the other pistol (no idea what it is) have a big delay on shooting, the original game doesn't have this and fires immediately when you left click, could you fix this? Also, the Quadshot is really awesome, the ...
- Tue Aug 27, 2019 11:41 am
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1203
- Views: 451320
Re: [3.1!] FINAL DOOMER +
I've noticed that if you fire the supershotgun by holding down fire, you fire faster than if you click rapidly, because there seems to be some frames during the reload, where you can't shoot even if you spam left click, and it's after the point of where you would be able to fire if you held the ...
- Wed Aug 21, 2019 2:42 pm
- Forum: Gameplay Mods
- Topic: Netronian Chaos V.3.57: The Final, Last, Concluding Update
- Replies: 622
- Views: 196569
Re: Netronian Chaos V.3.2: Particularly a Nuclear Mod
What are the new stealth enemies? The assassin isn't new, and I remember him being able to cloak before.
- Thu Aug 15, 2019 1:27 am
- Forum: Gameplay Mods
- Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
- Replies: 626
- Views: 179817
Re: Aracnocide [15/08/19] 2 new guns/urgent fixing
Okey, tested really quickly, interesting upgrade for Blake's bfg, but now there's no fancy boom when shooting which is a bit disappointing, also it doesn't actually spend ammo when shooting... obviously I understand that's part of the upgrade so pls don't fix. ;P Stella's revolver seems to jump ...
- Wed Aug 14, 2019 1:18 pm
- Forum: Gameplay Mods
- Topic: Doom Rebalanced - A vanilla-inspired rebalance mod
- Replies: 24
- Views: 10242
Re: Doom Rebalanced - A simple vanilla-styled rebalance mod
The BFG no damage falloff (area of effect) is pretty extreme, I used to abuse the close range "rays" that disperse from the player character, but now I don't even have to, it is way too powerful now.
- Mon Aug 12, 2019 11:29 am
- Forum: Gameplay Mods
- Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
- Replies: 626
- Views: 179817
Re: Aracnocide [12/08/19] New Weapon and Fixes!
Sorry for double posting but i wanted to push this foward. As a matter of fixing some of the latest issues and keep the game not broken until i push new builds, here's a new one , containing a new weapon upgrade for Derrick and some cool stuff! - New sprites for clip, Revolver, rifle, fuel and ...
- Thu Aug 08, 2019 10:23 am
- Forum: Gameplay Mods
- Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
- Replies: 626
- Views: 179817
Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!
You can pick up the 100% health containers even when at 200% health and armor. You can still pick up 1% armor and health bonuses when at 200% armor and health. Blake Kliessen's upgrade for the pistols is sort of pointless, they just shoot faster and is slightly more accurate, but the mp40 is still ...
- Tue Aug 06, 2019 8:07 am
- Forum: Gameplay Mods
- Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
- Replies: 626
- Views: 179817
Re: Aracnocide [06/08/19] Hacx! Hexen! Heretic!
Um, is it just me or is the FG42 firing sound exactly the same?
Also, what's the cheat to give myself upgrades?
Also, what's the cheat to give myself upgrades?
- Mon Aug 05, 2019 6:49 am
- Forum: Gameplay Mods
- Topic: Dead Marine REDUX (V1.9.2)
- Replies: 138
- Views: 26377
Re: Dead Marine REDUX
Okey, did some testing, Cacodemon replacement is MUCH easier to kill and barely a threat now, and I don't think they are hard to hit as you say. Cyberdemon replacement can be killed in 1 rocket or several pistol bullets, basicly a non-threat. Mancubus dies in a few hits from bullet weapons, but ...
- Thu Aug 01, 2019 5:54 am
- Forum: Gameplay Mods
- Topic: Dead Marine REDUX (V1.9.2)
- Replies: 138
- Views: 26377
Re: Dead Marine REDUX
Hey, I did a quick test and found some problems, headshots don't seem to work on imps (not sure about other monsters), Cyberdemon shoots rockets from his groin and not his arm and it looks strange, shotgun zombies looks like normal zombies in their shooting frames, it's missing UV monster spawns and ...
- Sun Apr 21, 2019 2:29 pm
- Forum: Gameplay Mods
- Topic: Lt. Typhon v6: massive guns
- Replies: 227
- Views: 104143
Re: Lt. Typhon: Veteran doomgirl
There's a delay when shooting on most of the weapons, it would be nice if it was removed to make the weapons feel more responsive.
- Wed Apr 10, 2019 8:57 am
- Forum: Gameplay Mods
- Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
- Replies: 626
- Views: 179817
Re: Aracnocide [02/04/19] Updated Again!
There's a bug, if you have full ammo for a weapon, you still pick up weapon pickups (shotguns from shotgun sergeants) and thus waste ammo.
- Sat Jul 25, 2015 10:06 am
- Forum: Gameplay Mods
- Topic: Smooth Doom [WIP 2.0 TEST? WOWIE ZOWIE]
- Replies: 2008
- Views: 670667
Re: Smooth Doom
I noticed that during the reload of the Doom 64 SSG, you will see the black gloves for a frame while using the brown gloves. Also, if you use the black gloves with the Doom 64 chainsaw, it will show the regular chainsaw when attacking. If you use the regular SSG with the black gloves and fire, you ...
- Sat Feb 21, 2015 2:32 pm
- Forum: Gameplay Mods
- Topic: Weasel Presents: NAZIS V2
- Replies: 908
- Views: 189109
Re: Weasel Presents: NAZIS V2
My load order: -iwad iwads/doom2.wad -file ww-nazis/ww-nazis-v2.pk3 -file ww-nazis-cjflavor/ww-nazis\ CJ\ flavor\!.pk3 -file ww-nazis-cjflavor/ww-nazisV2\ REDUX\ patch.pk3 -file epic2/epic2.wad -file epic2/epic2gl.wad Although it doesn't seem to matter if the last two come right after doom2.wad or ...
- Thu Feb 19, 2015 12:07 pm
- Forum: General
- Topic: Mod Download Broken? Request Reuploads Here
- Replies: 4989
- Views: 1243562
Re: Mod Download Broken? Request Reuploads Here
Does anyone have Ed The Bat's patch for this mod?
http://forum.zdoom.org/viewtopic.php?f= ... &start=525
http://forum.zdoom.org/viewtopic.php?f= ... &start=525