If you're going to link Hellrider then link the actual creator of it.
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Search found 586 matches
- Sat Aug 23, 2025 11:05 pm
- Forum: Gameplay Mods
- Topic: Mega Monster Mix - V1.1
- Replies: 3
- Views: 693
- Fri Aug 08, 2025 9:02 am
- Forum: Feature Suggestions [GZDoom]
- Topic: HeXen update
- Replies: 26
- Views: 1934
Re: HeXen update
Much as I appreciate what NightDive et al does, I do wonder why they have a tendency to re-invent the wheel and introduce new systems to do the work of well-established standards with (as far as I can see it) little or no advantage, that simply increase the work for port authors and serve to ...
- Wed Jun 25, 2025 9:26 am
- Forum: General
- Topic: Joy of mapping6, E4M11 problem.
- Replies: 4
- Views: 173
Re: Joy of mapping6, E4M11 problem.
I can say with confidence that it's definitely Colorful Hell that's the culprit. For some reason some boss monsters don't trigger their special actions when killed. It's a bug that I've brought up in the past but if I recall right, Hege isn't sure what the problem should be since they said all boss ...
- Thu Oct 17, 2024 4:32 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.13.0 Released
- Replies: 31
- Views: 10124
Re: GZDoom 4.13.0 Released
especially when that map was explicitly made to run on vanilla-targeted source ports This is probably getting into source port philosophy but even vanilla wasn't meant to have that number of sprites and/or that much level detail to begin with. Sure, source ports have eased up on some of those ...
- Mon Sep 09, 2024 12:10 pm
- Forum: Off-Topic
- Topic: Obligatory Legacy of Rust/ Nightdive Doom Port thread
- Replies: 206
- Views: 27942
Re: Obligatory Legacy of Rust/ Nightdive Doom Port thread
I think it is a huge problem if the author of the spec does not even consider differing opinions and openly stating that as long as he and some of his friends are okay with it, it is not going to change. A spec that doesn't at least acknowledge that not all ports are created equal is never going to ...
- Thu Apr 13, 2023 2:03 pm
- Forum: Gameplay Mods
- Topic: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)
- Replies: 67
- Views: 36491
Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)
edit: I can't replicate the sabaoth bug you're experiencing. Are you running anything else with it? When I was playing the Doom Tribute Project Lite with the monster half of GZDoom 3 I was playing with Soldier Z and autoloaded minimods. However, I don't think any of those could be the issue as none ...
- Mon Apr 10, 2023 1:36 pm
- Forum: Off-Topic
- Topic: Music for Dooming
- Replies: 16
- Views: 1773
Re: Music for Dooming
It depends on what mods I'm using and what I'm in the mood for (mood also determines what mod I'm in the mood for :P). I typically listen to dark ambient when I'm playing more survival horror-like mods like Nightmare Logic or Protocol Disposable. For mods that lean more towards power fantasy ...
- Thu Apr 06, 2023 5:41 pm
- Forum: Gameplay Mods
- Topic: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)
- Replies: 67
- Views: 36491
Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)
So here are my thoughts and critiques based on what I've played so far. -I meant to report this on the last version of the mod but I got sidetracked and forgot. Anyway, the custom movement physics in the weapon side of the mod don't play nice with maps that have voodoo dolls, specifically when there ...
- Sun Apr 02, 2023 12:59 pm
- Forum: Gameplay Mods
- Topic: Pour Liberté!
- Replies: 36
- Views: 9299
Re: Pour Liberté!
Have you tried the link in this quote?
Dr_Cosmobyte wrote: ↑Sat Apr 01, 2023 2:53 pm Dammit.
Here, try this MEGA link:
https://mega.nz/file/2UIgVR5C#IvkHKZxEb ... Gwsn9DoV6U
Have fun!
- Sat Apr 01, 2023 10:24 pm
- Forum: Gameplay Mods
- Topic: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)
- Replies: 67
- Views: 36491
Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)
Oooo, this is a pleasant surprise. :D
Gonna give this a spin with a megawad or two. <3
Gonna give this a spin with a megawad or two. <3
- Mon Mar 27, 2023 7:14 pm
- Forum: Gameplay Mods
- Topic: ARACNOCIDE 2.9b (Updated 26/APR/25)
- Replies: 621
- Views: 178181
Re: ARACNOCIDE 2.4 (Updated 27/Mar/23)
Could there be an option that either lets players adjust the dog spawn rate or disable it entirely? I was playing Danne's E1 and on the first level I had four or five dogs killing most everything for me. :P I still plan on giving a more in-depth critique in a later post. I just haven't had time due ...
- Mon Mar 27, 2023 7:09 pm
- Forum: Gameplay Mods
- Topic: Nightmare Logic V2.2 [28.03.22] New weapons!
- Replies: 120
- Views: 50845
Re: Nightmare Logic V2.2 [28.03.22] New weapons!
New gun sounds by A Heretic's Doom is also down. :0
- Sun Mar 26, 2023 10:51 pm
- Forum: Gameplay Mods
- Topic: Nightmare Logic V2.2 [28.03.22] New weapons!
- Replies: 120
- Views: 50845
Re: Nightmare Logic V2.2 [28.03.22] New weapons!
The main file's back up but the three extra weapons addon is still down. 

- Sat Mar 11, 2023 10:16 pm
- Forum: Gameplay Mods
- Topic: [0.10.6] Gun Bonsai -- everything-compatible weapon upgrading
- Replies: 760
- Views: 165382
Re: [0.10.0] Gun Bonsai -- everything-compatible weapon upgrading
I was going to wait and provide feedback until I finished playing through the NOVA megawads with mods but I'd like to go ahead and report a possible bug as well as a suggestion. When playing this with Indestructable, if a shotgun has the Swiftness upgrade and you kill a demon with it while in an ...
- Fri Mar 10, 2023 9:45 pm
- Forum: Gameplay Mods
- Topic: Nightmare Logic V2.2 [28.03.22] New weapons!
- Replies: 120
- Views: 50845