DoomRL Arsenal - [1.1.5] [MP-B7.3]

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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

Slax wrote:Back to bumbling.

I'm going to need a link to whatever mod you are using for the music. I've been using terminus' demonsteele Now that's what i call midi, but hitting the change music button constantly is kind of tiring.
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Slax
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Slax »

^ http://forum.zdoom.org/viewtopic.php?f=19&t=29117

Also, a query. I like playing with droplets ~ http://forum.zdoom.org/viewtopic.php?f=19&t=46509 ~ because splittysplat is fun. I also happen to enjoy the RLA gore effects.
So why not have both at once! Anyone wanna whip up a super fancy compatibility patch?
Spoiler: Have another video
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

TYVM Slax for sharing that link! This is going to make Doom RPG/RLA and so much more, a lot more exciting to play!
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

Doomguy914 wrote:
I'm going to need a link to whatever mod you are using for the music. I've been using terminus' demonsteele Now that's what i call midi, but hitting the change music button constantly is kind of tiring.

Didn't NTWICM had a console command that skips you to a certain song straightly?
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

having two gore-mods running at the same time seems superfluous honestly. what is that ZDoom mapset you're playing though?
KILLER2
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

That's Doom2 in Name Only. Pretty fun mapset in my opinion, though some people on /idgames disagree. Not a ZDoom mapset though, it's vanilla compatible.
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Viscra Maelstrom
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Viscra Maelstrom »

uhh? Slax' video is decidedly NOT Doom 2 in Name Only, and is clearly a ZDoom mod: the Afrits in the thumbnail and the intro gives it away.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

My bad. Was talking about the first video, since at first glance the second video looked like Doom 1. To be honest I'd like to know as well.
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

Viscra Maelstrom wrote:uhh? Slax' video is decidedly NOT Doom 2 in Name Only, and is clearly a ZDoom mod: the Afrits in the thumbnail and the intro gives it away.
The first video is, indeed, D2INO.
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Slax
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Slax »

Superfluous or not, I want it.
Map is Doom One.

I always put wad info in the video description... and then no one reads it.
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Ethril
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Ethril »

Tanksy wrote:
KILLER2 wrote:It's worth mentioning that the tristar blaster is a weapon that will make him super happy while being an exotic.
People actually use that weapon? Whenever I find that, it's an instant breakdown or sell in the RPG shop. Even the regular BFG9000 feels like a better weapon.
The only reason I *don't* use it is because I don't like blowing myself up with spread weapons. Demo-The-MAN has challenged you to a duel with bare hands doesn't have that issue.
Spoiler:
Thexare
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Thexare »

I learned your Technician vs. Demolitionist lesson with a different weapon, but yeah, the damage isn't always worth it.
Spoiler:
Tanksy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tanksy »

Is there a chance with the Monsterpack that you can start a map and the lighting is extremely dark and red and the screen is kinda.. flickering about? It's like seeing slightly double? And the monsters are all dead, and there's only The Hungry flying around?

Or is that a coincidence with an RPG map event and a random Hungry spawn ruining my day?
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by wildweasel »

That's a DoomRPG event.
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by KILLER2 »

I don't know exactly what these events are, but I'm gonna go right ahead and suggest Yholl make them optional as a DRLA option in the next (or a future) patch. They sound really interesting from the sound of it, and I think they could liven up the mod during a long playthrough as it does get stale from time to time.
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