[RELEASE] Prodoomer V3.1 [GZDoom 3.5.1]

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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Wed Oct 15, 2014 12:44 pm

DOOMERO-21 wrote:
Kinsie wrote:Why is this mod over 300mb?


mp3 music, lot of sprites, lots of maps and lots of scripts....


ogg music*
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Noodlebox » Wed Oct 15, 2014 5:25 pm

I'm having an issue trying to download this from Mega, just keeps telling me that "the server could not find the file" when I try to save it after it hits 100%

It's really strange because I've never had this problem with it before, and I can still download other files from Mega perfectly fine
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Re: [RELEASED] Prodoomer [GZDooM]

Postby dljosef » Wed Oct 15, 2014 5:58 pm

There's also the issue on how to get to Map02's rings when playing without cheats. In particular, getting into the vent shaft to get above the reactor.

Spoiler:
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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Thu Oct 16, 2014 12:54 pm

dljosef wrote:There's also the issue on how to get to Map02's rings when playing without cheats. In particular, getting into the vent shaft to get above the reactor.

Spoiler:


if you want get ALL rings, you must have the double jump, wall jump, and upgrade rocket launcher no damage (rocket jumps don't hurt) also the explosive mine can make rocket jumps (also don't hurt).
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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Thu Oct 16, 2014 1:01 pm

dljosef wrote:There's still the one secret in Map 09 somewhere in the main hallway with the six coke cans?


There a switch is triggered on fire action, that open the door with six coke cans.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby dljosef » Thu Oct 16, 2014 2:40 pm

How do you get the double jump and wall jump abilities, though? Are those abilities later in the wad?
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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Thu Oct 16, 2014 3:43 pm

dljosef wrote:How do you get the double jump and wall jump abilities, though? Are those abilities later in the wad?


Yeah
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Re: [RELEASED] Prodoomer [GZDooM]

Postby dljosef » Thu Oct 16, 2014 4:43 pm

I would particularly like to know when each of those abilities can be obtained. (And I'm usually quite obsessed with 100%-ing levels.)

At least I'm grateful that enemies don't level up with me, since I'm doing a run on Badass mode. (Because I'm nuts like that.)
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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Thu Oct 16, 2014 8:15 pm

dljosef wrote:I would particularly like to know when each of those abilities can be obtained. (And I'm usually quite obsessed with 100%-ing levels.)

At least I'm grateful that enemies don't level up with me, since I'm doing a run on Badass mode. (Because I'm nuts like that.)


when you're in the map 14, you get the doublejump and in the map20 the wall jump.

I finished prodoomer in 10 h 11 min with Badass mode and x1 experience.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby dljosef » Thu Oct 16, 2014 11:10 pm

Ah.

By the way, I haven't run into any other issues so far. (Save for the occasional parts where I get the BSOD error, but that's a different story.)
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Re: [RELEASED] Prodoomer [GZDooM]

Postby IdiotBitz » Fri Oct 17, 2014 12:23 am

Would love to play this game, but I've got a prob.

There is a major issue in MAP01.

When I leave the first area, it crashes.

Don't know why this happens, maybe it is just me being an idiot.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby mamaluigisbagel » Fri Oct 17, 2014 5:45 am

I love this mod so far, but my brother was having a problem in the city where he couldn't open the doors for the shop and bestiary, so he had to noclip through. Is there a reason for this? He has the most recent build for GZDoom like me, but it works just fine for me.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby BradmanX » Fri Oct 17, 2014 3:25 pm

I've played through the 1st few levels of this WAD, and I must say It's pretty awesome.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Mav3rick » Sat Oct 18, 2014 2:46 pm

oh y otra cosa, has los clips y municion mas grande para mejor distincion ;)
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Re: [RELEASED] Prodoomer [GZDooM]

Postby DOOMERO-21 » Sun Oct 19, 2014 11:16 am

Mav3rick wrote:oh y otra cosa, has los clips y municion mas grande para mejor distincion ;)


le dije lo mismo un tiempo atras, pero este ql no pescó y le puso luces dinamica a la wea.....
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