Cool mods people might have missed.

Discuss anything ZDoom-related that doesn't fall into one of the other categories.

Re: Cool mods people might have missed.

Postby DoomKrakken » Fri Sep 01, 2017 5:57 pm

Apeirogon wrote:Project uber considered as "Cool mods people might have missed"?

Oh hell yeah, people might've missed that. :)


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Re: Cool mods people might have missed.

Postby Apeirogon » Fri Sep 22, 2017 4:11 pm

Too Many Super Shotguns

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Re: Cool mods people might have missed.

Postby m8f » Sat Apr 14, 2018 1:51 am

Tourism Deluxe: customizable "-nomonsters" alternative.
Until now, if you wanted to explore Doom levels without any combat whatsoever your only option was the "nomonsters" command line switch. But this has a few problems: monsters won't spawn at all, making boss levels uncompleteable, and scripted actions that happen based on monster death will never fire.

This mod, for GZDoom 3.0 or later, changes that behavior: monsters still spawn, but they're invisible, silent, and will automatically be killed as soon as they engage you. Situations like the above will function as intended.
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Re: Cool mods people might have missed.

Postby DoomKrakken » Sun Apr 15, 2018 5:06 am

Sounds hacky, yet useful too. :D
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Re: Cool mods people might have missed.

Postby Nomakh » Thu Jul 19, 2018 4:50 pm

How about Colorfull Hell Arsenal by TheSkyBug? This mod is unpopular, but why? It contains interesting features like weapon crafting, cool gameplay, a lot of interesting weapons... It even has some kind of "character upgrade" (you can increase your weapon slots with it's limit on in options if you obtain "slot artifact") from some strong monsters.
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Re: Cool mods people might have missed.

Postby el armadillo2 » Tue Aug 14, 2018 10:56 am

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