Major Cooke wrote:Personally I think the mod can do without the whole oxygen thing. Just something I never liked about Doom 3 in particular as well.
Perhaps another thing to consider implementing, harder mob waves. I don't mean just increasing the numbers. I mean increasing the difficult monster types. Cyberdemons, archviles, spider masterminds... I'm the kind of player who eats Dark Tartarus for breakfast. I love that map set which has so many cyberdemons and spider masterminds.
Map "Die Hard": Please insert some hints as to what the passwords are for the switches. It's greatly annoying that I have to try and guess what the password is over and over again for each key card.
Time lord is incredibly overpowered. I believe that should be the Hell's End reward tier instead of healing. Healing should come a lot sooner.
Major Cooke wrote:Cyberdemons, archviles, spider masterminds... I'm the kind of player who eats Dark Tartarus for breakfast. I love that map set which has so many cyberdemons and spiderminds.
Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?
FrankADG wrote:Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?
Maybe cancelled.
FrankADG wrote:Glaice wrote:Is there a changelog from 1.0.1 to 1.1 when it comes out?
Maybe cancelled.
Jigstraw wrote:I tried to run this with Metadoom v5.1 and couldn't get past the first level due to monsters failing to spawn in. I tried restarting three times, and was met with the same result all 3 times.
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