Run For It!

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Run For It!

Postby Cherepoc » Thu Nov 24, 2016 3:07 am

"Run For It!" is a gameplay mod that adds legs and ability to run to a lot of objects that never asked for this.
Download (moddb)
Source ports: ZDoom 2.8.1+, GZDoom 1.9.1/2.1.1+, Zandronum 3+
Version: 1.0.3 (2016-12-11)
Spoiler: Changelog

Newdoom forum thread

Spoiler: Prerelease videos
Last edited by Cherepoc on Fri Jan 11, 2019 8:42 am, edited 8 times in total.
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Re: [WIP] Run For It!

Postby HorrorMovieGuy » Thu Nov 24, 2016 4:35 am

Ladies and gentlemen, I think Doom modding has just reached it's peak. Everyone else go home now.
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Re: [WIP] Run For It!

Postby Lud » Thu Nov 24, 2016 4:38 am

Reminds of of those Serious Sam kamikaze bombers who often carried weapons and ammo. 10/10. This is hilarious.
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Re: [WIP] Run For It!

Postby Nevander » Thu Nov 24, 2016 5:10 am

This would be utter chaos on Holy Hell MAP05.
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Re: [WIP] Run For It!

Postby Brohnesorge » Thu Nov 24, 2016 5:29 am

Projectiles running is a nice touch 10/10

Wait, explosions don't run 7.9/10
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Re: [WIP] Run For It!

Postby VICE » Thu Nov 24, 2016 5:34 am

This is really messed up.

I love it.
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Re: [WIP] Run For It!

Postby Someone64 » Thu Nov 24, 2016 6:35 am

It would be great if you looked down and saw naked legs or if when you die your corpse grows a new set of legs and starts running.
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Re: [WIP] Run For It!

Postby Lud » Thu Nov 24, 2016 6:38 am

That last part killed me. That's the pinnacle of lolz.
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Re: [WIP] Run For It!

Postby Ethril » Thu Nov 24, 2016 9:13 am

THAT SHOTGUN IS A SPY!
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Re: [WIP] Run For It!

Postby Big C » Thu Nov 24, 2016 6:44 pm

I got to the part where a Lost Soul became a Leggy Soul and lost my shit.
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Re: [WIP] Run For It!

Postby Cherepoc » Fri Nov 25, 2016 4:20 pm

Nevander wrote:This would be utter chaos on Holy Hell MAP05.

Just tried that and it crashed :) MAP01 is fine, though I can't make it past first two areas :)
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Re: [WIP] Run For It!

Postby Ed the Bat » Fri Nov 25, 2016 4:54 pm

Immediately, the video made me think of Runaway Items, but greatly improved upon.

I need to try this out for myself.
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Re: [WIP] Run For It!

Postby DTDsphere » Fri Nov 25, 2016 5:03 pm

I don't think I would be able to survive a pair of running tech pillars in e1m1. I'd just die.
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Re: [WIP] Run For It!

Postby Cherepoc » Fri Nov 25, 2016 5:12 pm

The decorations aren't running... yet.
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Re: [WIP] Run For It!

Postby Armaetus » Fri Nov 25, 2016 6:20 pm

I am going to give this a try with my Maps of Chaos mapmod set.

OP: Can there be an option to turn footsteps off?
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