[3.4!] FINAL DOOMER +

Projects that alter game functions but do not include new maps belong here.
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Re: [3.4!] FINAL DOOMER +

Postby Randomguy7 » Fri Dec 31, 2021 12:10 am

I'd love to see more! Perhaps a Sunlust one!
Randomguy7
 
Joined: 26 Nov 2019
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [3.4!] FINAL DOOMER +

Postby Nobody2 » Fri Dec 31, 2021 10:02 pm

Nice. Can't wait to try this with Plutonia!
Nobody2
 
Joined: 13 Dec 2021

Re: [3.4!] FINAL DOOMER +

Postby rotts » Tue Jan 11, 2022 8:05 pm

Registered here to say that this weapon mod is fantastic.

I have been using FinalDoomer with the Bloodstain (*edit* corrected name) megawad which has the exact type of level design i love, it's nice and fighty. Large amounts of strong monsters; I don't think it counts as a slaughter-wad but things can get pretty hairy. The extra oomph (SO MANY SHOTGUNS) is *chefskiss*. This mod, playing Bloodstain, w/ Pistol Start is my new favorite way to play classic Doom.
For me this gameplay mod really hits that sweet spot where the weapons feel minimalist, like in the classic game, but now there's a huge variety! Well done!
Every couple of maps I swap classes, by starting a new game then warping to the level I just reached. Not missing anything, because Pistol Start. :)

I'll join the many others in the C4 fan club, that is one goddamn fantastic weapon. The mini-missile launcher is also very, very, very nice and the beefier regular melee attacks are a ton of fun. There are a *lot* of (early-map) Berserk pickups in Bloodstain so you can imagine how a lot of levels start out. One-punch-manning demons, yes.

Have been trying this with some other megawads as well, results have been invariably FUN. Congrats dudes, you made something special here! Hope to see more, but either way it's great stuff!
rotts
 
Joined: 11 Jan 2022

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