[2.4] FINAL DOOMER +

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Re: [2.4] FINAL DOOMER +

Postby DoomN00b » Wed Jun 26, 2019 10:22 am

Yholl wrote:
Tesculpture wrote:On the subject of Berserk, could you add an option for whether you auto-switch to melee on getting a B-Pack, like you have in LegenDoom?
Already did


YO, Yholl! Will you be working on a new class for SIGIL? If so, I hereby volunteer to help out! = ) My main proficiency is in graphics, sprites and textures - if you think I can be of service, I would love to pitch in.
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Re: [2.4] FINAL DOOMER +

Postby primavoltage » Wed Jul 17, 2019 12:19 am

Excuse me, Yholl... Is it possible you can add another weapon set in Final Doomer Plus? It would be great if the theme of the added weaponset was Eviternity MegaWAD (i love that map though)...
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Re: [2.4] FINAL DOOMER +

Postby sirleviatan » Tue Jul 23, 2019 7:56 pm

AWESOME MOD DUDE!!!! it's really impressive, thank you very much!
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Re: [2.4] FINAL DOOMER +

Postby Hellser » Wed Jul 24, 2019 4:20 pm

Wouldn't mind seeing something Hell Revealed-related. But right now, it's up to Yholl to make new additions to this mod. We just need to be patient.
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Re: [2.4] FINAL DOOMER +

Postby Smashhacker » Thu Jul 25, 2019 12:04 am

I personally wanted to see a Going Down weaponset where the plasma gun and BFG replacements are as mindfucky as Cyriak's music videos.
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Re: [2.4] FINAL DOOMER +

Postby Bungalosis » Sat Aug 10, 2019 3:49 pm

For me personally, I felt that Hellbound, Eviternity, Epic 2, Speed of Doom, and maybe give a slightly modified vanilla class for SIGIL. Would look interesting.
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Re: [2.4] FINAL DOOMER +

Postby YasuoProjectX » Sun Aug 11, 2019 6:26 pm

is there new version of this mod?
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Re: [2.4] FINAL DOOMER +

Postby wildweasel » Sun Aug 11, 2019 7:06 pm

YasuoProjectX wrote:is there new version of this mod?

Well, the title of the thread (containing the version number) hasn't been changed since January of 2018, so that might give you a clue.
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Re: [2.4] FINAL DOOMER +

Postby Goregrinder » Mon Aug 12, 2019 5:35 am

Going Down Guy, with guns that start out kinda mundane (to fit the office theme) then get progressively more insane would be very funny.
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Re: [2.4] FINAL DOOMER +

Postby EddieMann » Tue Aug 13, 2019 1:37 pm

I'll third the Going Down weapons that start off relatively normal and ramp up to be utterly surreal and mindfuckish (and with one hell of a chainsaw).
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Re: [2.4] FINAL DOOMER +

Postby Captain J » Tue Aug 13, 2019 10:11 pm

May i suggest something even more worse than Going Down? The Sky May Be. :P
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Re: [2.4] FINAL DOOMER +

Postby Alptraum » Wed Aug 14, 2019 9:34 am

You know what? This is a brilliant idea! Specific weapons for specific maps are great.

Whenever I start playing a mappack, I keep thinking about choosing the correct weapon set. Sometimes they get OP or lack of power.

My question is, will there be more maps in the future updates? Or is it over?
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Re: [2.4] FINAL DOOMER +

Postby Vostyok » Wed Aug 14, 2019 12:04 pm

I always thought that some of the more Hell oriented levels could have used a demonic/quake-style weapon set. Something rusty and dangerous looking. With spikes, everyone likes spikes. Perhaps a Memento Mori Guy.

The problem is at this point is making the weapon sets distinct enough to be noticeable, at least beyond cosmetically. There are only so many ways you can skin a cat shotgun.
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Re: [2.4] FINAL DOOMER +

Postby Mackery » Wed Aug 14, 2019 1:08 pm

How about something that's more... Hexen/Heretic themed?
Or maybe we could go for a throwback World War II theme?

Weapons: Colt M1911A1 Sidearm Pistol, M1897 Trench Shotgun, M1A1 Thompson Submachine Gun, M1 Bazooka, M1919A4 Browning Machine Gun.
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Re: [2.4] FINAL DOOMER +

Postby EddieMann » Fri Aug 16, 2019 2:39 am

And yet no love for Equinox?
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