dljosef wrote:There was also a chaingun minotaur sprite replacing the spider mastermind in Herian 2, last I remember.
Thanks, I'll take a look.

dljosef wrote:There was also a chaingun minotaur sprite replacing the spider mastermind in Herian 2, last I remember.
RedoLane wrote:How about some Shadow Warrior Evil Ninjas for the next update?
Won't mind a Guardian either!
GAA1992 wrote:So probably that's why there are no Doom64 enemies in the mod
You can just add to the settings the ability to disable different categories of monsters.Cyanide wrote:I'd even say, that the FreeDoom monsters stick out a bit, but I can't be bothered to remove them now.
Doomenator wrote:You can just add to the settings the ability to disable different categories of monsters.Cyanide wrote:I'd even say, that the FreeDoom monsters stick out a bit, but I can't be bothered to remove them now.
Someone64 wrote:Just a heads up: the monsters from this pack don't seem to function properly with certain maps even if some other monster packs would. For example, on Kinsie's testing map all the monsters get aggro'd when you fire your weapon even if this doesn't happen for Beautiful Doom and a lot of monster encounters in Alfonzone don't happen when using this even if they do with others. Same with other maps like Doom 2 Redux's first map which has a room that has a teleporter which only activates if you kill all the monsters.
2's a party wrote:I love this mod, however I have a problem in chaos mode. The pain elemental does not spawn in chaos mod for whatever reason. Is there a fix perhaps?
Whoah wrote:Would that secret stuff happen to pertain the weapons version of Shades of Doom?!
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