[v3.0.1] Doom Incarnate: A Wolfenstein style mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Should I nerf fire based weapons like Dragon's Breath and Napalmkraftwerk?

Poll ended at Wed Oct 28, 2020 12:36 pm

Yes please, they're broken af
3
12%
Nah, they're fine
22
88%
 
Total votes : 25

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby Rodman909 » Mon Jan 18, 2021 12:41 pm

Laid wrote:Just found out about this mod! Since it seems to have come out a bit after Dr_Cosmobyte's Kriegsland, I am almost tempted to nickname it "Kriegsland III". :lol:

Joking aside, I am having a lot of fun with it, but I have to wonder: why is there no weapon bound to Weapon Slot 1? I would have at least expected the Black Rose to be put there, since it has its own ammo type.

The Black Rose uses the same ammo as the FG-61.
Rodman909
 
Joined: 07 May 2020
Discord: #5312
Operating System: Windows 10/8.1/8/201x 64-bit

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby JohnnyTheWolf » Mon Jan 18, 2021 1:36 pm

Oh. Nevermind, then! :lol:

But still, Slot 1 remaining unused is puzzling, especially considering the considerable number of different weapons!
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby Dr_Cosmobyte » Mon Jan 18, 2021 2:51 pm

Since you just discovered our Nazi Killing Distractions, may DeathStalker allow me to suggest you; Playing Doom Incarnate with my Kriegsland enemies pack is a blast!

:)
User avatar
Dr_Cosmobyte
Also known as: GAA1992
 
Joined: 04 Jun 2015
Location: Killing spiders.

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby JohnnyTheWolf » Mon Jan 18, 2021 5:05 pm

You would not know of good mapsets for that by any chance? Nazis look out of place in vanilla Doom levels.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby JohnnyTheWolf » Mon Feb 01, 2021 3:14 pm

I noticed something odd about this mod, but I am not sure if it is a bug or not.

Oftentimes, nothing spawns in place of the vanilla Chaingun. It is frustrating, because it means that I can go several levels without ever getting my hands on a SMG or an Assault Rifle.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby armymen12002003 » Thu Feb 11, 2021 9:44 pm

I still think DeathStalker should make this compatible with BoA.
User avatar
armymen12002003
Feel THIS, demon!
 
Joined: 01 Jun 2011
Location: Anywhere
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [v3.0.1] Doom Incarnate: A Wolfenstein style mod

Postby JohnnyTheWolf » Wed Feb 17, 2021 9:48 pm

So I have been playing this a lot more since and it has become easily my go-to gameplay mod.

I noticed another oddity, which I believe is a bug: in dual and cross wield, the SMG's Laser Cutter does not work if its clip is empty.
JohnnyTheWolf
 
Joined: 05 Oct 2015

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Somagu and 15 guests