DOOM - Hellwalker 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.

Re: DOOM - Hellwalker Mod

Postby Kazudra » Thu Dec 28, 2017 1:44 am

Honestly...
The ideas are very good, the execution is terrible.
The Difficulty this add-on brings to the table is just artificial, everything is too aggressive and too fast to the point where the main strategy is to hide in a corner and just spam your pistol in heavy mode, the moment you decide to play this game like Doom or even D4T is the moment where you receive a swift death, it's a bit of a shame because I really do like what's added... I just hate how ALL of that is being Spammed at me as soon as I load a map.

My biggest gripe is all monsters notice you at loading a map, pairing that with how fast and aggressive they are on top of knowing a Lost Soul will always spawn is going from 0 to completely overwhelmed and you only have a pistol and chainsaw and it's only Map 1.

I'd suggest taking all the monsters down about 5 notches, to where they are noticeably more aggressive than D4T, but only slightly faster in most cases, the new attacks are more than enough to add more difficulty. The Lost Souls needs to be tweaked to a point where the spawn rate is someone what uncommon and delay it a bit to add the element of surprise. Tweaking Stealth and In-fighting accordingly to a point where the player can still utilize Glory Kills, and classic doom strategies, but have the approach shaken up to where you can be overwhelmed.

I like this mod, it's just severely unbalanced.
Kazudra
 
Joined: 25 May 2015

Re: DOOM - Hellwalker Mod

Postby MrRumbleRoses » Tue Jan 16, 2018 11:31 am

what's the order need to run the mod with D4T? i'm using the Zandronum port. but it seems to not be working or something
User avatar
MrRumbleRoses
 
Joined: 25 Feb 2016

Re: DOOM - Hellwalker Mod

Postby Doomenator » Wed Jan 17, 2018 5:29 am

MrRumbleRoses wrote:what's the order need to run the mod with D4T? i'm using the Zandronum port. but it seems to not be working or something
D4Tv21.pk3
D4T_Hellwalker_Zandronum.pk3
Spoiler:
User avatar
Doomenator
Banned User
 
Joined: 01 Apr 2015

Re: DOOM - Hellwalker Mod

Postby Gorec » Thu Jan 18, 2018 10:52 am

does not work with mods that have custom ammo(i tried final doomer and high noon drifter).maybe you should remove clipbox2 and etc or poltergeist does not work without it?
also there is no puffs for bullets for zombies and plasmagun fire is blinking while mid-air
User avatar
Gorec
 
Joined: 10 Feb 2016
Location: )()()()()()()()()()()()(

Re: DOOM - Hellwalker Mod

Postby Gourry » Fri Jan 19, 2018 2:47 am

Thought this mod was pretty good. Had some problems with playing with D4t. Some imps get stuck in corners and I keep getting a screen saying force abort at random times. It happened when I tried to use the keybind end demon mode.
Gourry
 
Joined: 05 Dec 2017

Re: DOOM - Hellwalker Mod

Postby REVonZdoom » Sat Jun 15, 2019 11:21 pm

Can you make it compatible for EOA? When you load hell walker before EOA it doesn't spawn EOA's items, if you load it after EOA, enemies like trites and unwilling don't spawn.

download: https://www.dropbox.com/s/mbjxp3gr774czix/EOA.zip?dl=0
REVonZdoom
 
Joined: 11 Jul 2017
Discord: REVENGE#4330

Re: DOOM - Hellwalker Mod

Postby TiberiumSoul » Sat Jun 15, 2019 11:47 pm

Hey Abyss would you permit me to make a patch that allows this mod and Insanity's Requiem's Monster Spawners to play nice?
User avatar
TiberiumSoul
The Lost Soul that stumbled into a patch of tiberium crystals
 
Joined: 21 Jan 2012
Location: My Computer...
Discord: 2012
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: Intel (Legacy GZDoom)

Re: DOOM - Hellwalker Mod

Postby ilovedoom! clone » Wed Jul 31, 2019 5:39 am

Here is a bug i found: some of the enemies in the standalone version have missing sounds (ex. chaingunners firing sound is missing)
Please fix this
ilovedoom! clone
 
Joined: 04 Nov 2018

Re: DOOM - Hellwalker Mod

Postby Ferretmanjcdenton » Sun May 31, 2020 2:23 pm

Hey there ..I have a small (or actually big) problem ..
Something let's an invincible enemy wn sometimes
Any idea why ?

I use many different mods with your amazing enemy mod but it happens with almost all of them ...
Ferretmanjcdenton
 
Joined: 09 Mar 2020
Discord: Delatdoomguy84
Operating System: Other OS Not Listed Here
OS Test Version: Yes (Using Development/Testing Version)
Graphics Processor: Not Listed

Re: DOOM - Hellwalker Mod

Postby Captain J » Sun May 31, 2020 10:19 pm

This addon replaces all the enemies of doom and adds new stuff to the existing items, i guess! Very awesome and challenging mod.

Tho not sure why Zombieman's projectiles are flickering in Standalone version. Is this normal? Or should i really have to play the game with D4T?
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: No registered users and 14 guests