[WIP] Desolate Spectrum 2.1 +Factotum & Final Doomer compat.

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Twitchy2019
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Re: [WIP] Desolate Spectrum 2.1 +Factotum & Final Doomer com

Post by Twitchy2019 »

Have you ever thought about making a version of this mod that ditches the invisible enemies and perhaps making this mod strictly into something that acts as a replacement for the nightvision goggles? This mod would be very badass combined with Ultimate Doom Visor.
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Pixel Eater
 
 
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Re: [WIP] Desolate Spectrum 2.1 +Factotum & Final Doomer com

Post by Pixel Eater »

It was only intended as a powerup originally but not to replace anything and the code still allows for enemies to be visible too. I just got a creative spark to make it a gameplay mod. Anyone can rip out the code and adapt it into being a pickup if they want though.

"Ultimate Doom Visor"- I'll add that to the list of potential compatibility mods then :)
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Pixel Eater
 
 
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Re: [WIP] Desolate Spectrum 2.1 +Factotum & Final Doomer com

Post by Pixel Eater »

Added EriGuns 1&2:

Eriguns 1 Compat. Test
Eriguns 2 Compat. Test


Note that no monsters have been mapped or coded for Heretic or Hexen, I'm still doing DooM's :P
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Twitchy2019
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Re: [WIP] Desolate Spectrum 2.1 +Factotum & Final Doomer com

Post by Twitchy2019 »

If you combine this with Ultimate Doom Visor, your mod's download rate will potentially skyrocket. Even more so with a no invisible enemies version. Ultimate Doom Visor is a very popular Doom HUD mod that superimposes a helmet to the screen. Your mod would add more realistic value to Ultimate Doom Visor.
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Pixel Eater
 
 
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Re: [WIP] Desolate Spectrum 2.1 +Factotum & Final Doomer com

Post by Pixel Eater »

I could make a fully visible version easily enough once I've finished but it would still need endless spriting and monster definitions to work with every game/mod out there. So while they are a cool combination I doubt the author of UDV would consider merging projects :cheers:
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