Samarai1000 wrote:The standalone monsters are a lot of fun and you've done incredible work on both them and the main mod itself, but I've got two nitpicks.Spoiler:
Other than that stuff, you've seriously done a great job!
mamaluigisbagel wrote:have been waiting for this since I played the first version of Doosk, so glad to finally see it come out!
The few things I noticed:Spoiler:
mamaluigisbagel wrote:Thanks for replying, now that I think about it for all I know the game might become too easy with each weapon having its own ammo. Maybe as a toggleable option?
I just don't know how accurate the monsters are meant to be, I guess lol
Also yeah, shotgun guards have taken me from 100 health to 15 or so in one shot too often...
AlphaEnt wrote:I'm planning on update the mod for february 14th, so cancel your valentine's day 'cause doosk will be your new date, hahaha.
JohnnyTheWolf wrote:*Five Day Warning*
Spoiler:
Mod_till_crash wrote:OOOO YEEEEEEE
this what I ma talking about, fun stuff especially with dusk movement and mounters, (...)
small bugs,
animation for spinning the dual/akimbo shotguns is broken if you spam the spin/reload key, (...)
The zoon for the hunting/sniper rifle is kind of wonky click to zoom in another to come back out instead of hold the click to stay zoomed in unless i missed an option,
funny thing is the cigar of all thing in this mod has the zoom like that (...)
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