NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
User avatar
Sharazar256
Posts: 8
Joined: Wed Dec 29, 2021 10:19 am

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by Sharazar256 »

I actually recommended using this with A:Z on it's ModDB page. Between NeoCore+Auger:Zenith and Ashes 2063/Afterglow I have been playing Doom for weeks and haven't seen a vanilla weapon, enemy, or level. LoL And I'm a terrible person to make comments about the scrap cannon or bright cannon. They seemed sort of specialized to me when I first got them and I haven't taken a save and just ran a few test runs to get a good feel for their operation yet. I just got caught up in the gameplay loop of the more traditional stuff like the Omni-Writer, Constructor, and Rooster. But now that I'm thinking of it I should just go do it. :)
lu88lu
Posts: 15
Joined: Sat Jan 22, 2022 8:50 pm

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by lu88lu »

is there an monsters only version?
User avatar
ReformedJoe
Posts: 180
Joined: Mon May 21, 2018 4:52 pm

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by ReformedJoe »

So for the past month or so I've been working on a map set specifically designed for use with NeoCore.

It'll work with other mods, to be clear. But making things mesh with NeoCore is the primary goal. I plan to occasionally drop updates here but will likely spin it off into it's own thread once it's more complete.
Release date: :shrug:
User avatar
Enjay
 
 
Posts: 26936
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by Enjay »

That looks like a lot of fun.
User avatar
Sangelothi
Posts: 351
Joined: Mon Sep 07, 2009 12:32 am

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by Sangelothi »

Looks awesome! I'm loving the System Shock music :D
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by Captain J »

Love the detail, darkness and the breakable windows. Looking forward to it!
User avatar
ReformedJoe
Posts: 180
Joined: Mon May 21, 2018 4:52 pm

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by ReformedJoe »

Enjay wrote:That looks like a lot of fun.
Sangelothi wrote:Looks awesome! I'm loving the System Shock music :D
Captain J wrote:Love the detail, darkness and the breakable windows. Looking forward to it!
Thanks for the kind words.

Anyway, to avoid shitting up this thread with my project any further I've spun up my own thread in levels.
viewtopic.php?f=42&t=74665
Skrell
Posts: 367
Joined: Mon Mar 25, 2013 11:47 am

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by Skrell »

Any chance you'd be willing to separate the weapons mod into it's own? I've LOVE to use it with various enemy mods as your weapons are fantastic!!
kickem
Posts: 1
Joined: Sat Apr 06, 2024 9:40 am

Re: NeoCore : Dark Depths (v6.3 Hotfix UPDATE)

Post by kickem »

Hello, would you please consider adding an auto reload option? I play using delta touch and manual reloading is always a hassle.
Post Reply

Return to “Gameplay Mods”