[Released] Doomjoshuaboy's mod 2 v12

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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v7.5

Post by doomjoshuaboy »

Glaice wrote:Concerning the "Death Incarnate" monster seen in the above screenshot, I really think you should remove him because what if the player is spawned on a level without this weapon and cannot kill him? It just makes it unfair and frustrating to run from something you cannot put down for good.
True.
OK I'll remove him and also I'll try and add some skils to my mod V8 but for now because got problems with most of the decorates having the HF uploaded.
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v7.5

Post by doomjoshuaboy »

TheBadHustlex wrote:-Way too many weapons can be found
-Centered and angled-weapons mixed
-Mixed weapon-bobbing-styles
-A surpreme amount of R667-content (although you have to start somewhere with modding). At least slightly modified. But the enemies are almost unchanged.
-The weapon you get with the second class is just... no.

Well, I wasn't better at the start of my "career".
Ook i understand but some of the things that I don't feell like changing is the enemies because it can take months or years for me to create monsters that are difficult for me to think and draw and mixed weapons positions that's the thing that I can't do as well..too much work...Sorry.

I could do is change the spawn/drop times for a bit longer, I'll make as a single weapon-bobbing and also put half of the weapons into my other class. in next version v8.
thanks for the advices and ill try and make everything good.

DJB
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v8

Post by doomjoshuaboy »

Hey Everyone
I am back with a new release of my mod in page 1. Don't forget to check the change log before downloading it.

Cheers
Doomjoshuaboy
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v8

Post by doomjoshuaboy »

HotFix is here. An note is in the change log
MegaNintendo4ever
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Re: [Released] Doomjoshuaboy's mod 2 v8

Post by MegaNintendo4ever »

This Mod looks Awesome, i like the weapons and enemies, and also i am kinda bit new to zdoom forums, keep up the good work.
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v8.25

Post by doomjoshuaboy »

Hey Everyone
I am back with a new release of my mod, has Zandronum version too in page 1. Don't forget to check the change log before downloading it.

Cheers
Doomjoshuaboy
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v8.5

Post by doomjoshuaboy »

Hey Everyone
Updated both versions in page 1. Don't forget to check the changelog before downloading it.

Cheers
Doomjoshuaboy
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v9

Post by doomjoshuaboy »

Version 9 uploaded see first page for info and changelog spoiler before downloading. :D :)
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-Ghost-
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Re: [Released] Doomjoshuaboy's mod 2 v9

Post by -Ghost- »

Just tried this out. Was playing on normal, but the 1000 starting HP feels kind of unnecessary considering how much health you pickup and how quickly you kill things.
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v9

Post by doomjoshuaboy »

-Ghost- wrote:Just tried this out. Was playing on normal, but the 1000 starting HP feels kind of unnecessary considering how much health you pickup and how quickly you kill things.
Thanks for the reply and Its back down to 500 starting hp with Hotfix and I promise I will not change it again.
Cheers
DJB
For everyone else: V9 hotfix is now uploaded see changelog before downloading it please.
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 (v10, 25/1)

Post by doomjoshuaboy »

Hello Everyone I decide to tell you whats new in v10 and releasing it on the 25th Jan. The day before my country's day (Australia day)

Changes from V9 to V10:
For some people who is having trouble losing health on both version, thats why i came up with portable medikits and other medikits and stimpacks will be updated as well.
You will be picking up portable medikits from monsters except the non portable medikits amd stimpack they are fine where they were but you have two different types, when It has a red plus they will act like your health and doesnt add on but for the blue plus. They will act like health bonuses but lets say boosters. Instead of giving you 10hp for the stimpack because of one of the health potion has the same amount i put it 15 hp. Also for the portables medikits max of 10 in your inventory, one for each pickup, also when playing it online you might have to let someone else grab it or put somthing on like dropping item dmflags if your hp is maxxed out.(With red plus: acts like your normal health. With Blue plus: acts like your health bonus/boosters.)

Cheers
Djb
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 (v11)

Post by doomjoshuaboy »

Version 11 has been uploaded. Sorry for your waits.
Changes from v10:
Both:
Finally know how to deal with these huds. These are in separate parts (normal ,fullscreen and none) and there are exactly the same as the fullscreen hud. I don't want to leave the none, as blank at times.
and other bugs are all fixed.
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v12 Soon

Post by doomjoshuaboy »

Announcement for the release of my mod v12 is on the first post of this thread
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doomjoshuaboy
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Re: [Released] Doomjoshuaboy's mod 2 v12 Soon

Post by doomjoshuaboy »

New video Trailer is here on the first post of this thread.

Cheers.
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