LegenDoom [3.0] - LDL [4.2]
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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.
Re: LegenDoom [1.0]
Fun tip: if you have a weapon with the 'Convincing' effect, use it to attack Legendary enemies, bam! no more problem & you have a tough ally on your side (until you wanna snag their Legendary weapon)
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Re: LegenDoom [1.0]
I really did.Yholl wrote:type "summon LDGunsPls" into the console and then duck the shower of metallic objects.
Spoiler:But that's exactly what I wanted, thank you!
And nice mod btw.
- Redead-ITA
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Re: LegenDoom [1.0]
ok mister yholl im gonna explaine what i meant
Spoiler:
- Viscra Maelstrom
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Re: LegenDoom [1.0]
if you're autoloading something like njsplash, on liquid floors like nukage, killing legendary enemies will make them just not drop their weapons on that type of terrain.
Chargeup Melee Attack should have a gauge for how many attacks you're charging, unless it already has one i didn't notice yet. also, Chargeup Super Shotgun can just not use up any ammo if you don't bother charging any attacks with it.
Chargeup Melee Attack should have a gauge for how many attacks you're charging, unless it already has one i didn't notice yet. also, Chargeup Super Shotgun can just not use up any ammo if you don't bother charging any attacks with it.
Re: LegenDoom [1.0]
Yholl wrote: * slap
Use a stable build.
But mooooooooooooom! D:
Re: LegenDoom [1.0]
Here are my faves so far:
Melee Marksman: Combined with berserk pack, makes for quick killing of most enemies, especially arachnotrons.
Painful Chainsaw: Constant stunlock of bigger enemies really shines in tight corridors.
Marksman Pistol: Always max-damage pistol? Yes, please
Sniper Shotgun: An always-100% accurate shotty? A must-have for those long range battles.
Convincing Weapons: Especially useful for hitscanners and archies. And you weren't lying about the effects working on custom monsters. (Well, except bosses obviously.)
Persistant Weapons: The bleed effect stacking up works wonderfully with the chaingun. The shotty and SSG, too. The Wittling shotty and SSG are rather powerful up close, too. (The Wittling SSG's strong enough to one-shot hellknights, apparently.)
Irradiated Projectile Weapons: Projectiles that damage as they fly across. Awesome.
Triple Threat BFG: Triple the pwnage, that's all I gotta say. Nuclear BFG's a must-have too.
So far, those effects are looking really nice, though the "It's your fault" thing hadn't been giving me as much legendary monsters as I expected. Oh well.
Melee Marksman: Combined with berserk pack, makes for quick killing of most enemies, especially arachnotrons.
Painful Chainsaw: Constant stunlock of bigger enemies really shines in tight corridors.
Marksman Pistol: Always max-damage pistol? Yes, please
Sniper Shotgun: An always-100% accurate shotty? A must-have for those long range battles.
Convincing Weapons: Especially useful for hitscanners and archies. And you weren't lying about the effects working on custom monsters. (Well, except bosses obviously.)
Persistant Weapons: The bleed effect stacking up works wonderfully with the chaingun. The shotty and SSG, too. The Wittling shotty and SSG are rather powerful up close, too. (The Wittling SSG's strong enough to one-shot hellknights, apparently.)
Irradiated Projectile Weapons: Projectiles that damage as they fly across. Awesome.
Triple Threat BFG: Triple the pwnage, that's all I gotta say. Nuclear BFG's a must-have too.
So far, those effects are looking really nice, though the "It's your fault" thing hadn't been giving me as much legendary monsters as I expected. Oh well.
- Viscra Maelstrom
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Re: LegenDoom [1.0]
Triple Threat Chainsaw is even more beautiful, as it gives basically the same chance of stunning the enemy, but it does three times the damage. it makes the chainsaw go from an okay weapon into the best way to deal with basically anything in tight corridors.
Raging Melee can be fun too, since it's a simple effect, but it makes Berserked Melee terrifyingly strong.
Accelerator BFG 9000 is also good, as while not a damage boost, the fact it hits instantly is very handy to give the crowds that little extra "screw you" out.
and lastly, Hunter Chaingun is a decent upgrade, dealing higher damage at the expense of some firerate, which isn't too bad considering the damage it puts out. and you can still tap it to hit enemies with perfect accuracy, which i found even more reliable than Sniper Shotgun.
Raging Melee can be fun too, since it's a simple effect, but it makes Berserked Melee terrifyingly strong.
Accelerator BFG 9000 is also good, as while not a damage boost, the fact it hits instantly is very handy to give the crowds that little extra "screw you" out.
and lastly, Hunter Chaingun is a decent upgrade, dealing higher damage at the expense of some firerate, which isn't too bad considering the damage it puts out. and you can still tap it to hit enemies with perfect accuracy, which i found even more reliable than Sniper Shotgun.
Re: LegenDoom [1.0]
The persistant rocket launcher doesn't really seem to do all that much DoT, as far as I know...though with the plasma rifle, the chaingun, and especially either of the shotguns can make it truly effective.
As for the berserked marksman melee, at the very least the max damage is consistent.
As for the berserked marksman melee, at the very least the max damage is consistent.
- The Purple Marine
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Re: LegenDoom [1.0]
First playthrough on DOOM II (ongoing):
Always stun chainsaw
100% accurate SSG
I love this mod.
Always stun chainsaw
100% accurate SSG
I love this mod.
- Viscra Maelstrom
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Re: LegenDoom [1.0]
DRLA's Double Shotgunner seems to do some... weird visual stuff when it spawns.
Spoiler:
- JudgeGroovy
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Re: LegenDoom [1.0]
Is there anything in particular wrong with the latest couple dev builds, or even just with this mod? I haven't noticed any problems myself.Yholl wrote:no badRibo Zurai wrote:Update to the lastest SVN of GZDoom.
* Yholl slaps Ribo Zurai
Use a stable build.
Though luckily there is a recent stable build at the moment, often there isn't, so dev builds have generally become the default for mods.
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Re: LegenDoom [1.0]
Yeah, was wondering if anybody else had noticed this. I'd guess it's a sprite naming conflict? I checked, and it's the Elite Former Sergeant that's doing it. Of course, I don't think Yholl actually claimed anywhere that the two would be perfectly compatible, but I thought I'd mention it anyway since, that slight hiccup aside, they're a lot of fun together.Princess Viscra Maelstrom wrote:DRLA's Double Shotgunner seems to do some... weird visual stuff when it spawns.
As for my favourites so far, the Rapid Chainsaw is good fun, the "unknown" effects get a mention for making blurspheres actually pretty useful, but the Hunting Shotgun is definitely #1 for me. I have to wonder what a Hunting SSG would be like, mind...
Re: LegenDoom [1.0]
Funny enough, it works on the old version of Torment 'N Torture's lost episode, most likely because that version had no new weapons interfering. (Then again, getting a convincing weapon works wonders on those instakill railgunners...if they don't get you first.)
I noticed that the Bloodthirsty rocket launcher's effect only works on monsters killed by the projectiles themselves, not the explosion radius. And the convincing BFG doesn't emit the rays I found.
I noticed that the Bloodthirsty rocket launcher's effect only works on monsters killed by the projectiles themselves, not the explosion radius. And the convincing BFG doesn't emit the rays I found.
- Patriot1776
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Re: LegenDoom [1.0]
I have gotten one early on in an EPIC 2 playthrough that's still in progress, and let me put it to you this way: if you've got the Hunting SSG, you don't need to panic if you know you've gotta face down a NON-LEGENDARY BOSS and you don't have any sort of Rocket Launcher, Plasma Rifle, or BFG, but DO have room to maneuver or close cover to camp-fight from. LEGENDARY BOSSES however...and you're in that same predicament...yeah its still time to write your Last Will and Testament.Kaeoschassis wrote: I have to wonder what a Hunting SSG would be like, mind...

So yeah, the Hunting SSG is STAYING in my loadout, I'm NOT getting any other SSG on this playthrough. I have tried seeing if there is anything better than Hunting SSG, and the Murderous SSG comes close, but I still find myself missing the Hunting SSG soon after getting rid of it because I wanted to try another SSG that seemed like it might be somewhat better.
Re: LegenDoom [1.0]
Legendary Cyberdemons...it all depends on the arena you fight 'em in. If there are objects that you can hide behind (or any place where his rockets won't be able to hit you, for that matter) when they go legendary, and never stop firing, you're pretty much safe...provided you get rid of any mooks beforehand.
Legendary Spider Masterminds, on the other hand... If your arena lacks any cover whatsoever, you're hosed.
Legendary Spider Masterminds, on the other hand... If your arena lacks any cover whatsoever, you're hosed.