DoomRL Arsenal - [1.1.5] [MP-B7.3]

Projects that alter game functions but do not include new maps belong here.
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Infirnex
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Infirnex »

The problem is, you likely wouldn't be using that slot for a chainsaw. Each class has an infinitely better weapon for them, and rather than having the chainsaw, you would probably want a better class weapon (in your example, a Full auto shotty, or nano shrapnel).

The issue is more that, at the moment, the chainsaw is a piece of shit. With commando it'll be more interesting, but useless until then.
Tanksy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tanksy »

Clearly, you're not good friends with the Ripper like I am.
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Naniyue
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Naniyue »

This definitely has a rogue-like feel to it. Great job!
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comet1337
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by comet1337 »

i'm sure melee weapons become more viable and more desirable alternatives to chaingun/shotgun tier weapons when the revamp update hits
see what i did there
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skyrish10
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by skyrish10 »

comet1338 wrote:i'm sure melee weapons become more viable and more desirable alternatives to chaingun/shotgun tier weapons when the revamp update hits
see what i did there
I second that, i like to see some exotic and superior rifle/smg/automatic/non-chaingun types like the LMG.
Last edited by skyrish10 on Wed Jun 08, 2016 6:31 pm, edited 1 time in total.
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4thcharacter
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by 4thcharacter »

I hope if possible, the update will be released before the end of June or middle of July, because by that time I have to do lots of stuff and won't get that much time to play around with the new monsterpack.

Also, I nominate that we get a Kukri as a superior melee weapon in the future.
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skyrish10
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by skyrish10 »

4thcharacter wrote:I hope if possible, the update will be released before the end of June or middle of July, because by that time I have to do lots of stuff and won't get that much time to play around with the new monsterpack.

Also, I nominate that we get a Kukri as a superior melee weapon in the future.
It depends because Yholl was very busy working on Dump3, which he was working.

Oh yeah, the Gurkha knife and i also nominate that we will get a Katana (assembling it to Piercing Blade becomes the HF Blade from Metal Gear Solid) as another superior melee weapon as well
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Murix
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Murix »

So wait. is there a specific map wad I'm meant to play with this? or do I just load it up with the standard Iwad.
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Redead-ITA
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Redead-ITA »

Murix wrote:So wait. is there a specific map wad I'm meant to play with this? or do I just load it up with the standard Iwad.
There is but is out of the map info map01 to map32
So you can put your map packs without problems
DarkTalon25
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by DarkTalon25 »

While we're on that topic, are there any map wads specifically created with this mod in mind?

If so, I'd like to try them. Unfortunately, I lack the time and ability to make such a map wad myself.
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Murix
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Murix »

DarkTalon25 wrote:While we're on that topic, are there any map wads specifically created with this mod in mind?

If so, I'd like to try them. Unfortunately, I lack the time and ability to make such a map wad myself.
Yeah the one it came with was just a test map. What are the maps in the screen shots? i'd like to try them out.
Tanksy
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Tanksy »

I personally play with randomly generated maps made in Oblige, so it should work on any map wad.
ElMapache96
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by ElMapache96 »

Is there a way to remove the limit of 6 weapons? I just do not like to be throwing weapons and then take another and less even if a weapon that I really like and want to stay for me if I get ammo for that weapon.
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Redead-ITA
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Redead-ITA »

ElMapache96 wrote:Is there a way to remove the limit of 6 weapons? I just do not like to be throwing weapons and then take another and less even if a weapon that I really like and want to stay for me if I get ammo for that weapon.
i think you can get the ammo and not the weapon by holding shift while running into the weapons if remember
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Doomguy914
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Re: DoomRL Arsenal - [1.05] [MP-B6.2]

Post by Doomguy914 »

Murix wrote:
DarkTalon25 wrote:While we're on that topic, are there any map wads specifically created with this mod in mind?

If so, I'd like to try them. Unfortunately, I lack the time and ability to make such a map wad myself.
Yeah the one it came with was just a test map. What are the maps in the screen shots? i'd like to try them out.
I guess someone is still trying to brute force hack profiles here, but anywho...

This mod isn't meant for any wads in particular, but I've had a blast playing every single one I can find. My preferences are large atmospheric maps, which you will find plenty of in one of the map sets featured in the pictures for this mod, Whitemare 2.

You just gotta try out new map sets with it, and see what play style suits you more.
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