[mini-mod] Universal Automatic Continuation 1.4

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
openroadracer
Posts: 496
Joined: Mon Sep 23, 2019 1:03 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 7 Professional 64-bit SP1
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: Doomworld Forums
Contact:

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by openroadracer »

Apologies for double posting, but I'd just like to ask if you've checked out Chief Smokey's Unfamiliar: Episodes level set? I haven't played it myself, yet, but I figure it'd be a good idea to give it a test with this mod of yours.
Delinquent
Posts: 20
Joined: Mon Feb 18, 2019 7:17 pm
Contact:

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by Delinquent »

I second making Unfamiliar: Ultimate Edition (it's got all 4 episodes available to play now) compatible but also, could you make this compatible with Stickney Installation? (I don't know how to hyperlink, so here's the link: https://www.doomworld.com/forum/topic/1 ... n-idgames/)
Sorry for the necro, I'm hoping this mod is still being supported, since it's awesome. Also, have you done the Doom the Way ID Did wads? In particular the Lost Episodes version?
User avatar
mamaluigisbagel
Posts: 526
Joined: Wed Jul 09, 2014 7:25 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by mamaluigisbagel »

Delinquent wrote: Tue Dec 12, 2023 7:31 am Sorry for the necro, I'm hoping this mod is still being supported, since it's awesome.
I don't think it's supported anymore, but now with the release of Sigil II and it not working with this mod, it makes me sad. It was the best way to enjoy Wadsmoosh without any breaks, too.
User avatar
devlman127
Posts: 67
Joined: Sun Nov 03, 2019 9:56 am

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by devlman127 »

Does this work with separate doom 2 wads? i.e. complete one and start a new game with a different mappack
User avatar
Ron_Dallas
Posts: 29
Joined: Sun Nov 06, 2022 2:20 am
Operating System Version (Optional): Windows 10
Contact:

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by Ron_Dallas »

Is in a plan to add Sigil 2, master levels and no rest for the living? There is doom complete compilation that skip these 3.
Solaela
Posts: 76
Joined: Sat Jan 10, 2015 3:17 am
Preferred Pronouns: No Preference
Graphics Processor: nVidia (Modern GZDoom)

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by Solaela »

Sooo I was playing a run with this on and when I finished thy flesh consumed it put me in Doom 2's entryway instead of sigil 1 which kinda feels off. Is there a way to have it go from Thy flesh to Sigil 1 then sigil 2 then hell on earth?
Ultimate Freedoomer
Posts: 226
Joined: Fri Jan 30, 2015 10:32 pm
Location: Pittman Center
Contact:

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by Ultimate Freedoomer »

Does this also show the endgame graphics between episodes?
Darkbeetlebot
Posts: 46
Joined: Fri Jul 17, 2020 6:52 pm

Re: [mini-mod] Universal Automatic Continuation 1.4

Post by Darkbeetlebot »

openroadracer wrote: Sat Sep 25, 2021 7:48 am
Dinosaur_Nerd wrote:...also, what RPG mod actually increases difficulty with progression?
BorderDoom has monsters continuously get stronger; either per map, or scaled to the player's EXP level. And that's just one example...
DRLA and Doomablo also do this, I think. Project brutality does, I know for a fact. (PB is NOT Sgt Mark's, it's the rebooted one under a different team.) Metroid Dreadnaught technically does this too, since you're meant to pick up new abilities and upgrades as you progress through a whole megawad. Guncaster has its money system that takes a while to build up enough of to get most of the stuff in its shop. Gun bonsai is a standalone level system, but I'm pretty sure that persists through gear resets. The ratchet and clank mod has gun XP that is so time consuming and hard to get that it's unreasonable to expect a single level 5 weapon in 6 maps of constantly using it unless those maps are full of boss monsters.

Also, for the major thread: Any plans to make Eviternity support? There's something weird in the maps which forces you to pistol start each episode even without the voodoo trick.
Post Reply

Return to “Gameplay Mods”