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Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Sat Sep 25, 2021 2:50 pm
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.
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Tue Dec 12, 2023 7:31 am
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?
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Tue Dec 12, 2023 8:27 pm
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.
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Mon Mar 11, 2024 6:52 pm
by devlman127
Does this work with separate doom 2 wads? i.e. complete one and start a new game with a different mappack
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Tue Mar 12, 2024 11:25 am
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.
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Fri Mar 15, 2024 9:54 pm
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?
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Wed Dec 18, 2024 2:48 pm
by Ultimate Freedoomer
Does this also show the endgame graphics between episodes?
Re: [mini-mod] Universal Automatic Continuation 1.4
Posted: Fri Dec 27, 2024 6:41 pm
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.