Sat Jul 31, 2021 8:08 pm
No worries. Yes this sounds great, any ETA currently for this update?
Also just some small suggestions maybe, for number 6 you can probably add dynamic rain also for exposed areas. Number 7 maybe add a Enhanced number 2 with tracer bullets so there is no hitscans and for 8 have the D3 monsters be extra variants rather then replacers so you have a chance for meeting either version to give a extra monsters to the roster you will meet randomly.
I look forward to your update. Can't wait.
Fri Aug 06, 2021 12:52 pm
Nice job with this doom 64 holds a special place to me cause it was the very first doom game i ever played are you gonna be adding kick to some of the weapons too?
Fri Aug 06, 2021 9:31 pm
thugsta wrote:any ETA currently for this update?
I had originally wanted to reply to this with "Now!" but that fell through big time because of a few real life issues and also the fact that I don't like the idea of the installer making a custom pack any more and I'd rather have a menu in-game that you can use to turn all the features on and off. No idea how long it will take me to figure that out though so there may be another update in the mean time. We'll see.
armymen12002003 wrote:Nice job with this doom 64 holds a special place to me cause it was the very first doom game i ever played are you gonna be adding kick to some of the weapons too?
Thanks! Yessir. Was working on that just the other day... but then I got sidetracked by Zelda (specifically trying to determine the correct shape/layout of the continent of Hyrule). I'm sure I'll get back over to Doom in the very near future though.
Sun Aug 15, 2021 7:06 am
Hope this is still going well and that real life shines bright on the issues you had to take away shadows it might have casted. The custom installer pack sounded genius with a lot of customizability but toggles sound fine too but will be loaded still memory wise for those of low spec hardware (or phones even) as custom pack will just leave those out entirely. Either way i am still looking forward to this and wish you the best with it all.
Sun Aug 15, 2021 8:34 pm
Man, this is such a great mod, I have to admit. I like all the texture and sprite choices for the replacements that you tossed in, it all fits together so well.
I'm more happy to see a mod like this finally come to fruition that is more than just a texture pack. You're doing some really good work and I'll definitely have this in my main list of mods for a while. Keep it up, my dude. If you need some playtesting ahead of a release, hit me up!
Sun Aug 22, 2021 5:47 am
This is some really impressive stuff! I really love the Doom64 aesthetic! Great job on this!
Thu Sep 30, 2021 6:42 am
the Cacomental version be the entire mod again, instead of just a patch
that swaps the Pain Elemental and Cacodemon? Considering both are already a massive 200+ mb
, I think it should perhaps be looked into if it hasn't been already. Downloading another 200+ mb file just for that is beyond excessive.
Edit: Hell, why not a toggle instead of a patch?
Last edited by PandaDoomer on Thu Oct 07, 2021 8:28 am, edited 1 time in total.
Thu Sep 30, 2021 3:47 pm
I just played through Episode 1 and a few select Shores of Hell and Inferno maps with this. Very nice, very nice indeed. I really enjoyed the various "liberties" that you took with the source material. This is a great was to experience the D64 feel but I personally never really enjoyed the most of the D64 levels and this lets me play maps that I do like but with a D64 feel to them.
The only thing that I spotted that was odd was that the cacodemons bleed blue blood but the D64 caco sprites clearly have red blood pouring out of them when they die.
Thu Oct 07, 2021 6:07 am
It'd be nice if there was a toggle for the music instead of it just being ambience without any option to turn it off.
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