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Moderator: GZDoom Developers

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Tapwave
Posts: 2075
Joined: Sat Aug 20, 2011 8:54 am
Graphics Processor: nVidia with Vulkan support

Re: 3xBR-noblend Sprite Upscales [Update: It's getting BRUTA

Post by Tapwave »

Cacobus wrote:Hi I love this mod,but it would be great if you could please do this also for Brutal doomSE.Thanks
last visit date of the original poster wrote:Last visited:Sat Apr 05, 2014 11:01 pm
No.
Cacobus
Posts: 47
Joined: Wed Mar 26, 2014 3:08 pm

Re: 3xBR-noblend Sprite Upscales [Update: It's getting BRUTA

Post by Cacobus »

Wow!I don't remember asking you terranova.
SNEAKY
Posts: 15
Joined: Mon Sep 01, 2014 3:45 pm

Re: Doom 64 Monster WAD?

Post by SNEAKY »

is the playable doom64 monsters for doom 64 done yet? it's been for 4 years so far.
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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Discord: demo_the_man#8942
Location: Workin

Re: General discussion on TSoZD.

Post by demo_the_man »

Well........ its been 4 years now, i think the shores of zdoom is now dead
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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Discord: demo_the_man#8942
Location: Workin

Re: [WIP] The Shores of Zdoom

Post by demo_the_man »

Well......... Im not trieng to bump this, but do you guys want some help getting this out, or is this now gone the way of many doom projects
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Grant_Wolfskin
Posts: 5
Joined: Wed Sep 10, 2014 4:57 am

Re: Dsdoom3 - 32 map Total Conversion 31/32 maps complete

Post by Grant_Wolfskin »

I would still really like to play this.
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Grant_Wolfskin
Posts: 5
Joined: Wed Sep 10, 2014 4:57 am

Re: [WIP] Doom: Evil Unleashed

Post by Grant_Wolfskin »

I am looking very forward to play this.
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noonecares
Posts: 52
Joined: Tue Aug 26, 2014 4:26 pm
Location: Under a boulder (That I built myself.)

Re: TNT 2: Devilution (Demo 1.1b hotfix Released!)

Post by noonecares »

Well, 2 years and still f***ing nothing; Guess it did get flushed down the toilet.
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CorSair
Posts: 580
Joined: Sat Dec 31, 2011 10:54 am
Location: .fi

Re: TNT 2: Devilution (Demo 1.1b hotfix Released!)

Post by CorSair »

noonecares wrote:Well, 2 years and still f***ing nothing; Guess it did get flushed down the toilet.
More relevant topic in here.
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Serious_MOod
Posts: 36
Joined: Sat Nov 17, 2012 11:43 am
Discord: Mud#0030
Graphics Processor: nVidia (Modern GZDoom)
Location: Russia

Re: [WIP] Doom: Evil Unleashed

Post by Serious_MOod »

Are there any news?
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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Discord: demo_the_man#8942
Location: Workin

Re: [WIP] Doom: Evil Unleashed

Post by demo_the_man »

Why did you bump this, i thought there was a update!
RIPANDTEAR
Posts: 29
Joined: Mon Sep 29, 2014 5:03 pm
Location: Ohio

Re: [WIP] Doom: Evil Unleashed

Post by RIPANDTEAR »

This look awsome. Can't wait to try the demo when it comes out.
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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Discord: demo_the_man#8942
Location: Workin

Re: [On hiatus] Path to Hell

Post by demo_the_man »

can i use some of the existing resources in my alpha mod
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chronoteeth
Posts: 2653
Joined: Wed Sep 08, 2004 1:29 pm

Re: [On hiatus] Path to Hell

Post by chronoteeth »

the creator hasnt been on in 6 years. i dont think you'll be gettin your answer lmao
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Arthropleura
Posts: 130
Joined: Sat Apr 19, 2014 4:17 pm
Location: Fukuchiyama (Not)

Re: [On hiatus] Path to Hell

Post by Arthropleura »

One hell of a necrobump by the way man.

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