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Mememod | A beginners Practice mod

Posted: Tue Aug 17, 2021 4:54 pm
by Mememind343
First and foremost before I go into the mod itself is that this mod is Practice and im making it public for Constructive Criticism, so I encourage people to go into the mod and criticize everything from gameplay to code.

So what is mememod? Its a very basic randomizer mod where every monster/weapon slot has at least one new thing. All the code is from me (aka taking the decorate code from zdoom wiki and editing it) minus the sprites which are all from realm667 (ill credit each one when I cover the new stuff. I have also included some new difficulties.
NEW WEAPONS
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NEW MONSTERS
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POWERUPS AND PICKUPS
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OTHER ADDITIONS
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screenshots
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DOWNLOAD
https://drive.google.com/file/d/14p9kc_ ... 9_HfN/view

Re: Mememod | A beginners Practice mod

Posted: Wed Aug 18, 2021 9:31 am
by Super Hobo
this thing was good for modified brutal doom version bc there are some secret weapons which cannot be obtained by idkfa or killing nazis 10/10

Re: Mememod | A beginners Practice mod

Posted: Wed Aug 18, 2021 1:04 pm
by Mememind343
Huh didn't even know it was compatible for major gameplay mods.

I played it with some basic modifier mods like zmovement.

Ill test what is the limits of the compatibility.

Re: Mememod | A beginners Practice mod

Posted: Wed Aug 18, 2021 11:12 pm
by Baysha
I haven't played for that long. But here are some points I've noticed:

* You cannot select the regular shotgun again after deselecting it.

* Getting hit by the flame imp is incredibly punishing. It can instantly kill you when at near full health.

* The uzi's sprite on the ground looks really over-detailed and sticks out a lot. It kind of looks like a compressed JPEG.

* It took me a bit to figure out how the rifle worked. You should probably add an animation when you stop firing it to show the player that they can't shoot.

So far, it does seem to be a pretty decent mod though. I wish you luck on your further modding efforts.