Thanks for all comments, guys
.+:icytux:+. wrote:some of the animations you've made, might be slightly bad but it dosnt even bother me that much.(I havn't played the very latest version but in the earlier versions atleast).
Yeah, some animations were very MSPantish in the early versions (like the Imp begin torn appart by Chaingun, for example), but I did polished everything on the latest versions.
Hell, I'd have a lot of fun touching up the fatalities and stuff. Its just that i dont have the time. Don't even know if you recruit other people...
If you think you could help in any way, you are wellcome.
Xaser wrote:Oh neat, it's good to see this guy coming to the forums here! I'll need to give it some more play time soon.

Thanks dude.
Sonnyboy wrote:If I could do anything to change this mod, I would make the chances of shooting a zombieman's leg or arm off much less, but that's mainly due to my borderline OCD. =P
Other than that, I can honestly say that since I got this mod a few months ago I haven't played DooM with anything else. Hell, I got Whispers of Satan just to play with this mod. Outstanding work.
Thanks. Maybe I will. I have been discussing in the ST forums' topic about reducing the chances of amputations to make them look more intense when it happens.
GuildNavigator wrote:Why don't you implement some MortalKombat fatality when you pick up the berserk? Like the Kano's one? That would look gorgeously goreful!
Anyway, this looks great! It gives a more horrific effect to the gore of the game..
Thanks. Well, I don't play Mortal Kombat (I think it has been about 7 years since the last time I played UMK in my old rusty Sega Saturn), so, can you explain me how his fatality is?
Doomhuntress wrote:This looks like a fine mod for my computer to choke on.
Which is a shame, cause it looks extremely fun to play.
If you set your texture filters to trilinear, and resolution to 640x400 or lower, it will run on a high fps easily don't matters how bad your computer is. As last resort, you can play it on software mode. (but 3D bloodsplats won't be displayed)
Enjay wrote:The ceiling splats are a nice touch (and I've not seen it done before) but they can glitch quite easily. I have seen them appear on a wall, for example about 64 units above the top of the imp cage in the final room of Doom2 map01.
Yep, I think there are some problems with the ceiling detection system, but I will take a better look on it. I added this feature like 4 days before releasing it, and I didn't had time to notice it.
Bio Hazard wrote:Wow, you sure weren't lying when you said it's brutal.
For people without Skulltag, if you open the pk3 and remove the problem definitions from the multitude of decorate files, it will work just fine in GZDoom.
BTW, for anyone who hasn't played this mod yet, here's an idea how over the top this is: There's BLOOD, GORE2, GORE3 and GORE!!! lumps in this pk3. That's right. There's 4 whole decorate files (86.8K) dedicated to just gore. I have to say, I was truly astounded how violent this mod is.
Thanks. For the compatibility issue, to play it on GZDoom, all you guys needs to do, is opening the HEAD and BOSSBOX lumps, and removing the +SERVERSIDEONLY flags from the actors. I think this flag should be ported to GZDoom for compatibility issues just like the +CLIENTSIDEONLY flag.