[RELEASE] Prodoomer V3.1

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Valherran
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Re: [RELEASED] Prodoomer [GZDooM]

Post by Valherran »

I killed that guy before, he didn't give me anything special, all he did was drop money.
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

I just realized that i have another monster remaining :? . That monster appears between the mini cyberdemon and the knight of infernus in the bestiary list. Please tell me where to find that monster :P .
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mamaluigisbagel
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Re: [RELEASED] Prodoomer [GZDooM]

Post by mamaluigisbagel »

I just realized that this is the first Doom mod I've played (not seen I think, played) that has the ability where you can comple it 100% or lower. (get all the rings, upgrades, fill the bestiary, etc) It brings a whole new feel to Doom and of course, satisfies Completionists :)
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

mamaluigisbagel wrote:I just realized that this is the first Doom mod I've played (not seen I think, played) that has the ability where you can comple it 100% or lower. (get all the rings, upgrades, fill the bestiary, etc) It brings a whole new feel to Doom and of course, satisfies Completionists :)
I think that's the idea, friend. Because, for me, there is two essential things that this game is one of the best. First, the playability(trying to complete the levels and the boss fights) and second, the replayability(for getting those rings and other stuff).
Shadowhunter
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Re: [RELEASED] Prodoomer [GZDooM]

Post by Shadowhunter »

I can't open 2 secret doors in map13, how can i find to swich?
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PsychoSilverTH
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Re: [RELEASED] Prodoomer [GZDooM]

Post by PsychoSilverTH »

leodoom85 wrote:I just realized that i have another monster remaining :? . That monster appears between the mini cyberdemon and the knight of infernus in the bestiary list. Please tell me where to find that monster :P .
MAP25
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

PsychoSilverTH wrote:
leodoom85 wrote:I just realized that i have another monster remaining :? . That monster appears between the mini cyberdemon and the knight of infernus in the bestiary list. Please tell me where to find that monster :P .
MAP25
Thanks. I will find him and i will kill him :twisted: .
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

Shadowhunter wrote:I can't open 2 secret doors in map13, how can i find to swich?
There is a texture wall that looks like a switch and has a green or blue circle in the middle(the other one it is like a "monitor"). The first is located outside of the red key room and the second is located outside of the green door room. Press the "use" key to that texture and there you'll gain access to the secrets.
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

Psycho, i reach 100% of the game. It was a little complicated to get that remaining monster and i just test the secret weapons. The weapons are OP and i kill the final boss in like 10 seconds lol. Again, thanks for your awesome mod and keep it up if you are planning for another project :P .
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PsychoSilverTH
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Re: [RELEASED] Prodoomer [GZDooM]

Post by PsychoSilverTH »

leodoom85 wrote:Psycho, i reach 100% of the game. It was a little complicated to get that remaining monster and i just test the secret weapons. The weapons are OP and i kill the final boss in like 10 seconds lol. Again, thanks for your awesome mod and keep it up if you are planning for another project :P .
thanks, I remembered something, there is a secret skill in the map 15, FIND IT. :P
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

PsychoSilverTH wrote:
leodoom85 wrote:Psycho, i reach 100% of the game. It was a little complicated to get that remaining monster and i just test the secret weapons. The weapons are OP and i kill the final boss in like 10 seconds lol. Again, thanks for your awesome mod and keep it up if you are planning for another project :P .
thanks, I remembered something, there is a secret skill in the map 15, FIND IT. :P
If you're talking about THAT ability, don't worry, i found it. I just realized that with a certain skill(no spoilers lol) you can get it because you can't get to it 8-) .
mumblemumble
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Re: [RELEASED] Prodoomer [GZDooM]

Post by mumblemumble »

Very nice mod, but a few bits of criticism first off. As someone said before, having 1 button for weapon special attacks would make far more sense than 9 different buttons for the 9 weapons (this would also clean up the spell scrolling, since they just take up space usually). Second, not sure why, but for your maps it seems for the TAB map, key based doors / switches no longer show up as red / blue / yellow respectively, which makes some maps a huge pain getting lost in, which is made worse sometimes by some massive / maze like levels.

Besides that though (and a few platforming nightmares on occasion) this is a SPECTACULAR mod, and I always love leveling up for new magic. And the game is balanced just so you have to use these skills to get by, since pure shooting lead wont work usually.
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Valherran
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Re: [RELEASED] Prodoomer [GZDooM]

Post by Valherran »

mumblemumble wrote:Second, not sure why, but for your maps it seems for the TAB map, key based doors / switches no longer show up as red / blue / yellow respectively, which makes some maps a huge pain getting lost in, which is made worse sometimes by some massive / maze like levels.
I switched to default doom mapping in the options menu so I can actually see the map and navigate it.
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leodoom85
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Re: [RELEASED] Prodoomer [GZDooM]

Post by leodoom85 »

Or you can just change the trigger lines option to on.
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Jblade
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Re: [RELEASED] Prodoomer [GZDooM]

Post by Jblade »

Just finished it this morning, took me about a week on and off of playing. I really enjoyed this! There was some tough parts but the spell system ended up being quite important and cool to use...I wrote a review for it here (you did say your English wasn't great but hopefully you can read it alright) Hope you're thinking about making more stuff in the future.

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