MoneyDoom v15.9 - reload reload never changes

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QuakedoomNukem Cz
Posts: 235
Joined: Mon Nov 30, 2015 11:27 am
Location: Smržovka; Czech Republic

Re: MoneyDoom V14.7 - gameplay mod

Post by QuakedoomNukem Cz »

Man, this mod is just badass. But maybe the number of ammo in weapon (for example Pistol) should have their ammo descending, instead of staying number, don't you think? Also, i can test EVERYTHIG for EVERYONE (i'm no hacker, i'm just 13 years old kid from Czech Republic, who likes old school games n' mods. Don't worry, i will not send them to anyone, just will tell my opinion n' stuff).
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom V14.7 - gameplay mod

Post by doony »

QuakedoomNukem Cz wrote:Man, this mod is just badass. But maybe the number of ammo in weapon (for example Pistol) should have their ammo descending, instead of staying number, don't you think? Also, i can test EVERYTHIG for EVERYONE (i'm no hacker, i'm just 13 years old kid from Czech Republic, who likes old school games n' mods. Don't worry, i will not send them to anyone, just will tell my opinion n' stuff).
thanks dude, next version coming soon, maybe I can do something about this :geek:
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom V14.9 - gameplay mod

Post by doony »

version 14.9 includes a new shotgun
coming soon some other weapons
play it please?
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Skelegant
Posts: 1436
Joined: Sun Aug 03, 2014 2:38 am
Preferred Pronouns: She/Her
Location: All over the walls and floor of E2M8

Re: MoneyDoom V15 - gameplay mod

Post by Skelegant »

I like it :D Reminds me of some of my own projects.
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom V15 - gameplay mod

Post by doony »

mazmon wrote:I like it :D Reminds me of some of my own projects.
thank you :P I want to do much more stuff for this mod this year
I'm searching some resources and stuff for now
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Skelegant
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Location: All over the walls and floor of E2M8

Re: MoneyDoom V15 - gameplay mod

Post by Skelegant »

You can use the heavy carbine I made if you like http://www.realm667.com/media/kunena/at ... bine-2.zip
(I'm trying to upload it to r667 but it's taking forever lol)
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom V15 - gameplay mod

Post by doony »

mazmon wrote:You can use the heavy carbine I made if you like http://www.realm667.com/media/kunena/at ... bine-2.zip
(I'm trying to upload it to r667 but it's taking forever lol)
awesome, I want it, thanks :)
pretty cool!
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom Reboot - [UPDATED Jan 24 2016]

Post by doony »

new version is much more simple but got new weapons, better gameplay, and it fix bugs
the old lost souls are back because the pain elementals are everywhere
a mode with the classic doom weapons, walk speed is there, and the old versions
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom Reboot - [Jan 31 2016]

Post by doony »

old updates
Spoiler:
(Super Classic Mode!)
weapons don't restart, classic fist, classic monsters
what still on it? well the new chaingun, the store, the money and the zombie rifle
its very fun to get back to the original survival gameplay of doom but its hard as fu%$
even with the classic monsters and no reload, believe me, play doom without saves is crazy :shock:
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom Reboot V12 - [Feb 16 2016]

Post by doony »

new update adds the silenced pistol
new animation for the super shotgun

the last updates added
dual pistols
better random spawn for items and monsters (still hard)
reload animations for all the default guns in moneydoom reboot
melee attack for the combat shotgun
oh and the combat shotgun is back

enjoy
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Crudux Cruo
Posts: 1171
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: MoneyDoom - gameplay mod

Post by Crudux Cruo »

So just in a nutshell i'd start from scratch and go through each weapon to make them different, play through it a little, and give it a gameplay overhaul. The concepts behind the mod and some of the weapon ideas are great, but it just is pretty unpolished and clunky right now. looking forward to further updates, this has some definite potential.
also, love the monster replacements. keep it just as it is.
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom - gameplay mod

Post by doony »

Crudux Cruo wrote:So just in a nutshell i'd start from scratch and go through each weapon to make them different, play through it a little, and give it a gameplay overhaul. The concepts behind the mod and some of the weapon ideas are great, but it just is pretty unpolished and clunky right now. looking forward to further updates, this has some definite potential.
also, love the monster replacements. keep it just as it is.
I will keep the enemies, thanks for playing, well I don't have the stuff I need to do the next update yet, so I recommend playing the classic monsters version of my mod, the gameplay is much more stable in this version, you don't need to reload the guns, and the classic enemies and powerups are there, in exception of the light googles.
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom V15 - gameplay mod

Post by doony »

new version adds this stuff, the new supershotgun works better on moneydoom Classic monsters

sniper zombie
new animation for the sniper
new animation for the the super shotgun
double chaingun
new animation for the shotgun
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom - new weapon Reload-Shotgun (03/22/2016)

Post by doony »

the new version have a new supershotgun animation, more classic than the last one
if you liked the last one, there is a advanced version of the old ssg on the button super shotgun + altfire
and auto pickable money, I know the money is gone for now but soon I will bring some more new ideas
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doony
Posts: 161
Joined: Wed May 27, 2009 8:34 pm
Location: more than a year developing a gameplay mod

Re: MoneyDoom - new weapon! (03/25/2016)

Post by doony »

soulcube updated and also added altfire
new weapon, the walking azazel

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