Lt. Typhon v6: massive guns

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Doomzilla
Posts: 15
Joined: Wed Aug 08, 2018 11:29 am

Re: Lt. Typhon v6: massive guns

Post by Doomzilla »

Proydoha wrote: Sat Jun 01, 2024 3:40 pm
The issue here is increased MaxStepHeight.

We can "Reset" voodoo dolls to default player scale, radius, height, max step height when map loads like this:
Yeah, that works.
FudgeAdventurous
Posts: 3
Joined: Thu Oct 13, 2022 8:13 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 7
Graphics Processor: Intel with Vulkan/Metal Support

Re: Lt. Typhon v6: massive guns

Post by FudgeAdventurous »

I really love that mod, turned easily to my top3 ,badass and exciting!!
The only thing that are bother me are :
- The VeteranChaingun's grenade should use rocketammo instead of Clip

- There are no point about make the Dumball use "BIOAMMO" since it's not a fireball/projectile/power/weapons etc. but a kind of natural instrument i suggest to give it his own reserve ammo with max 5-15 or just one ammo and the possibility to pickup it after throw it

- The "Shellchucker" should be 1 and the others(Missilegrenadechucker,Revenantgrenadechucker,Eyeballgrenadechucker) 5 since he is too huge and the other small (weight logic)

======

Hey
i made a monsterpack for typhon and plutonia design map, do you want to test it?
Last edited by Caligari87 on Sat Jul 06, 2024 4:30 pm, edited 1 time in total.
Reason: Merged. Do not double-post please.

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