[6.3b] Corruption Cards - 200+ cards! New Collector mode!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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JPC
- Posts: 44
- Joined: Wed Apr 30, 2025 8:54 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Is there a way to make this mod compatible with Doom RPG?
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Mrspyspenser
- Posts: 1
- Joined: Thu Jul 13, 2023 2:12 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
I think the miniature monsters should have less health than their regular counterparts.
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UnknownMaster21
- Posts: 43
- Joined: Mon Feb 16, 2009 2:42 am
- Preferred Pronouns: He/Him
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Alright... time to play some with cards.
And according to post above, regardless of how much less health miniature mosnters have, it should be at least "noticeable". ( And vice versa to giant versions in case those appears. )
And according to post above, regardless of how much less health miniature mosnters have, it should be at least "noticeable". ( And vice versa to giant versions in case those appears. )
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Neurus_Ex
- Posts: 2
- Joined: Sun Jul 28, 2019 4:29 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Heya. I think this is a bug report, maybe? But I'm not really sure if this is this mod's fault:
I'm doing a run of Corruption Cards with a few more mods (Colorful hell to increase difficulty and Gun Bonsai to balance it out), using as base iwad a Wad Fusion (url=https://github.com/Owlet7/wadfusion, for some reason the URL tag is not working on me) build with all the official stuff, and the "keep playing after finishing the chapter" option enabled so everything gets really messy and chaotic, as it should be.
I've managed to get to the end of Thy Flesh Consumed, but Corruption Cards got me back again to E1M1. I tested completing Icon of Sin, and I was sent back again to Entryway, so I'm thinking that it's either Corruption Cards not "understanding" that there's another chapter after that or how Wad Fusion organizes the different games into "chapters."
Happy to provide some information if this can lead to some kind of answer (even if its ends up being at least a lead to open an issue on WadFusion's github).
I'm doing a run of Corruption Cards with a few more mods (Colorful hell to increase difficulty and Gun Bonsai to balance it out), using as base iwad a Wad Fusion (url=https://github.com/Owlet7/wadfusion, for some reason the URL tag is not working on me) build with all the official stuff, and the "keep playing after finishing the chapter" option enabled so everything gets really messy and chaotic, as it should be.
I've managed to get to the end of Thy Flesh Consumed, but Corruption Cards got me back again to E1M1. I tested completing Icon of Sin, and I was sent back again to Entryway, so I'm thinking that it's either Corruption Cards not "understanding" that there's another chapter after that or how Wad Fusion organizes the different games into "chapters."
Happy to provide some information if this can lead to some kind of answer (even if its ends up being at least a lead to open an issue on WadFusion's github).
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Cheater87
- Posts: 64
- Joined: Tue Oct 31, 2017 7:57 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
I agree with this statement.Mrspyspenser wrote: ↑Thu Jul 03, 2025 8:28 am I think the miniature monsters should have less health than their regular counterparts.
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Spaceman333
- Posts: 662
- Joined: Thu Oct 13, 2016 8:40 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Would it be possible to make new card selection trigger after X amount of kills instead of per map change?
I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:

Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.
Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.
I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:

Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.
Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.
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Somerandomperson303
- Posts: 2
- Joined: Mon Sep 30, 2024 9:55 am
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Will you ever add a way to build your own custom decks for the custom mode like the unlocked challenge decks?
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Cheater87
- Posts: 64
- Joined: Tue Oct 31, 2017 7:57 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Moving form GzDoom to UzDoom, how do I bring my progress with me? It has me start all over from UzDoom.
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BoneofMalkav
- Posts: 83
- Joined: Thu May 22, 2014 6:04 am
- Graphics Processor: nVidia with Vulkan support
- Location: It's Never Worth The Risk
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Either you can rename your GZDoom ini file to UZDoom.ini and move that ini file to your UZdoom folder or you should be able to copy paste the corruption card's lines into UZDoom's ini file.
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worldendDominator
- Posts: 292
- Joined: Sun May 17, 2015 9:39 am
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
What wad is that from?Spaceman333 wrote: ↑Thu Jul 31, 2025 5:40 pm Would it be possible to make new card selection trigger after X amount of kills instead of per map change?
I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:
Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.
Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.
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Spaceman333
- Posts: 662
- Joined: Thu Oct 13, 2016 8:40 pm
Re: [6.3b] Corruption Cards - 200+ cards! New Collector mode!
Its generated with Oblige 4.28, using the Extreme or Large setting iirc.worldendDominator wrote: ↑Sun Nov 30, 2025 2:10 pmWhat wad is that from?Spaceman333 wrote: ↑Thu Jul 31, 2025 5:40 pm Would it be possible to make new card selection trigger after X amount of kills instead of per map change?
I'm playing this setup where I only have one map, but its an extremely big one with 1500+ enemies on it:
Would be cool if say after every 100 kills, I'd have the card selection menu appear, requiring me to pick a new card to continue playing. That way this one giant level becomes harder and harder the further I progress through it.
Currently my only option is to do a custom game with 8 cards chosen at start and run with those from start to end.