My username is based on a creative sci fi/space fantasy worldbuilding project Ive been working on for 20 years. Ive released 3 mods set in this universe so far: PlutoRising on CivFanatics.com for Civilization 2, The Plutonian Empire Universe for Space Engine on the Space Engine forums at spaceengine.org, and The Plutonian Empire for Stellaris on Steam. I sometimes go by my other username BelleHades. :) Disclaimer: I can not promise anything, and I will not set release dates for my mods. They will be done when they are done.

Comment History
PlutonianEmpire
PlutonianEmpire - - 20 comments @ The Maps of Chaos: Plutonian Empire Special Edition

Note that tpe_data.pk3 is Required!

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ PlutonianEmpire

The lore is currently hosted here: Nationstates.net

Existing game mods depicting this universe are:
Civ 2: Test of Time: Forums.civfanatics.com
Stellaris: Moddb.com
And
SpaceEngine: Steamcommunity.com

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Destroyer Of HELL

Playing this with the maps of chaos is an absolute blast! Great mod!

Good karma+2 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ The Ambient Spawner 3.0

Dude! You fixed monsters' lack of spawning?! How? My own mod I'm working on has this problem, a consequence of how I set up the weapon and monster spawning to try to be compatible with say, BD, PB and similar mods.

Good karma+2 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Maps of Chaos: The Full Package (1.28a)

Seconded! Maps of Chaos Overkill for Sigil would be sweet!

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Doom Free roam pack

Idea: Now make a version using the Maps Of Chaos Overkill! :D

Good karma+2 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ (Update 2.2)*BRUTAL DOOM ver* CALL OF DOOM:BLACK WARFARE 0.5 Beta

Agreed. All this stupid GZdoom exclusivity is elitist, gatekeeping, etc. Completely unfriendly to low spec gamers and Zan lovers.

Good karma-1 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Nash's Gore Mod: Vengeance Edition (v1.0)

Yeah the death of Zandronum is disappointing tbh. Zandronum has much better chatbot and skins folder support than any version of GZdoom could hope for. Rip

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ High Definition Skies for Doom 1

The skies use special OpenGL stuff, and if I remember right, ZDoom unfortunately does not support openGL stuff; only some of its child ports (Zandronum, GZDoom, etc)

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ High Definition Skies for Doom 1

Only partially possible, unfortunately. There's no buildings to add in the game I used to generate the skies (Space Engine), and the only mod that adds "cities" puts them all under an annoying dome. When I sent in a request to the mod-maker for open air versions, he refused to make them for the free version of Space Engine, and restricted the open air cities to the paid version of SE, which is already too advanced for my potato, which I can't afford to replace if something happens to it ;_;

Good karma+4 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ High Definition Skies for Doom 1

Hey you're welcome! Hope you enjoy!

Good karma+3 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Nash's Gore Mod: Vengeance Edition

Any compatibility with Zandronum?

Good karma+4 votes
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Bolognese Gore Mod v3.0

To expand this, apparently exploding barrels are producing blood as well, and are invisible when they respawn. My only work-around was to set the bd_mingibhealth to -50

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ The ZDoom Community Map Project (ZDCMP)

And it's not getting any younger! Hell I already see this mod's first strand of grey hair!

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Brutal Doom v21

Beautiful! Using the nukelauncher mod is so much more entertaining now! :D

When using with the Maps of Chaos, I've noticed that while the texture enhancments are still applied, the addition of the extra scenery objects by the dynamic level scripts do not cover the new areas, or only partially include them.

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Maps of Chaos: The Full Package (1.28a)

(Meant to say, the extra hidden dens seen only on the automap with IDDT, for anyone confused.)

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Maps of Chaos: The Full Package (1.28a)

Would it be possible to create an "ultimate overkill" version? "Ultimate Overkill" in the sense that, the levels that hold the new external monster dens would have a duplicate set of these extra dens, linked to the same invisible teleport destinations as the original extra overkill dens. But, instead of monsters idling there until the player wakes them, the duplicate dens could be a "fake" Boss/Icon of Sin arena, containing only the boss cube landing targets and the boss eye. Once the monsters in the original Overkill dens are awakened by the player, the "boss" would too, and start spitting out boss cubes for eternity, until the player exits the level.

I've been able to manually summom bosstargets and a bosseye in both the Doom 1 and Doom 2 maps, using the console in Zandronum, so might this be possible? Ive seen Doom 2 monsters on the Doom 1 maps after summoning the fake boss arenas, so the Doom 1 repetiveness issue might be solved somewhat, I think.

Might this "Ultimate Overkill" version be possible?

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ UAC-Nuclear Missile Launcher

As someone with an unhealthy obsession with nukes, this is my favorite Doom mod! Very OP, but I like it that way, and it works wonders on the Maps of Chaos! :D

One thing that made it feel more "nuclear" for me was to turn on the "Old ZDoom Explosion Thrust" in Zandronum, making it all the more lethal... >:D

Suggestions I have are to maybe add an optional white flash sprite generator that lasts for just a few seconds, and to make the burst area proportional to altitude in some way (making strikes on high walls/cliffs/Cacos) deadlier, as well as simulating air burst detonations). Another commenter suggested scaling up the mushroom cloud size a bit, that would also add to the OP/nuclear experience! :D

Anyways thanks for the awesome mod! :D

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Project Brutality 2.03

I get the same thing with Zandronum too, regardless of what other WADs or .pk3's I use.

Good karma+1 vote
PlutonianEmpire
PlutonianEmpire - - 20 comments @ Project Brutality 2.03

I've noticed that when loading PB 2.03 into Deathmatch games, maps that should normally have a large amount of monsters during single player, especially on high difficulty, are almost completely devoid of them. Is this a bug or a feature of PB?

Good karma+1 vote