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Skrell
Skrell 38mins 9secs ago says:

How did you find/pick out these tracks?

+1 vote   download: Final Doom Jet Black Angst Soundtrack Vol. 4
Skrell
Skrell Jul 26 2015, 5:33pm says:

What was the last version of this MOD that had support for Zandronum? Was it v4.5 ?

+2 votes   download: Brutal Pack! (V6)
Skrell
Skrell Jul 25 2015, 12:25am replied:

I still have not heard back from Pa1nki113r, would you recommend I PM him?

+1 vote   download: Project Brutality
Skrell
Skrell Jul 22 2015, 8:51pm replied:

Understood. I'll eagerly await his response. :)

+1 vote   download: Project Brutality
Skrell
Skrell Jul 20 2015, 11:47pm replied:

Where can I find it?? If be very grateful if you could hook me up! :-)

+1 vote   download: Project Brutality
Skrell
Skrell Jul 20 2015, 11:09pm replied:

No no, i'm talking about ONLY the aspect of your MOD that can randomize monsters' spawn positions and quantity. It is a BRILLIANT idea that would add a lot of challenge and re-playability. Each time through a map you could never just "assume" an enemy's position. Maybe you could just try it with the monsters from the normal Brutal Doom v20 or vanilla doom.

+1 vote   download: Project Brutality
Skrell
Skrell Jul 20 2015, 9:21pm says:

Is there ANY chance you could package your BRILLIANT "Default Random" into a separate addon that could be used with ANY mod? It's such a great idea and i think would add a lot to ANY version of DOOM!!

+1 vote   download: Project Brutality
Skrell
Skrell Jul 11 2015, 11:41pm says:

How is this different than Brutal_Pack_v5?

+2 votes   download: Brutal Weapon Sound Pack! (Paused)
Skrell
Skrell Jul 11 2015, 11:35pm says:

Just downloaded v5....what happened to the separate Zandronum folder?

+2 votes   download: Brutal Pack! (V6)
Skrell
Skrell Jul 7 2015, 8:10pm says:

JUST AMAZING!!! Can't wait for the full soundtrack!!!!

+1 vote   download: IDKFA Soundtrack Mod
Skrell
Skrell Jul 4 2015, 12:09am says:

I've never left a review on moddb before, but i had to leave my review after playing with this mod for several hours. I really wouldn't think i'd have found these monster sounds to add all that much to the Doom 2 experience but they REALLY do!! I love the extra level of "horror" these sounds provide and since they all came from the existing monsters "3" counterparts they seem to fit the various monster's personalities very well!! My ONLY gripe is that i'd love to see even MORE of the Doom 2 monster's grunts and groans replaced so that there is no disjoint between the two. Also, i think there might be a slight delay on some of the "shot" sounds that remove a bit of the "umph" when you shoot them and i'm hoping this can be tightened up a bit. Otherwise, this is a GREAT mod and works VERY well with brutal doom!! Thank you thank you!!

+1 vote   download: Doom 3 Monster Sounds
Skrell
Skrell Jul 3 2015, 1:31pm replied:

" the god-awful "IIURGH IIRUGH IIURGH" repetition from wounded enemies. Ugh. God, that's so very bad. If you can replace those sounds with something less annoying, I'd be a happy, happy camper." DITTO!!!!

+1 vote   download: Doom 3 Monster Sounds
Skrell
Skrell Jul 3 2015, 12:09pm replied:

So is v11 the most up to date version?

+1 vote   download: Doom 3 Monster Sounds
Skrell
Skrell Jun 28 2015, 9:56pm says:

Please post a trailer showing off all your improvements! This looks/sounds amazing!

+2 votes   download: Brutal Pack! (V6)
Skrell
Skrell Jun 6 2015, 6:09pm says:

PLEASE change footstep sounds with player speed so running sounds like running.

+2 votes   download: Optional Doomguy Taunts and Footstep Sounds
Skrell
Skrell May 31 2015, 4:43pm says:

This looks amazing! You are developing it for gzdoom correct? Will it run in Zandronum too for coop action? Are you basing the "brutal" part off of brutal doom v19 or v20? It would be cool to see some of the newer effects such as bloodied footsteps that v20 provide :)

+1 vote   mod: Brutal Quake
Skrell
Skrell Mar 14 2013, 8:48pm says:

Is it possible to use MOD'd textures with this great MOD? I have some higher def weapon textures that are great but i'm not sure how to use them with your mod?

+2 votes   news: rtcwcoop 0.9.4 is here !
Skrell
Skrell Jun 1 2009, 5:37pm says:

honestly, i think you have a talent with explaining this stuff. You did a great job relating all the ideas with concrete examples(C++ code). You should consider making a website where you could post this tutorial(possibly expanded) along with other tutorials. Then you could have a Q&A section(maybe separate into noob/expert section) at the bottom where people can post questions about specific things in the tutorial and other people can answer them.

+3 votes   tutorial: The basics of AI in Half Life 2
Skrell
Skrell Jun 1 2009, 2:49pm says:

I would love to see more of these type tutorials!! also, please fix the grammar mistakes as it does make the reading slightly more confusing. Btw, i can see <br /> statements used in your second C++ code example.

+2 votes   tutorial: The basics of AI in Half Life 2
Skrell
Skrell May 5 2009, 8:59pm says:

been looking forward to this for a looooong time! keep at it boys!

+1 vote   news: Devblog #6 - The beginning of the end
Skrell
Skrell Jan 15 2009, 4:06pm says:

why are more people not excited about this?!?!?!

+1 vote   media: Assault Coop Campaign Gameplay
Skrell
Skrell Jan 13 2009, 9:38am says:

KEEP IT UP MAN I CAN"T WAIT!!!

+1 vote   news: Assault Coop is alive and updating!
Skrell
Skrell Aug 13 2008, 10:40am says:

MrtwovideoCards, i find this discussion fascinating, please post a technical writeup explaining all of the issues discussed here as i think a lot of people would find it interesting to read!

+3 votes   news: Dynamic Lighting in Source?! Blasphemy!
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