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Comment History  (0 - 30 of 49)
BradmanX
BradmanX - - 49 comments @ "Another Doomed City District"

It's because Wolfenstein 3D didn't have rotations for attack animations like Doom does and the WolfSS in Doom 2 don't have any new animations.

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Mega Map Pack v3.0

SWAT 4 can probably only play maps for the base game while TSS might be able to play maps made for both the base game and TSS. Don't know for sure though, I've only played these maps through the "All Missions" campaign mode of First Responders and Back to Los Angeles.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Should the starting Toa weapons be melee or shooting focused?

They should probably have ranged and melee options, seeing as they're the only starting weapon for each class

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ [Mod] Black Hawk Doom

Looks like it.

Good karma+3 votes
BradmanX
BradmanX - - 49 comments @ DOLL_LZ v.0.0.16

To be fair it's very cheap (2 USD iirc) and all of it's development is done by one person and it has several Doom source ports in it. I have also heard they may give you a free copy if you email them about it.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Dragon Sector Friendly Security Drone 1.1

It's the spiritual successor to Doom The Roguelike, made by the same devs.

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Central Silent hill

Are you planning to port the whole SH1 map? Because that'd be interesting.

Good karma+3 votes
BradmanX
BradmanX - - 49 comments @ garand.

The Garand Thumb reload chance is a nice touch

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ GFLCompanionV2+Shotguns

There have always been anime-inspired mods for Doom (Which mind you isn't really even what this is, Girls Frontline is a Chinese game), ever hear of Otakon Doom?
Besides, even with that sort of thing being more common than it used to be, it's still far from a majority of what Doom mods are XP

Good karma+5 votes
BradmanX
BradmanX - - 49 comments @ DOLL_LZ v.0.0.16

That depends on the specific mobile port, Delta Touch for instance has an up to date GZDoom and LZDoom version, but afaik, that's not the case with others, like D-Touch.

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ (Sterile) Ashes Episode 2 (Ashes: Afterglow)(MAPS ONLY) V1.21

Afaik Zandronum is still years worth of updates behind GZDoom.
So it's probably not something that could reasonably be rectified unfortunately.

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ S.T.A.L.K.E.R. Weapons V1.9

Yeah, this mod is based on Special Weapons, a mod based on Rainbow Six 3, so it doesn't have the usual weapon sprites you'd see.

Good karma+3 votes
BradmanX
BradmanX - - 49 comments @ DE enemies for EOA

It kind of isn't really, seeing as the original required EOA iirc

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Link to the Doom v3-5 for Heretic(Patched)

Oh cool, I was wondering if you were gonna do a Heretic version.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Sneak Peak at v1.1!

A Cordak Blaster huh? Nice.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Halo Doom

It's more likely that the scripts use something that has been deprecated in later versions of GZDoom or there's some other similar incompatibility (like it using something not present in GZDoom or something) with them, seeing as current GZDoom versions still very much support Decorate and ACS and if it crashes to the menu, that means the VM that handles the scripts and stuff has aborted. If you comment out the multiplayer and medals ACS files in the loadacs.txt file, it'll work just fine in GZDoom with no VM aborts or any other issues.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Cemetery map in GZDoom (W.I.P.)

Looking like a decent rendition of the cemetary

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Play as all 6 Toa or just The Maskless Toa in the final update?

Having a class for all 6 Toa sounds pretty sweet.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ "Call of DOOM: Black Warfare" Release date information & message

Awesome, one question I do have, are there going to be lightweight versions of the mod like with the previous version?

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Fantasy monsters for Heretic

It's always awesome to see more monster mods for Heretic, especially ones that fit themematically, definitely gonna give these a try at some point.

Good karma+3 votes
BradmanX
BradmanX - - 49 comments @ Fortress OF Doom - V0.7 Love and Gore

Cool, I'm definitely gonna keep an eye on this project

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Call of DOOM:Black Warfare Next update NEWS

Take as much time as you need, IRL stuff is more important. ^_^

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Catacomb 3D monsters for Doom 2

This mod works nice with Hexen: Walpurgis too, atleast with the Magister class, idk about the other 3 classes, but I imagine it's probably a similar story with them., definitely enjoyed the playthrough I did with the mod, it was fun, yet challenging.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ Dooskworld update and some things to come in the future...

Honestly, best way to allow players to choose between the Doom enemies and the Dusk ones would probably be to just have monsters be a separate mod that can be used with the main mod and possibly even other weapon mods.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ CALL OF DOOM: COD Style Advanced Weapons MOD

I agree with ItsChristian that Sumpremeinvasion would be a good choice, and that has the added bonus of working with just about any mapset (Including Deathmatch mapsets afaik), weapon mod, or monster mod.

Some mods that might work good for a Zombies-like experience
Resident Evil: Codename Hunk Enemies
Forum.zdoom.org
Left 4 Dead Monsters:
Forum.zdoom.org
Mixnmatch_m (For mixing different monster mods together):
Github.com
And if you want some more humanoid enemies, Doomless is a pretty good choice: Forum.zdoom.org

Another thing you could do is use Demon CounterStrike, though it's more for adding reinforcements to the enemies already present on the map and doesn't have rigid waves that have to be killed off before the next wave can arrive like Supremeinvasion does.
Forum.zdoom.org

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ CALL OF DOOM: COD Style Advanced Weapons MOD

If you open up the mod in SLADE, you should be able to find the entity names in with the spawners (Don't know where they are exactly, sorry).

Good karma+2 votes
BradmanX
BradmanX - - 49 comments @ Doom: Eternal Slayer [v07]

You should always try the most recent GZDoom version whenever possible or something close to it atleast.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ (Update 2.2)*BRUTAL DOOM ver* CALL OF DOOM:BLACK WARFARE 0.5 Beta

1st off, demanding ain't gonna get you anywhere with most modders.
2nd, Zandronum is horrendously out of date, not even having up to date ACS or Decorate support, let alone more current features GZDoom has, like ZScript. 3rd, if GZdoom doesn't work, give LZDoom a try, it's made to support legacy systems, using Direct X instead of Open GL or Vulkan, it's not completely up to date with GZDoom, but it's muuuuuch closer than Zandronum.

Good karma+1 vote
BradmanX
BradmanX - - 49 comments @ (Update 2.2)*BRUTAL DOOM ver* CALL OF DOOM:BLACK WARFARE 0.5 Beta

Zandronum is horrendously out of date, that's why more and more mods are being made for GZDoom rather than Zandronum. It's not elitist or gatekeeping, it's just far more practical to make stuff for GZDoom. Also low-spec gamers can use LZDoom, it's literally made for people who don't meet GZDoom's OpenGL or Vulkan requirements or who can't run GZDoom very well and is kept somewhat up to date with GZDoom's features, so most GZDoom mods should work in it with little to no issues.

Good karma+1 vote