ATTENTION: You can simply rename the ZIP to PK3 and load it like that.
ATTENTION: You can simply rename the ZIP to PK3 and load it like that.
Rename it to a PK3 and toss it into the file list.
You don't have Sprite Clipping set to off on your source port, do you? That tends to do the sunken effect on corpses.
I would recommend you get rid of the Hulshult Dusk OST ASAP before you get a cease & desist.
Why would you use Obsidian maps as a base? Why not make your own from scratch, as you'll get more satisfaction doing that than poaching randomly generated maps with zero architectural changes and a little bit of ACS scripting? (I can recognize the prefabs used!) At least you have the honesty to admit it was generated and not claim credit on the maps some others would for the "level bases". Oh, and distributing Andrew Hulshult's entire "Dusk" soundtrack ( Andrewhulshult.bandcamp.com ) in there? That's a BIG NO-NO when it comes to projects like this. You are asking for legal trouble, friend. -Armaetus
Oh ****, I overlooked this and will get right into adding some of these!
I really should replace the preview image, I was using Droplets at the time.
Glad you enjoy this!
The closest I have to puzzles is more switches or traps forcing you to find a way out. Plus that sounds like it would tread into ACS territory, which would also break Boom compatibility, which is also the goal of the mod.
That and a compatible version would keep completionists from 100%ing monster kills.
No Rest For The Living replaces a number of maps and would override it if higher on the map load list. Sigil, however is using a new episode if using the ZDoom version but won't work with the compat version, replacing episode 3.
Props for being bold and brave to do this on a mobile device!
This is ONLY a hotfix release, apologies if this got any hopes up!
Why are you doing this? Literally anyone can recreate the maps in OBLIGE looking at the OBLIGDAT inside the files.
That and posting generated levels up on ModDB when you clearly did you not is tasteless and uncool (not to mention frowned upon in the Doom community). Get involved with the actual community involved with the project and its additions..
Extremely slow, if not almost standstill because of other games (Elder Scrolls Online) :-(
Looking forward to trying this!
Version 1.63.3 up!
Some changes:
-New Zombieman death
-New Demon death
-Updated LANGUAGE bits
I noticed that and I fixed those issues in Overkill, I totally forgot about the sector tag in the first problem. On E2M3, they all rush in the player's direction and the teleporter cannot keep up with the outflow, hence they don't all get out.
You can use a front end like ZDL.
I don't update the older versions anymore, but I appreciate people reporting issues on them.
If there's any monsters/decor being replaced by the map-mod, then some things won't work as expected. It *does* recommend using Smooth Doom so you should not have a problem using RDND at all.
Quickly addressed a sprite offset issue, so redownload the archive if you downloaded the file within the last hour.
I'll consider this 1.63.2:
-Fixed a problem with GZDoom V4 with the TXT_YES replacing "Yes" on text prompts.
-Replaced "Fragile" description.
-Added new quit messages! Not replacements, but brand new ones next to the ones I replaced.
Here's to a more fleshed out "Savage" update! (Considered 1.63.1)
In the "Savage" difficulty since last update:
-Monsters are much quicker to react and attack when they see you.
-Monsters attack more often. (IE Former Human Commando)
-Monster projectiles are slightly faster so it's not a wall of spam.
-Monsters without a melee attack will try and stay out of melee range.
-Some monsters will retaliate sooner than others (IE Commando, Lost Soul, etc)
-Boss monsters well...are bosses :P
It is to make things stand out like many of the mods out there. If you wish to see the original font again, open RDND16 or RDND16_Zan.pk, and delete the CONFONT lump.
So this essentially turns on total infighting just like if you die in Heretic..
Thanks for linking my Maps of Chaos lol, it's fantastic
MINOR HOTFIX!
Nothing gameplaywise, just a graphical oopsie on my part. If you downloaded it previously, I'd recommend you redownload to stay up to date.
New in this update:
Updated HELP/HELP1/CREDITS lumps so graphics says 1.63, not 1.62.
Note blood FX seen in the new screenshot is from Droplets mod and not part of RDND but a great addition to run side by side. You can find it several posts above this one.
Version 1.63 has been uploaded. Changes include a new "Savage" Ultra Violence difficulty if Cruel just wasn't cutting it for you and a couple of language file tweaks.
Use RDND16.PK3 for GZDoom and RDND16_Zan.PK3 for Zandronum.
This was meant to be used with GZDoom (preferred) or Zandronum.
DoomVideoVault
Chris joined
Former maintainer of the Doom Video Vault on YouTube and Facebook. Has given moderate contributions to the Oblige random map generator, moderate contributions to ObAddon and minor contributions to Obhack, a branch off of Oblige's old V2 codebase and a number of contributions to ObAddon, which greatly improves the base version of Oblige v6. Doom Video Vault has ceased operations in September 2019, but videos are remaining there and channel now known as Doom Video Archive. My authored maps may be under my alternate, old or other aliases seen on the internet, which include: Mr. Chris, Glaice, Shambler66 or Shadesofice.