Whoa. That's one very old reference! :D
It is indeed. The mod i made before D4T, had a credit system, which I ended disliking. So, indeed, credits here are just a joke
Many of these things you're mentioning is like saying "this but 125% cooler".
That's probably a sprite name conflict. That monster pack was community made, so we have no control over it, nor we can fix things of it.
It's not really practical to do so. The engine doesnt support this feature and the only way to display something that would resemble it, is very computing expensive. Radar tracks and displays in 2D. Wallhack tracks and displays in 3 and the more things that are there for it to show, the more expensive it gets.
Thank you. Im glad you are enjoying it!
Quick switching is present since 1.0
No. That's what D4D is for. This mod was never meant to work like that.
No. It doesnt match the tone of the game.
If we were able to do so, we would've done it long ago. Making sprites is the hardest part of a mod and nobody is able to do such a task for free.
Yes, this has been fixed in the WIP version of the mod :D
I dont think you can without coding
I dont believe so. The mod has several systems that are specific to the mod, and any mod that wants to be compatible would need to be specifically made for this. I dont see that happening
Not officially. If people want to make them, they're free to do so.
Thank you for the 5/10 review because you dont like the difficulty. The guide explicitely says that the "fair" skill is "Normal: Max". If you're playing in hard and complaining because it's too hard, it's your own damn fault. Next time try reading the guide before you complain that the explicitly stated unfair skills are not really fair.
Straight from the guide:
"Normal" Section
These are basically the equivalent to the original Doom's skills. You take full damage, no ammo bonuses, but monsters are in general more aggressive.
"Normal: Few monsters" equals "Hey, Not Too Rough".
"Normal: More monsters" equals "Hurt Me Plenty".
"Normal: Max monsters" equals "Ultra Violence".
"Hard" Section
These are for the brave souls who feel like the regular skills are not enough for them. Monsters deal much more damage, they take a lot more punishment before dying, you get less armor from pickups; however to balance this, you start with a fully loaded Chainsaw and a few backpack levels. Still, monsters are even more aggressive and fire faster projectiles.
If Normal is still too much for you, that's on you.
I have zero connections to the "Crucible" mod.
Listo. Ya esta disponible
Not at the moment. Perhaps in the future we could find a way to host the themes separately
Si. Esto es un problema con la version 2.6. Mañana sacamos v2.6.1 que arregla esto y otros errores :D
I dont want to sound like a an *** here but
A) I dont do requests.
B) You are asking for unreasonable things that no mod does.
If you're looking for these "features", this isn't the place.
Спасибо! We definitely tried to make the mod look cohesive and for it to play very fast paced with little to no nonsense. Im glad you like it!
Version 2.5 fixes this and other issues
We had it in a "final" stage, but that was before GZdoom broke compatibility for whatever reason. So now we're releasing an update with fixes and some changes.
Unfortunately, no. This mod isn't one about "switch this one thing ON and that other thing OFF". We have some options but none are gameplay affecting. There's other mods more focused in this granular customizability, but that's not D4T.
We deliver a crafted experience overall.
Doom touch is outdated. Get "Delta touch" which is in the playstore by "Open Touch Gaming" which is a renamed Beloko. The mod needs at the very least gzd 1.9.1
10 more hours!
You mean the asthetics or the functionality?
The closest to "Hurt me plenty" is "Normal: More monsters" and for UV is "Normal: Max Monsters". These, like Doom's skills, don't change anything but the monster amounts.
The "Hard" difficulties in QCDE have increased damage taken and monster aggressiveness.
DBThanatos
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