Is that you McConner?
ok then, so how did he "steal" the weapons if this guy was the one making them originally? I know its the same thing because I said so above. I wanted to know HOW this was any different because everything looks and functions the exact same. Is this guy releasing the same mod under 2 different accounts and only changing the menu and name for each? Thats what I am thinking.
So how exactly is this different from this Mod that was released a few days ago?
Seems like the exact same mod minus the name and menu change. Everything else is exactly the same.
Got fatal error launching in GZDoom 4.6.0
Edit: figured out you needed bdv21 with it.... You really should have added that to the description
Pretty fun mod I must say. I am a fan of a mod called "randoom" but with that mod when enemies drop they can literally drop anything from trees that can block your path to other monsters or weapons. This is alot more tame in that regard but still enjoyable. Nice job.
So I played this and got to the area of the map where a door opens and a chaingunner looking enemy and two imp things where and my game crashed.
I was using GZDoom 4.6.0
This is really something. I can see alot of effort was put into this. The detail and level design is fantastic. Looking forward to future updates.
Texture issues are still there but not as bad as the first release.
The sprites for weapons and the hud layout are messed up which I don't remember having this issue beofore. Is there a proper load order or something or am I using a version of GZ Doom that I shouldn't be using? I was testing in GZ Doom 4.6.0.
There are two "Hell on Earth" selectable from the menu. But it will crash if you load "Hellonearth". Why is it here twice?
Havnt played too long but from what I could tell this is really solid. I love City themed Doom maps and few pull it off correctly. Nice job man!
OK so Doom 2 has missing textures everywhere. Sigil can't even load. For some reason you cannot select an iwad before launch it just loads itself up and brings you to a menu with Doom Sigil Hexen Heretic, Why exactly is it that only the Hexen/Heretic levels load in this?
Is this still being worked on? Love this mod btw.
Ive loaded this without loading Doom.wad and it runs fine. Can you explain why you need to have doom.wad in the load order? It doesnt seem to affect anything from what Ive tested, so why?
Ive already got it working. Its not for my sake, its for yours.
Having to replace the GZdoom file is bizzare. Why dont you just relese this with an all in one? Since its supposed to be a standalone. Include the right version of GZDoom and the files. ( Minus Doom2.wad ofcouse)
File is not recognized in any 3Dge port and I have several.
I don't know what a .epk file is but neither does Hyper3Dge and its sub-ports. Is there a way you could re-upload this with the correct .pk3 or .wad extension file type?
If not the only workable version is the DOOM Forever Redux 2016 - 18 version.
Ok so I figured out something weird. The issues I described above ONLY happen when I did the drag and drop method with the 2 files. But when I loaded the SAME two files through ZDL (Same load order as well) everything changed! The Marine's voice was normal, the Paladin could block. Jumping didnt sound weird. I just dont understand how the main file and music file could mess things up so bad through the drag and drop method.
I really think this mod is the coolest mods to come out since Brutal Doom. I can tell the amount of hard work that went into this and want you guys to know that the love you have put into this so far shows and I know this will turn out to be a legendary Doom mod.
Played for a little bit but there is a couple thing I am not too fond of.
- The death sound for all classes and the voice for marine is a woman and it sounds weird/bad.
- The pistol for the marine when aiming down the sights looks bad. The tilt aim he does looks like hes trying to be gangsta and its just ugly looking in my opinion.
- pistol damage could use a buff seeing how it takes 6 or so shots to bring a regular zombieman down which to me is a bit much. Pistols need love too
- The paladin's right click hold (Blade shield thing) looks like it can block damage but it can't. Which is weird because the animation and look make it seem like it would be able to block but it does seemingly nothing. I think it should be able to at least tank 1 or 2 hits from something before damage.
If I find any other things I'll let you know. I think this mod is pretty cool otherwise. Keep up the good work.
So what exactly is different about this version then the one everyone can find here?
Where is this file you guys keep calling a great mod?
> OP says its his first mod
> Other people wonder why file is almost 2 gigs
> A commenter posts that its a collection of mods that could be downloaded separately.
> OP calls him an idiot for being correct
Not really game breaking but the options for black gloves does not work for some reason.
This would have been alot cooler if the moves were done by putting in the inputs for the move. Russian Overkill did it.
Not a fan of having to "pick up" moves or abilitys.
- the shotgun you said you would fix next update is still flashing when aiming down sights.
- The grenades the zombiemen throw still just spin/roll on the ground forever.
These monsters are too beefy in HP and makes it artificially hard. Theres no reason a regular zombie man needs 2 shots from a shotgun to die. And it shuoldnt take 33 plazama pistol hits to bring them down either.
Monsters look cool and all, but this isnt fun to play with. Tone down the HP on EVERYTHING.
I just tried to DL again and the file is still corrupted. If this site is giving you issues with uploads, could you try using temp links like mediafire?
the file is broken could you re-upload?
J.Argon
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