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Comment History  (0 - 30 of 63)
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Entering the New Year

I am glad to hear that! The initial game didn't had much of spells, so the more is always the better. :D

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Entering the New Year

I can't say what are they exactly doing, but initially the game programmed to have 4 different spells for each element, 4 for ice, 4 for fire, 4 for air, 4 for earth. 3 found to be unused.
IIRC as I've been told one spell meant to summon/create (multiple) undeads or ghouls to fight on your side at all times. The other is some large ground AoE spell that summons huge Cloud above ground, probably to strike anyone with lightning bolts inside, or perhaps it was poison cloud that damages everything inside; but honestly I would prefer the Thunder Storm as multiplayer already have spell that summons large poison cloud that damages everything inside, poisons them with Damage-Over-Time affliction that does disorientate them as well. Third... I don't exactly remember, probably something like Blink skill from Dishonored where you can teleport wherever you point at.

There is a mod called map extended by QWERTY, he said he tried to add unused Spells a long while back but failed due to lack of SDK. That's who I got such information from. Plus there been other moders who rumored such thing.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Entering the New Year

I am glad the progress is being made and project still lives on! I hope the new spells, including the cut ones and plus all the awesome ones from multiplayer are going to be included in the final release?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Metal Ops: Premonitions

Where can I download the 1.0 version of the mod?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Inferno Animation

One of the best flamethrower in video game's history, in a form of first person Magic skill, finally for coop usage!

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Dark Messiah: Co-op

Please update us!

Good karma+3 votes
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ MaxRideWizardLord

Who are you?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Brutal DOOM v21 - KDiZD Compatiblity Patch

Horrible mod. Replaces all the unique monsters of KDIZD to vanila one.
And worst of all - this patch doesn't even patch KDIZD. All the broken map scripts are still broken, good example is the z1m3 the blue key card room trap script.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Quake 3 Fortress Beta1H

I do occasionally play the Quake 3 Fortress 2.2 with a friend via Radmin VPN on a LAN server. What exactly has changed in this version of Q3F over the 2.2 one?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Wizard Wars Public Beta 1.3.0

Is it true that it's getting back? What's new you're going to add? Also, please tell me how to enable combospells, since they are disabled by default. :c

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ DreamCatcher

I would love to have Lightning ability and sunbeam ability that would soak up lots of mana, and also cryo ability, plus some ability to heal yourself. Basically all of the basic classy elemental attacks, and ability to slowly heal yourself. Also slow mana regen would really be welcome.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Eternal Silence Beta 2.1 Client Patch

I really don't like flamethrower range nerf in it's one of future patches, made it useless on most maps...

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Knee-Deep in ZDOOM - Lite | V2

Can we **please** have version with monsters from KDIZD on? The monsters itself don't interfere with gameplay mods, so map wouldn't break unlike with keycard trap scripts.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Wrench replace demo

Will you add more abilities?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Slybot

how do I install this mod?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Wolfenstein - Multiplayer Language Pack

How do you even play multiplayer in this game? I'd absolutely would love to.

Good karma+2 votes
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ [ Outdated v1.0 ] Media

eh, alright. Was kinda hoping that it was the flamethrower lol.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Neurological

Hello, are you still alive?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Retrostein

By the way, what is TransformRatio??

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ What new guns you would like to see in Remake mod?

Please add some very fun and awesome Sci-Fi guns from Wolfenstein 2009, like partcilecannon and that awesome Tesla Cannon that can chainlightning between foes and stun them with shock. I'd really would love to see a flamethrower improvement, to be as awesome as it is in Rising Storm 1.

Good karma+2 votes
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ CAC Menu

How this mod is going? Is it dead or still worked on? Would be cool to try the flamethrower.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Duke Forces 2.10

I really enjoy the forces, but I really hate the energy system which really dissapoints me about this mod. Using boring guns most of the time just to fill the meter which allows you to use fun forces for short period of time is just not fun and frustrating.

Any chance in the future you'll allow us to have option to disable energy system, just so we have infinite energy by default or at least manually passive regenerating mana/energy like in any of the Star Wars games with forces? Choking someone is hard as is, and you can't even choke most of the enemies, so there is no need in energy fillimg system for "balance reasons" which just adds more of annoyance and dissapointment than anything, plus you pointlessly waste energy simply by ducking.

I'd really also appreciate if you add "syth mode", or "lord palpatine mode", which will be just an option to allow player to fill energy manualy and indepedently from enemies and pickups, like by ducking and pressing interactive key, same way you'd recharge your hp, so you could use lightning force as the only weapon you need.

Unfortunatelly, the duke coding seem to be way harder than duke coding, and after looking in that huge 500kb file, it just gave me headache looking for force codes, so I doubt I will be ever make such a simple patch myself unfortunatelly...

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Tesla Gun In action

Tesla was sooo awesome in Wolf 2009! Does it behave the same in this mod?

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ VG3D Flamethrower playtesting on MoC OK E2M1

Absolutely awful idea. This might unfair for these who would like to use it as primary weapon. Then might as well add bulletproof enemies? Explosive proof enemies? Bring the whole D&D system, then.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ NeuroWolf v0.4

Please tell me, how you modify the game to add new upgrade? I'd like a few upgrades for flamethrower to make it light weight, as well to set people on fire and extend it's burning time.

Maybe also add debuff ability for tesla to make it do DOT damage.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Retrostein

How do you modify the game's weapons and monster's damage and amplifiers? I'd like to change things for my taste too.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ Wolfenfast in Hell

What's this? I'm confusing... Needs a more detailed commentary on what I'm getting when I'm installing this... thing. Preferable with screenshots and stats.

Good karma+1 vote
MaxRideWizardLord
MaxRideWizardLord - - 63 comments @ rtcwoop 1.0.0 is here

I have questions.

I have noticed that flamethrower in this mod actually damages people, while in vanila game it just sets people on fire. How do I change my flamethrower so the contact with flame-projectile is actually doing damage to the enemies I shooting it for my RTCW?? Flamethrower is almost entirely useless in vanila RTCW, and I wish to make it so it could at least do direct hit damage. Having fireproof enemies like protosoldier, heinrich, supersoldier or just fireproof enemies kinda sucks.

Good karma+1 vote