What exactly makes this mod different from regular NashGore? What are the main features?
What exactly makes this mod different from regular NashGore? What are the main features?
What are the main differences between this mod and the Redux+Realism mod?
Are there plans on combining all updates into a single file?
Is there a possibility that you could allow toggles for vanilla weapons, just like you can turn new weapons on and off? I would really like the option to disable or "turn off" the default pistol and shotgun, only allowing the exact weapons that I choose.
Thank you for your work!
Are you still working on an updated version of the mod?
Fantastic mod! It could only be better if it had weapon sights.
At this point I have played through the first three missions. I won't a leave a review proper since this project isn't done yet, but there are quite a number of design issues that stuck out to me. The very large number of monsters per map isn't a bad choice per say, but when you stick the player with low tier weapons with higher levels monsters, even with slight damage adjustments, it gets old quick, and it really annoyed me when I killed HK after HK after BoH with just a shotgun or chaingun. The invisible enemies gimmick is cool, but it really isn't introduced well when they're scattered in the middle of 100 regular monsters. By the end of the second level I was screaming for a double barreled shotgun or rocket launcher. If they are given to you only via a secret that kind of sucks as players like me will be forced to continue with basic weapons.
The level design itself shows promise, and shines during some points. The city portion was cool as hell, but again and again the levels filter you down cramped alleyways and hallways, backpedaling Serious Sam style as you shoot a Caco or BoH with a chaingun. I appreciate the work that went into these maps, and with some slight tweaks I think that they could be much better.
Is the discord for this mod still around? If so, please post a link to it as I can't find a working link.
Can you please post a tack list?
Are you planning on updating the mod?
Is this project still being worked on, and if so, is NBlood support still planned?
Is there any way that this can be used with VoidSW?
Have there been any changes to newer versions of NBlood that allow for indexed hightiles? Since the included build is a bit out of date I would prefer to use something more recent. Thank you for your work!
How close is this to a final release?
Unzip it using 7zip or winrar. Place the file in your GZDoom folder. Drag it to your GZDoom.exe file. It will run.
Is there an end goal for the mod? Will there be a definitive final version that you guys have in mind?
Thank you for your hard work and incredible efforts.
Is this still being worked on?
Just to clarify for my teeny tiny brain, this is an updated version of Metroid Dreadnought with a campaign being added?
How far along is the mod? Are there any updates after this one?
Does it ever get tiring being so based all of the time?
I hope your health has improved, my friend! I know that this currently only works with Q2Pro, but are there any plans on porting it to Yamagi?
Is this an ever evolving project that will continue as long as you are interested or is there a defined end goal that you are working towards?
As someone who has tried and failed numerous times to get into Hexen, will this move away from the confusing level design and switch hunting that the original is filled with?
How is this mod different from OGSR Gunslinger?
Can this be used with Dhewm3?
Do you know why VORPAL removed the mod in the first place?
This mod looks incredible!
Do you have an estimate for when the new version of the mod will be released?
SadCack
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