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RSL's Immoral Conduct Z-Patch

   (9 reviews)
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1 Screenshot

About This File

every now and then, I still enjoy myself with a quick run through an old level with the DeHackEd/ZDOOM version of Immoral Conduct. Some time ago I decided to create a small, graphics-only patch with the right marine hands on the sniper rifle. Now I am releasing this little patch for you old-timers along with a couple other sprites...


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Guest

Unknown date

  
Don't get this. All your other files work well, but in this it doesn't work at all.

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Guest

Unknown date

  
The fuck kind of patch is this? This is supposed to be used with the zdoom-compatable dehacked version of ICD, but it doesn't even add any of the original weapons that had to be dropped when it was converted! Besides, these weapons are boring as hell what with them being a couple of machine guns and a sniper rifle and they don't even have good graphics. How this has had 5 stars before my rating I do not know.

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Unknown date

  
This is a true patch by the definition of the word. You sir have succeeded in where wildweasel has failed and this si truly your magnum opus. I was going to try this sometime but thank you for beating me to it, I probably would have quit before I was done.

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Unknown date

  
I was actually the one who did the sniper rifle sprites :P Otherwise, awesome! ~Marty Kirra

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Guest

Unknown date

  
Although purists may not like it, I think the new weapon fits in very well. Heck, it made me finally reconsider it for singleplayer - and it still is a blast!! ***** >Lupe

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Unknown date

  
This actually change a number of graphics resources to make the mod more consistent, but most introduces a new weapon that makes it actually playable in singleplayer too. To poster above: you know, if it revolutionized the weapons availbale it wouldnt be called a patch. Really nice troughout -- N|p|ol

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  • File Reviews

    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
    • By DharmaForOne · Posted
      I liked it better than Claptrapino. Maybe because I'm a novice level maker too. Obviously it's the work of a newbie, but I absolutely understand how it might have taken 10+ hours. I think I've spent at least that long and haven't even completed any levels yet.   I actually thought it was an interesting basic concept to start in the middle of a maze, with areas you've previously cleared not guaranteed to be safe anymore with the portals and spawns. I died twice in my attempts and finished the third time. When I realized that staying in place, conserving resources and clearing wasn't working I took the invulnerability and just ran through the halls spraying high damage weapons.   The level did seem unfinished though. What are the keys for? Are there secrets in the level that contain locked doors?    
    • By aargh · Posted
      Yes, this is a legendary megawad. Yes, there is a lot of positives to say about it.
      But I can't ignore the button madness present in many levels. In the second half of the games this gets utterly insane - you WILL spend most of the time bashing and shooting every inch of every wall to find yet another hidden switch to be able to progress. Many switches open hidden doors in an unrelated location on the other side of the level without even telling you. Some levels have switches completely invisible and one of them even hides switches in random decoration sprites like trees. I'm sorry but this was no fun and in the end it ruined the entire megawad for me.
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