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Ghost`01

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About Ghost`01

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  1. Ghost`01

    Brutal Doom version 18a

    I think that the green armor revert on fatalities is an engine thing, cause I remember reading that if he made your armor, say, blue, it'd make the monster blue or something weird. I've never really had an issue telling if I have the AR or shotgun out, do you mean like you'll panic switch to one and it won't be the gun you want?
  2. Ghost`01

    Zones of Fear - Czech MegaWAD

    Wow, these levels are really good. I like the level of detail combined with good gameplay. That first castle level is pretty cool looking
  3. Thanks, hitscanners were driving me crazy. :P
  4. Hey Chris, could you PM your version of Brutal Doom? You said you tweaked enemies to more vanilla levels, right? Damage is the one thing I can't figure out how to modify
  5. Ghost`01

    Brutal Doom version 18a

    Maybe it's the alt fire? Otherwise I'd think it would be random like how they are for the Revenant itself. The damage feels a little low for it, though it does fire fast.
  6. So for the shell box it's 126/255 chance of spawning at all if selected, but the shells have a higher number, so the shell item always spawns when selected and spawns more often? So to make it so something always appears, I'd have to make the first number always 255, right? Thanks for the help
  7. Sorry to bump an old thread, but I was wondering if anyone could help me with tweaking some of the files for this mod? I was playing around with the monster values, like slowing them down a little so some custom WADs are less insane. I've been trying to figure out how to up the items that can be found on the map, but I don't know what to modify for the random item/ammo spawner. Here's the code for it: /* Ammo random spawners, these will reduce the ammo suplies of the player, especially ammo from shotgun shell pickups. */ actor arammo_gren_spawner: RandomSpawner replaces Stimpack { DropItem "arifle_ammo" 64 2 DropItem "pistol_ammo" 64 1 DropItem "grenades" 128 4 } actor shotgun_pickup_spawner: RandomSpawner replaces ShellBox { DropItem "autoshot_ammobox" 128 4 DropItem "nailshot_ammo" 255 1 } actor ashotammo_spawner : RandomSpawner replaces Shell { DropItem "autoshot_ammo", 92 } My guess would be that the number to far right right is some sort of probability, but I honestly have no idea. :P Ideally I would like to increase the amount of items but maybe decrease how much is in each pickup? I'm not sure how to balance it out, but the lack of items wrecks a lot of secret/supply rooms, making a lot of maps feel pretty empty.
  8. Lol, then it's in good shape at that point. I look forward to playing through the final product
  9. Hey guys, I've made it to about halfway through ep3 so far, and I just wanted to say you've done a great job! The maps really do feel close to the original Doom levels in terms of style, but they've still got those individual mappers' touches that make them great too.
  10. Ghost`01

    Things That WAD Designers Do That Irritate You

    I just don't play slaughterwads, it's not like I play them on UV and complain about difficulty. If I know a mapset is hard I usually drop the difficulty, but I try not to.
  11. Ghost`01

    Things That WAD Designers Do That Irritate You

    I don't like revenant/chaingunner spam. Or spam of any of the Doom 2 monsters really. Those 2 bother me the most, but I prefer well done WADs with a moderate level of difficulty, I'm not very good at slaughterwads, though I always play on UV difficulty.
  12. Ghost`01

    8xHigher resolution monter sprites

    It looks great! It'd be awesome if you could do it for all of the enemies. But how complicated would it be to apply it to all the death/gore animations as well? That Imp is actually kind of creepy looking, in a good way. :P
  13. Ghost`01

    8xHigher resolution monter sprites

    Wow, that looks really good. It'd be awesome if you were able to work with Brutal Doom to get those in there, it'd really put BD above and beyond everything else even more than it already is. I agree with the others in that the second Imp face is better, the other looks a little...derpy, no offense. :P
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