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Doomenator

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  1. Doomenator

    DBP42: Slime on Earth

    Of course, but that's not what I'm talking about. I would like to see DBP initially compatible with standard maps. I assume that these are primarily maps project for which a thematic mod is being made. But for me, the mod itself is of greater interest. And in my opinion, compatibility with standard maps gives such projects many advantages.
  2. Doomenator

    DBP42: Slime on Earth

    why not?
  3. Doomenator

    DBP42: Slime on Earth

    This is all fine, of course, but I have a question. What prevented you from making project compatible with standard maps?
  4. Doomenator

    Warhammer 40k Astartes

    Open Chaos unleashed.wad in SLADE and edit DECORATE for BlindPinky: If you don't know how to do it, use the patch. PinkyFix.zip
  5. Doomenator

    Chiptune Doom mod

    Update: changed some graphics.
  6. - During the reloading of the weapon, smoothness of the mouse rotation is disrupted, the image begins to twitch. - Sometimes the hits from the shots do not coincide with the sight, despite the autoaim is disabled.
  7. This is the policy of the developers. It looks something like: let's mock of compatibility and make as many as possible old wads or mods stop working in the new version of the GZDoom. I wouldn't be surprised if one day the new version of GZDoom stops supporting DOOM.WAD. ))
  8. Doomenator

    Avactor last update is out

    You can add videos by editing your first post, no need to update the topic every time.
  9. Doomenator

    Aliens: Stranded (release)

    Did you use the Oblige level generator as the basis for the maps?
  10. Doomenator

    Any good doom mod's/megawads you guys can recommend?

    Take a look here: https://www.youtube.com/channel/UCK3-QUj3ATPxPLNrK5P8BhQ/videos
  11. Doomenator

    Whats the best Heretic/Hexen-based DOOM wad?

  12. Doomenator

    WHAT ARE YOUR FAVORITE MODS? _/O-O7

    Death Foretold´╗┐ (D4T) for Deathmatch Complex Doom + LCA for Coop Brutal Doom for Single
  13. Doomenator

    Doom Episode - 1 Remaster (Demo available)

    I played a little bit of this together with Xim's GZDoom3 for Classic Doom. The levels are perfectly combined with the mod, so 10\10.
  14. I have already mentioned this in other mods, but I will try to say more. This tilting of the camera up will be very disorienting during the fight, especially when aiming up or down. In reality, you look with your eyes, and not with a camera attached to a weapon, and your gaze is always directed at one point. It doesn't matter if you shoot or swing a stick. Why do you think that in the game should be different? Any involuntary change in the direction of the view, contradicts realism, greatly spoils the game perception and the overall impression of the mod.
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