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DarKHunTeR

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About DarKHunTeR

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    Green Marine

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  1. DarKHunTeR

    UPDATED! kaDOOM (v1.2) - A Monster Mod For G/ZDoom

    kaDOOM Monster Mod Update 1.2: Femme Fatale Update Is Now Up! Added Female Variants for Zombies and the Pyro Succubus to the kaDOOM Bestiary! Download kaDOOM Here: http://www.mediafire.com/file/m7uozcnzd3eb4z6/KaDOOM v1.2.zip Credits: -Female Zombies by DavidRaven, ItsNatureToDie, Illucia, Player II (Heavily Tweaked) -Pyro Succubus by YuraoftheHairFan, DavidRaven, AshuraTheChimera, Espi, Ebola, Vader (Some Tweaks)
  2. DarKHunTeR

    Atrium - A New Ruins Map For G/ZDoom 2

    @HAK3180 Thanks for the play and the review! I like some of your ideas and I'll consider adding some to the map in the future! I'd like to add a plasma and chainsaw secret to this map, I like the idea of less rockets in the atrium area (possibly replaced with more conventional ammo, I always want the player to have enough ammo), changing some of the enemy types in the atrium area (Revenants, Arachnos, and Hitscans are a bit much for the sniper posts in the atrium because there is no cover on the stairs, but Mancubi could work), and the Spectre room downsize. Really appreciate the feedback :)
  3. DarKHunTeR

    Atrium - A New Ruins Map For G/ZDoom 2

    @Cheshire Sphinx Thanks :D I'm very glad you liked it and I'll definitely check out your demo! Cool stuff! Edit: Turns out I have no idea how to run demos, so I can't view your playthrough atm
  4. Download Atrium: http://www.mediafire.com/file/23vsoqoy606vwma/Atrium.zip Step into the Atrium, an ancient fortress riddled with dangerous demons and traps at every turn. A single map for G/ZDoom 2. What port(s) did you test with? ZDoom and GZDoom For advanced ports (e.g., GZDoom) does your map/mod expect any of the following: Freelook? Yes (Though not required) Jumping/crouching? No Which IWAD did you use? Doom 2 How much content is there? 1 New Map. Replaces MAP01 of Doom 2. Roughly how difficult is the gameplay? Map difficulties are not implemented. I consider this map to be a decent challenge.
  5. DarKHunTeR

    [Release] Umbra of Fate

    Ah, excellent! I'll have to finish it up, thanks :D
  6. DarKHunTeR

    [Release] Shadows of The Nightmare Realm

    Loved this WAD! My only gripes were some of the instant death traps on level 3, how dark level 3 was (I see what you were going for with the flashing lightning luminating areas sometimes, but it wasn't frequent enough in my opinion), and level 4 is a little unintuitive as to how to get the teleporters to raise. Other than that, an excellent WAD! I loved the new tracks. The atmosphere and lighting. The Quake stylings. The new enemies also fit in very well and don't feel so overused that you can't get a grip on them. The Lovecraftian story. And lastly the Algol-like voice that taunts you as you play. I wholeheartedly recommend it :D
  7. DarKHunTeR

    [Release] Umbra of Fate

    YukiRaven! I recently played your Shadows of the Nightmare Realm WAD and found it to be very cool! Unfortunately, I wasn't able to finish, because I couldn't figure out how to get the teleporters to rise on the final boss level. Could you fill me in? Also this WAD looks fantastic and I'll definitely be giving it a shot!
  8. DarKHunTeR

    UPDATED! kaDOOM (v1.2) - A Monster Mod For G/ZDoom

    Any thoughts? Feedback? I have plans to expand on this further, this is only 1.0!
  9. DarKHunTeR

    UPDATED! kaDOOM (v1.2) - A Monster Mod For G/ZDoom

    @riderr3 Lotsa screenshots now! Thanks for mentioning it!
  10. DarKHunTeR

    UPDATED! kaDOOM (v1.2) - A Monster Mod For G/ZDoom

    Okay, I'll get on that.
  11. UPDATE 5/25/18: kaDOOM Monster Mod Update 1.2: Femme Fatale Update! Added Female Variants for Zombies and the Pyro Succubus to the kaDOOM Bestiary! Also made some additional tweaks here and there to other creatures. For Advanced Ports: GZDoom (v.3.3.0.0) (ZDoom should work, but is untested) For: Doom and Doom 2 Wads Compatibility: Will NOT work with other Monster Mods. Should work with Weapon Mods and anything else that does not effect Monsters. Download kaDOOM Here: http://www.mediafire.com/file/m7uozcnzd3eb4z6/KaDOOM v1.2.zip This is a monster mod that adds new randomly placed monsters to Doom 1/2 Maps/WADs. In addition to the new monsters, the mod tweaks and overhauls a few vanilla monsters (Baron, Hell Knights, Cacodemon). kaDOOM adds new creatures, each one bringing it's own unique gameplay elements to the table. New enemies utilize: bouncing projectiles, freeze blasts that slow player for a short time, poisonous attacks, grenade attacks, fireball spread attacks, attacks that deal small damage but debuff the player's resistance to damage temporarily and so on. All balanced with vanilla in mind. I hope you enjoy! Credits: -Toxic Clouds by idGamer (Overhauled) -Rottweiler by Captain Toenail (Some Tweaks) -PyroZombie by scalliano, Eriance, ItsNatureToDie, neoworm, Captain Toenail, Xim, Ghastly_dragon (Overhauled) -FreezerZombie by Xim (Heavily Tweaked) -Grell by Xaser, Eriance, Sandypaper, NMN , Eriance (Some Tweaks) -Weakener by Infirnex, Enjay, Infirnex, Blue Shadow (Some Tweaks) -Female Zombies by DavidRaven, ItsNatureToDie, Illucia, Player II (Heavily Tweaked) -Pyro Succubus by YuraoftheHairFan, DavidRaven, AshuraTheChimera, Espi, Ebola, Vader (Some Tweaks) -Everything else by me (Specifically, everything in the MyDoom.wad if you open this file with Slade)
  12. DarKHunTeR

    My First Doom 2 Mini-Episode! (Finalized)

    Update 2.0 Now Available! Download Link: http://www.mediafire.com/file/qdcz6vpvfsnubac/returntosunder2.0.zip Across The Board Changes: -Ammo types and placement. -Toned down amount of Archviles present in WAD. -Monster variety, counts, and placement in the levels. -Managed to squeeze some Mancubus into the maps this time around, as well ;) -Plasma Rifle is now accessible before the final stage. -Chainsaw has been placed in one of the stages for players to find. -Changed some door textures. -Added detail to some sparce looking areas. Difficulties: -Painless: Now completely vanilla "I'm too young to die." Original iteration was excessive. Level 1: -Removed Red Key and Red Key Lock from Level 1. -Beefed up Secret's reward. Level 3: -New Music Track for Level! -Maze area has been given more detail and better navigation. (Note: Lava floors are intended not to hurt player, but are merely decorative elements for the area.) -Fixed a rare teleporter glitch I stumbled upon. Level 4: -Made level design less labryinthine, more freeform and open. Hope you enjoy the results :D That's all for this WAD. I'm moving on to greener pastures with my next WAD, (one of the reasons this update took some time to get finished). Unless there are some glitches, I'm not going to be updating this WAD further. I hope you enjoy the final product and thanks for your feedback :)
  13. DarKHunTeR

    My First Doom 2 Mini-Episode! (Finalized)

    Status Update: Version 2.0 is currently in the works! A more specific set of changes will be listed when 2.0 is released! I'm taking my time with this newer version so I appreciate your patience.
  14. DarKHunTeR

    My First Doom 2 Mini-Episode! (Finalized)

    Thanks so much for playing my WAD! Your feedback is awesome and I'm excited to implement it soon! I hope to hear from you again in the future :)
  15. DarKHunTeR

    My First Doom 2 Mini-Episode! (Finalized)

    @SkillZilla No need to apologize, this is excellent! Very well thought out and extremely useful feedback and very detailed! I really appreciate the bullet lists and will definitely take this into consideration! Funny enough, my play tester (my younger brother, an avid Doom player) also said there might be a few too many archies near the end, though he didn't think it was game breaking. I was also curious what people would say about the labryinth areas. I tried not to make them too hard, though I had a feeling level 3's "brown" maze might be a little difficult. I definitely want to revisit that area. It's supposed to be the engine room of the space ship and I wanted to possibly incorporate some lava and landmarks to make it a little easier to navigate and give it some much needed detail. As far as level 4 is concerned, I should probably add some more stuff to that maze as well or open the level up a bit more. Definitely, something to take into consideration. As for the "spongy" bosses, I balanced there health around the super shotgun so you couldn't just blast your way through them, you would need to utilize other weps in the arsenal. I LOVE the SSG, but incorporating it without making the game a cakewalk is a balancing act. I'm glad you enjoyed the concept for my story and read through the readme! Again, this is some great feedback and I appreciate the fact that even though you weren't sold on the WAD, you gave it a fair chance and left a critical, but polite review! Thank you very much :)
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