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About Grey_Wolf
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Live Through DOOM - Survival Gameplay Mod
Grey_Wolf replied to Grey_Wolf's topic in Mods & Resources
After a long break, the mod has progressed in its development! Here's what's new: https://www.moddb.com/mods/litdoom-survival-gameplay/news/crafting-update1 -
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Can I see the actor's definition in decorate?
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You could make it inherit from "custominventory" then add the +INVBAR flag. All you need to do then is set how many the player can carry of them and make it give health on use
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Live Through DOOM - Survival Gameplay Mod
Grey_Wolf replied to Grey_Wolf's topic in Mods & Resources
Yet another version came out, here's the link to the article in case anyone's interested: https://www.moddb.com/mods/litdoom-survival-gameplay/news/survivalaesthetic-update-vol2 -
Live Through DOOM - Survival Gameplay Mod
Grey_Wolf replied to Grey_Wolf's topic in Mods & Resources
@Steve88 OH! That would be such an honour! Looking forward to it! @fraggle Well mostly the fact that in a survival horrors you are often slow, weak and not very trained for battle. I wanted to keep Doomguy's offensive capabilites, but trying to make the player more cautious with how he decides to use them. All this while keeping the game not too much frustrating (unless you choose certain difficulty levels or play an overcrowded/unfair custom map pack). Of course it's not perfect yet, but I'm doing my best to balance things out. By the way, a new version is out! https://www.moddb.com/mods/litdoom-survival-gameplay/news/survivalaesthetic-update -
Live Through DOOM - Survival Gameplay Mod
Grey_Wolf replied to Grey_Wolf's topic in Mods & Resources
The reason I made the difficulty settings so customizable is exactly to adapt the mod to many different map pack styles, although it'll be never a good fit for slaughtermaps. A custom horror-themed map pack made specifically for the mod would be a dream come true, but I'm not a mapper, and even if I started learning how to create maps, it would take me too much time from the actual mod development. -
Hello there! I'm working on a mod that aims to merge Brutal Doom's graphic violence and modern gameplay to survival horror elements such as ammo and light sources management, bleeding wounds, highly customizable difficulty levels and many new items and features that should make the game more immersive and atmospheric, but without completely stripping the "good old DOOM" of its arcade-ish nature and original feel. If you're curious, even just a little, check it on modDB: https://www.moddb.com/mods/litdoom-survival-gameplay And reach us on our discord channel: https://discord.gg/sAE7jDT --- INTRODUCTION: Ah, the good old Doom, those were the days. Played it since I was I child. But what changed from back then? Graphics in gaming became more beautiful, year after year, and the gameplay evolved. Replaying doom felt nostalgic, but not as creepy and hard as the first time, when I couldn't aim and ended up wasting a lot of ammo for no reason. It was still a lot of fun but something was missing... the survival horror atmosphere, the sense of costant danger... gone. Is anyone with me here? Ah, those were the days... but modern gaming brought some nice things too. Just think of Brutal Doom, the mod from Sergeant_Mark_IV. Adds so many good gameplay mechanics and eyecandy... So what to do? What to do? LIVE THROUGH DOOM (or LitDOOM) It's a STAND ALONE mod that merges Brutal Doom's modern gameplay with many new features that will make it closer to a survival horror game and give a sense of novelty and replayability to the good old games AND custom maps! "You'll be scavenging maps for equipment, slowly bleed to death with an open wound looking desperately for some bandages, and facing tough demons that can tear your body to shreds in mere seconds. Your flashlight battery can die out just when you hear a weird noise inside a completely dark room." You are not walking in the park, Hell is not your playground anymore. You are Living Through Doom.
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Something like that. I like SOME features from BD, but I also find it to be too arcade-y. This mod aims to make it more immersive and atmospheric.
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I'm working on a survival gameplay mod for vanilla doom and custom maps (I'll make a dedicated post about it when I release the next version) and I need help with some sprites for the crafting system (and also other stuff if you are interested in the project). Is anyone willing to help? This is the mod's link, if you want to check it out: https://www.moddb.com/mods/litdoom-survival-gameplay
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Little thing I did for my mod https://www.moddb.com/mods/litdoom-survival-gameplay
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What conditions do you need the weapon to be taken away? Always?
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Solved. Thread can be closed
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Hello there! After almost one year of inactivity, I decided to continue a mod that I started some time ago, based on Brutal Doom. Since a new version of Brutal Doom came ot in may, I had to convert my old mod and rebuild it on top of the last version of BD. Most features seems to be untouched and working as intended but something's seems off with many actors, mostly ammo and weapon pickups, and other items that are supposed to stay on the floor until picked up. Just an exclamation mark is appearing in game, with warnings in the console telling stuff like "Shells at X position has no frames" and so on. The weird thing is that if I use the console to summon said item, it appears normally without any problem (since all the required sprites are in place), so I'm a little confused here.
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Hm, this method will also force me to discard the graphic wound overlay, the dripping blood effect and the fact that bleeding ingores armor. Maybe I'll just tweak the damage values of the different wound levels, so it's still relevant at lower skill levels, but not extremely punishing on higher skill levels. Thanks for your help anyway.
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This didn't work. Actually the activator is a projectile, but yes, it gives the player an item that automatically calls the script, so the players becomes the activator at that point. How can I make the projectile directly call the script pointing at the player?