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About 6DB

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    Green Marine

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  1. I use Reshade to add a CRT filter amount other filters I use.
  2. Sorry for the bump, just a small update. QuickCharge updated to version 1.4 26/2/2020 v1.4 Pistol fixed AGAIN. Berserk SFX made translucent. Berserk fist SFX size reduced. Plasma rifle light when firing toned down a bit. Minigun sprites cleaned up and animation given some attention. Moved QuickCharge settings to the options menu so the main menu doesn't overshoot with some Wads - noticed this with Running Late 2 and it bothered me hehe. Chainsaw given some "Shake".
  3. 6DB

    SPAWN Redux released!

    Gave this a quick go and it seems really cool, don't have time to play more right now though. It's a looker, reflective surfaces and detailed enviroments. Make sure you go to control options as there is a bunch of stuff to bind. Certainly seems like a lot of work went into this Wad, I'll play some more later.
  4. I'm not familiar with Delta touch but I see that it suppports GZDoom. Are you using GZDoom with Delta touch? I've only tested the mod with GZDoom.
  5. Very good from what I just played of the first map. This is designed for continuous play?
  6. QuickCharge updated to v1.3 Added options for Weapon dynamic lights(default on) and Old style lights(default off) in the mod menu. Fine tuned some of the GL lights. Pistol should no longer quickly fire two shots if holding fire after reloading. No more updates for a while I think, I'm happy with the mod for now.
  7. Finished UV, constantly run out of ammo, think I was a bit poor with my shots and exploiting explosive barrels so ammo is probably fine tbh. Died a few times, I suck, normally play on HMP. Noticed you can run past the last enemies and end the level by hitting the switch to end the level, don't know if intentional or not. Tis a good map.
  8. Hello, I gave your map a go on HMP. It seemed to be well balanced, I like that you have to make quick runs across the lava. Only one problem I came across, you have a medkit in front of a switch, I had to squeeze round the med kit to hit the switch as I didn't want to waste the medkit. The design of the map felt quite open but not too confusing which is good. The music was excellent. I'll give it another go on UV.
  9. Let there be light! I have updated QuickCharge to version 1.2 All weapons and projectile impacts now have GL lights. Appropriate items now have GL lights(most of these are contained in the Quick_Charge_Items.pk3) Damage amount when quickly firing the pistol has been fixed to what it should have been. Deleted a bunch of unnecessary stuff. I will update the lighs further in a future update I think as they need some fine tuning but for now they are solid enough from what I've experienced from a megawad I'm currently playing. Screenshots Thanks! This means a lot to me. This mod wouldn't exist without SuperCharge.
  10. Have you thought about adding PSX lighting* to this map, it can really add a whole new level of atmosphere to a map and give it a moody feel beyond what is already a great looking map. *Check out the Threshold of Pain and Fall of TRITON remake wads, both have PSX lighting.
  11. Thanks. I will look into GL lights at some point then, just need a break for now. Edit: Didn't want to bump the thread for a very minor update but I have added some GL lights, I will add more in the very near future.
  12. If I knew how to do that then there would be GL lights but seeing as I've only been using Slade for a month I wanted to keep things simple, you dig?
  13. Introducing QuickCharge, a weapons mod built upon a version of the SuperCharge mod by @Tango, specifically v1.3 (no monsters b). Welcome, what we have here is a simple set of weapons, nothing outrageous, there is no alt fire and only two weapons need reloading. The mod doesn't interfere with monsters or anything just the player weapons. Big thanks to Tango for making the awesome SuperCharge mod and the Doom community for the countless hours of enjoyment I have extracted from all the Wads and Mods, I hope you like the mod it took much longer to make than I expected! -----/////DOWNLOAD V1.4 HERE/////----- Fixed a small issue with V1.4 28/02/2020 FEATURES: A classic family of weapons customised for more immediate demon slaying. Weapons balanced close to vanilla as possible but this is not meant to be 1:1 with vanilla, you will be a bit more powerful(I suck at Doom so I'm ok with this). RNG for weapons is back( I do like a bit of randomness). Dynamic lights for every weapon and item where apllicable. Weapon switching is almost instant, I added just a slight delay to it. Updated the weapon and flare sprites a lot, mostly subtle changes though. New or remastered sounds. Three abilities! Kick, Dash and Taunt that spice things up (you don't have to use them but they are damn fun). Player hitscan weapons fire tracers - this was included in the SuperCharge mod but not used for some reason, I just reinstated it and tweaked it a bit. Use of the word remastered a lot, really in most cases I just took the original sprite/sound and overlayed some extra stuff to it. Tonnes of other stuff changed or added/removed that I can't remember. CHANGE LOG: SCREENSHOTS(need to update these): REQUIREMENTS: I have tested the mod with GZDoom v4.3.3 and v4.3.1, I have no idea if it will work with other source ports, GZDoom is all I use. THE WEAPONS: ABILITIES SHIZ: BONUS SHIZ: YOU MIGHT ALSO LIKE: CREDITS:
  14. 6DB

    Your wads, hand em over.

    I loved Ray Mohawk's Manic Monday, I hadn't thought to check out what other stuff you have made, a lot it seems. Just gave Doomed in space a blast and I do enjoy the light hearted flavour of your work, most excellent, I will play some more of that later and check out the rest.