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Mob of the Hellspawn - a 6 WAD mapset (WIP)
neonannihilator2 posted a topic in WAD Releases & Development
Sup. Im here to talk to you all about Mob of the Hellspawn, my first major mapset. currently in its very early state there is a planed 5 maps and 1 secret map Map Format: Boom Ports Tested: GZDoom IWAD:Doom 2 Maps: (MAP01-5 Music: Stock Gameplay:Single player Difficulty Settings:No Multiplayer Placement:No) Build Time: about 2 hours rn Textures: Stock Requirements: jumping in free look basically anything that is nice is fine (ty to Jimmy for this template ) Lore? you are being imprisoned on Brimstone island (formerly known as alcatraz), and even though you're missing a couple toes you're still determined to escape. after a few months of plotting you finally are able to get a gun and key off a zombieman. and late one night ( or day, you can't really tell anymore.) you unlock cell and attempt to escape. MAPLIST: MAP01-Hardtime MAP02-Cell block H MAP03-Dining hall MAP04-Alcatraz Apocalypse MAP05- Warden's House MAP06-??? (bonus) -
I'm working slowly on a Necromancer based mod, and one of my weapons is a mangled mess of code that features an alt fire grenade that summons a Modified Lost soul as a place holder after it explodes (Two if the grenade missed completely) The problem is that the little summoned monster is never targeted by the enemies until after they are struck. Is there an easier way to increase the aggro the minions may have, or recode the enemies to constantly be seeking a new valid target? My best effort so far has been to recode the enemies to constantly go back to the spawn state so that they can reacquire a target, which doesn't seem to work.
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i made a wad that has a bunch of mob spawners
monkeymancrazy posted a topic in WAD Releases & Development
heres the download https://wadhosting.com/Wad/4880B6C7EF09CFD3CFD73E2CA685E43A93E5BD72 its a thing where you test your skills with a bunch of icon of sin mob spawners. to get there go into console and type in "idclev 30" and it should take you there Name: Test your skills (test.wad) IWAD: Doom 2 Compatibility: Vanilla Ports Tested: Gzdoom (I'm too lazy to try different ports) Map slots: Map30 Music: Mark Klem, David Shaw, Jeremy Doyle, Tom Mustaine, Charles Li Gameplay: single-player Difficulty Settings: Yes Build Time: 1 day Requirements: no jumping/crouching -
https://www.doomworld.com/search/?q=mob Have a gander at the above search query. Half the uses of 'mob' are to mean 'monster', with one example so unequivocally, incontrovertibly so: URROVA replied to rd.'s topic in Doom General I first noticed this use of 'mob' to mean 'monster' over on Angband. And I finally decided to make a thread about it. Then I was curious if it was being used elsewhere: and lo and behold, Doomers are using 'mob' to mean monster as well! How long has this devilry been going on for?? @Gez
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C-Mob — Choice
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Custom Mob from Skulltag
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I always thought that "mob" in this context means a big group of monsters out to take you, like an angry mob. Also the mob is generally used villainously (think of organized crime). I never saw mob used with this meaning.
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The Broodal Dewm mob has arrived. Lock your doors.
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MIA - Mango Pickle-Down River (with Wilhenny Mob)
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C-Mob feat. Twisted Insane & C. Ray — Dead wrong
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If we consider that "mob" is originally short for "mobile" in the sense that it's an actor that moves around, then Romero's head, being immobile, cannot be a mob. But since the term mob has long been generalized to apply to any sort of enemy NPC, then it still fits despite that (plus, you can make it move with dehacked anyway). Mobj is a more technical and Doom-specific term, so it's more obscure, while mob is part of the general video game lingo.
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That is how I discovered the term. "Mob(s)" in that context is a very common word in hack'n'slash games (Diablo 2, Torchlight 2,...). More rarely it can be used as a verb, as in "I keep getting mobbed a lot" or "In Titan Quest, Squall is a good skill to use while mobbing" (=while killing groups of monsters).
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FEEDBACKS REQUIRED / MAP01READY! / HELLCHADS(WIP)
real slush59134 replied to real slush59134's topic in WAD Releases & Development
Teleporters, mob closets and other modified stuffs -
Well... Nothing interesting. E1M1, around 90 mobs killed, Cat I. I thought the Cacos can't fly into the window. I was wrong ._. dvvsgsym.zip
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PezlCraft - [Level 1: In the Forest]
Individualised replied to Pezl's topic in WAD Releases & Development
Early Minecraft had a lot of technical Quake influence (that's why Minecraft also uses terms like "mobs") so it's definitely not a bad idea. -
(Now on idgames!) Afterburn, a boom-compatible 12 map wad!
ScrappyMcDoogerton replied to RockyGaming4725's topic in WAD Releases & Development
Playing through this set was a lot of fun, mobs of demons around every corner! -
Are the Nazis in Wolfenstein the same as the Demons in Doom?
Captain red pants replied to smallchildirl's topic in Everything Else
I don't think so. Even on a flat plain with trash mob tear monsters, blasting through Dooms demons feels different then blasting through Wolfensteins nazis. -
Yeah! And they have to avoid mobs of backseat moderators as enemies.
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In Doom 1, this wasn't a problem, right? Adding wolfenstein mobs to the regular levels a bad idea.
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I still find the arch-vile the most dangerous mob in the game
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Brutal Minecraft or Brutal Terraria?
TheSlipgateStudios replied to DeathWolf1982's topic in Everything Else
Terraria is already brutal as it is, I would vote for Brutal Minecraft, gibbing the Creeper ought to be fun, also the other mobs as well. -
Having not yet crafted a wad myself and also new to the Doom mod scene, it would be unfair of me to be hyper critical. Instead, I'll share what I liked and what I didn't. Liked: Lore (story) Weapons Disliked: No secrets No surprise/trap mobs Non-threatening mobs Final Thoughts: A good Doom map IMO creates focused pressure and forces the player to have to think on their feet! Your map (even on Nightmare) was not challenging. Thanks for the wad!
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[complevel-9/Boom] Irkalla - An 11-map WAD for Doom II (/idgames link active!)
NightFright replied to Phobus's topic in WAD Releases & Development
If you are playing on GZDoom, you can use a mod called 10.5x to reduce mob density without breaking the maps. -
When did 'mob' come to mean 'monster'?
Dreemurr Deceevurr replied to Hellbent's topic in Everything Else
Funnily enough until I read this thread I thought "mob" was a shortening of "monster object". -
Endless Random /idgames WAD Adventures #061
LadyMistDragon replied to ICID's topic in WAD Discussion
Blood 'n' Guts Part 2 (1995) by David M. Davila (Crispy Doom) From the dark days of '95 once again comes this rather formless and uncohesive collection of areas with a vaguely similar theme. Thankfully, it's not just lots of passages twisting around each other in such a fashion that navigation becomes impossible (with one exception near the beginning). There's a central hub that links all the different areas, as it happens, but there's nothing interesting, other than some random damaging rooms, massive mobs of spectres that greet us in pretty much all the darkened mobs, disorganized mobs of other enemies, and gameplay that I'd half-swear Eric Harris took inspiration from with UAC Labs with all the darkened passageways and the ridiculous ammo drought in most locations. That series of caves is the worst thing ever Worst off is getting softlocked in that stupid room with the BFG. 2/10