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Found 6 results

  1. 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)
  2. 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
  3. 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.
  4. 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
  5. I'm thinking that a map of mine could include some civilians, both lab and regular clothing, that basically add to the immersion of the map and give the player an optional objective to try to save as many as he can from hell spawn while going through. Is there a collection like that anywhere?
  6. I remember in the earlier Dooming days it was pretty popular to have mobs of monsters in your levels (Hell Revealed, etc.). But now it seems the trend tends to be fewer enemies placed in strategic locations, tight spaces and tight ammo, a lot of focus on detail. The result have been some fantasic looking levels. I was just wondering what everybody's take on this is. I often read of a level having 'hell revealed' style mobs in it, and that this is typically viewed as a 'downside' and that the 'hell revealed' fans will appreciate it. Personally, I like some good mass monster battles. Pearson's OGRE Labs level for example had some immensely epic battles and did not leave you in cramped quarters but encouraged you to pop out the plasma rifle or rocket launcher. Just wondering what everybody else's take on this is.
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