Noiser Posted October 23, 2023 This is a very cool mod! I'm glad you are working on it 1 Quote Share this post Link to post
No-Man Baugh Posted October 23, 2023 Congrats on getting this wad featured in a Doom megawad showcase vid 1 Quote Share this post Link to post
WorldMachine Posted October 25, 2023 On 10/23/2023 at 4:29 PM, No-Man Baugh said: Congrats on getting this wad featured in a Doom megawad showcase vid my life is complete 1 Quote Share this post Link to post
WorldMachine Posted October 25, 2023 Finally, a new update is out! Been a while but, I'm happy with how it turned out! Hope you do too! 0 Quote Share this post Link to post
Fuser Marucs Posted October 31, 2023 (edited) Cool! Played it for a bit and really enjoyed it thank you. found the chaingun a bit overpowering though - little need to use anything else once you get that! Edited January 5 by Fuser Marucs 1 Quote Share this post Link to post
AnthemofGrimm Posted January 2 Tried to play Eviternity, but it keeps changing the rifle back to the pistol when I fire. 0 Quote Share this post Link to post
97th Century Fox Posted January 6 On 1/2/2024 at 7:16 PM, AnthemofGrimm said: Tried to play Eviternity, but it keeps changing the rifle back to the pistol when I fire. Running two wad files that change the weapons/enemies using Dehacked will cause silly stuff to happen, better not do that 0 Quote Share this post Link to post
AnthemofGrimm Posted January 7 It's a bummer because Brutal Doom and Project Brutality both do not have this issue. If I knew more about modding, id fix it myself. 0 Quote Share this post Link to post
97th Century Fox Posted January 8 19 hours ago, AnthemofGrimm said: It's a bummer because Brutal Doom and Project Brutality both do not have this issue. If I knew more about modding, id fix it myself. They don't have the issue because they're pk3 files, which typically don't directly conflict with a wad. The caveat is that they only work in sourceports in the ZDoom family. This mod is a wad file, which makes it compatible with a far wider array of source ports. The only way to make it compatible with Eviternity and other mods that have their own modifications to vanilla gameplay is to modify this mod's color palette and dehacked file. Not worth the effort imo, you'd be better off running this mod with a wad that has the defaul palette and gameplay. I would recommend Boomer: Beyond Vanilla. It's a great wad and I ran this mod with it without issues. 0 Quote Share this post Link to post
WorldMachine Posted January 24 On 1/8/2024 at 5:49 AM, 97th Century Fox said: They don't have the issue because they're pk3 files, which typically don't directly conflict with a wad. The caveat is that they only work in sourceports in the ZDoom family. This mod is a wad file, which makes it compatible with a far wider array of source ports. The only way to make it compatible with Eviternity and other mods that have their own modifications to vanilla gameplay is to modify this mod's color palette and dehacked file. Not worth the effort imo, you'd be better off running this mod with a wad that has the defaul palette and gameplay. I would recommend Boomer: Beyond Vanilla. It's a great wad and I ran this mod with it without issues. Y'Know, Eviternity support doesn't sound bad, but I have never played it, so, maybe in a future update! I'm always up for compatibility! 0 Quote Share this post Link to post
97th Century Fox Posted January 24 2 hours ago, WorldMachine said: Y'Know, Eviternity support doesn't sound bad, but I have never played it, so, maybe in a future update! I'm always up for compatibility! Eviternity's color palette isn't much trouble, only changes the blues and the bright green band. I think the main challenge would be reanimating the rifle to fit the faster fire rate of Eviternity's pistol. Eviternity also replaces a couple of the monsters with custom variants so that is also something to work around. Eviternity is a really cool wad, I definitely recommend it! 0 Quote Share this post Link to post
WorldMachine Posted January 24 55 minutes ago, 97th Century Fox said: Eviternity's color palette isn't much trouble, only changes the blues and the bright green band. I think the main challenge would be reanimating the rifle to fit the faster fire rate of Eviternity's pistol. Eviternity also replaces a couple of the monsters with custom variants so that is also something to work around. Eviternity is a really cool wad, I definitely recommend it! Got it, Thanks! I'll check it out after I'm done with B:BV 🙂 1 Quote Share this post Link to post
NecrumWarrior Posted February 4 (edited) I love the player face. So good! Reminds me of a better version of what Quake has. Edited February 4 by NecrumWarrior 1 Quote Share this post Link to post
WorldMachine Posted February 11 (edited) Haven't updated in a long time but... BLAMMO! I think it's damn near perfect, but if yall have some feedback, I would very much appreciate it! I'll try to keep ya'll updated as I near completion of the update, hoping for a title of 2.0! Edited February 11 by WorldMachine 0 Quote Share this post Link to post
Sonic 3 & Knuckles Chaotix Posted February 11 It doesn't work on WiiDoom :( 0 Quote Share this post Link to post
WorldMachine Posted February 11 47 minutes ago, Sonic 3 & Knuckles Chaotix said: It doesn't work on WiiDoom :( Excuse me "WiiDOOM"? You mean this thing? 0 Quote Share this post Link to post
Sonic 3 & Knuckles Chaotix Posted February 12 On 2/11/2024 at 2:58 PM, WorldMachine said: Excuse me "WiiDOOM"? You mean this thing? Yes. 0 Quote Share this post Link to post
97th Century Fox Posted March 2 Revisited this mod when I decided to pair it up with Machete. Definitely glad this mod exists, it fills a niche that I'd definitely like to see more of. I've fallen in love with vanilla Doom gameplay, but the guns definitely get boring to look at after a while, so this kinda mod feels refreshing! I did modify it slightly, which gave me an idea I'd like to suggest. The slot 4 smg looks neat, but it's sadly out of place, getting dropped by chaingunners. I swapped it out for the chaingun you used in Vanilla+ (took the time to swap out the gloves on it too) and it fits pretty nicely. Whatever you do, I'm looking forward to the new version, the new shotgun sprite looks neat! 1 Quote Share this post Link to post
WorldMachine Posted March 7 On 3/2/2024 at 2:37 PM, 97th Century Fox said: Revisited this mod when I decided to pair it up with Machete. Definitely glad this mod exists, it fills a niche that I'd definitely like to see more of. I've fallen in love with vanilla Doom gameplay, but the guns definitely get boring to look at after a while, so this kinda mod feels refreshing! I did modify it slightly, which gave me an idea I'd like to suggest. The slot 4 smg looks neat, but it's sadly out of place, getting dropped by chaingunners. I swapped it out for the chaingun you used in Vanilla+ (took the time to swap out the gloves on it too) and it fits pretty nicely. Whatever you do, I'm looking forward to the new version, the new shotgun sprite looks neat! Thanks! Version 3 will add back the chaingun when using it in conjunction with the .deh file, but with a much better sprite than the one used in Vanilla+! Speaking of the new version btw, I've been working on it off and on, time to time, but the mod is shaping up to be very nice and I'm really only polishing it up until I'm happy with the state it's in! So in the great words of id Software themselves: "It'll be done when it's done." 2 Quote Share this post Link to post
WorldMachine Posted March 12 Just gonna add this and not say a thing- 4 Quote Share this post Link to post
97th Century Fox Posted March 15 5 hours ago, WorldMachine said: How we lookin' bois? Love the new textures! 1 Quote Share this post Link to post
devlman127 Posted March 19 (edited) Pretty weird that the medkits have been changed to green crosses in this mod, i made sure i wasnt running with bethesda's doom so that is a choice Hope widescreen support for the hud is added next update Edited March 19 by devlman127 1 Quote Share this post Link to post
WorldMachine Posted March 22 (edited) On 3/19/2024 at 10:03 AM, devlman127 said: Pretty weird that the medkits have been changed to green crosses in this mod, i made sure i wasnt running with bethesda's doom so that is a choice Hope widescreen support for the hud is added next update Oh it is, widescreen is basically done lol. Heck it's been done, just I forgot to add it in the current version and realized way later, so it was already too late :/ Maybe I'll release widescreen before the update? How do y'all feel? Edited March 22 by WorldMachine 1 Quote Share this post Link to post
97th Century Fox Posted March 23 8 hours ago, WorldMachine said: Oh it is, widescreen is basically done lol. Heck it's been done, just I forgot to add it in the current version and realized way later, so it was already too late :/ Maybe I'll release widescreen before the update? How do y'all feel? I don't mind waiting for the update 1 Quote Share this post Link to post
devlman127 Posted April 3 (edited) Would be nice, better for my current playthrough than changing versions but it's not that big of a deal Edited April 3 by devlman127 0 Quote Share this post Link to post
dmh094 Posted June 7 Tried this one out the other day. Pretty damn good mod. The only thing I’d change would be the imps, but I spose if your going for box art look 😂 yeah, really enjoyable. Might make a map set for it if I get the time :) thanks for making this 😁 2 Quote Share this post Link to post
WorldMachine Posted June 17 On 6/7/2024 at 3:36 AM, dmh094 said: Tried this one out the other day. Pretty damn good mod. The only thing I’d change would be the imps, but I spose if your going for box art look 😂 yeah, really enjoyable. Might make a map set for it if I get the time :) thanks for making this 😁 Thank you! I think this atleast deserves a few dedicated maps to show off all the changes in greater detail, but still, glad you enjoyed it! On 5/30/2024 at 7:59 PM, DOOMMALE said: any updates? Both yes, and no to an extent... I've been working on the mod very on and off for the past couple of months because of general burn out. I do come back to DOOM to play for an hour or two, but then when I think that the update is done, I get anxious that it won't be good enough and keep doing anything and everything I can to put it up to this high standard I put to it... It's gotten to the point to where the mod is no longer Vanilla-compatible (Being Limit-Removing now.), and I feel like the mod is starting to veer off into a the direction I aimed not to go with it... Ultimately, I think the mod is looking great regardless... but I just wanted to inform you all of what's been going on for the past month or so and why I haven't been updating you all with progress. Just know when the update releases, it'll be good... (hopefully...) 2 Quote Share this post Link to post
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