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Mad Dal 85

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About Mad Dal 85

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  1. Thank you. Quick question: Do you know what is the point of this place in Afterglow?
  2. I'll wait until someone does a video for the launcher. i can't find what anyone is saying. it will be easier for me then. i have trouble understanding things in writing.
  3. No one at Sommerville Station can be killed
  4. I'm wondering if the woman in the red dress is Walker hallucinating his dead wife. You hear a woman's voice here and there, and when Walker is talking to Violet and Porcelain (the waitress) in Michonne something weird happens and the pictures go grey. Again, probably Walker's dead wife. Jimmy in Junction also says about Walker's dead wife and you can pick an option that says "Shut the f**k up or I'm putting a bullet in your head!"
  5. Grenade Launcher is available in the cheats, but not anywhere to be found in the episode itself.
  6. Map08 of Hard Reset has 4 secrets, but only 3 can found. To get the fourth secret you have to noclip through the wall as the hidden door to the fourth secret is NOT tagged. I checked it on Ultimate Doom Builder just to be sure. So on Map08, you can get only 75% of the secrets as they forget to tag the door to the last secret of that map.
  7. Ashes Hard Reset is a good episode, but in my opinion Ashes Afterglow is still by far the best episode in the entire series. Edit: Having played this a second time to really take it all in properly, I have come realise that this episode is not as good as I originally commented. The first map makes it feel more a Doom version of the TV show The Walking Dead instead of an Ashes episode as this starts in a high school full of zombies at night time whilst looking for chemicals without any reason or explanation for it just begs the question: why? Then after a few maps, the main story gets going and it's like an Ashes version of the film Suicide Squad. You are hired to guide some Army soldiers to the Spire Tower in the city of Atlanta so they can shut down Athena for good, but get this, you're doing all the work while the Army guys who have more powerful weapons just stand there and watch without doing a thing to help! Actually, they only help in one bit in one map. The only good points this episode has is that it does answer a few unexplained things in the previous two episodes as this is set 3 years before the events of 2063 and Afterglow but in all, this isn't all that great to be honest. Also the Apocalypse difficulty doesn't have enough ammo in the levels if you're going for 100% kills and secrets.
  8. Not bad for a first map. Being honest, it's a bit on the bland side, a lot of it looked the same. Maybe add some computer textures and some other decorations. Secrets were easy to find. Maybe check out some maps that other people have made or take a look in 'What wads are you working on? Let me see your work' thread on this site to get some ideas. But this was fun to play, nice and short but very little going on in it.
  9. This is a single Doom II map wad using vanilla textures and monsters. Made using UBD (Ultimate Doom Builder) and tested on GZDoom. Made for GZDoom (v4 or higher) DoomII.IWAD needed Free-look is recommended but not necessary. Jumping and crouching allowed but not needed. One map (map01) It is quite challenging in terms of difficulty but not impossible to beat. Readme.txt file included. Download link: https://www.dropbox.com/scl/fi/a25iigmnxw40dv4et1oxu/HellsArchies.zip?rlkey=y97vtocwpbwzn4w1zba57svm7&st=4cijppsj&dl=0 Enjoy! * Admins, if i have missed anything out info wise, please let me know so I can add it on here. thanks
  10. I do not know much about ZScript myself so I can't help. I never studied computer science like a lot of modders on here have done.
  11. I'm having the same trouble mate. I was really hoping to use this item in my mod too.
  12. Flak Cannon in my mod is causing this error. Script error, "RPGMod.pk3:actors/weapons/explosives/flakcannon.txt" line 5: '@property@weapon.kickback' is an unknown actor property FlakCannon script in my mod. ACTOR FlakCannon : FlakCannonBase { Game Doom Radius 20 Weapon.Kickback 50 Weapon.SelectionOrder 400 Weapon.AmmoGive 5 Weapon.AmmoType "FlakAmmo" Weapon.AmmoUse 1 Weapon.KickBack 5 +WEAPON.NOAUTOFIRE +FORCEXYBILLBOARD And it is on it's own. ACTOR FlakCannon : FlakCannonBase { Game Doom Radius 20 Weapon.Kickback 50 Weapon.SelectionOrder 400 Weapon.AmmoGive 5 Weapon.AmmoType "FlakAmmo" Weapon.AmmoUse 1 Weapon.KickBack 5 +WEAPON.NOAUTOFIRE +FORCEXYBILLBOARD Inventory.PickupMessage "You found a flak cannon!" Obituary "%k caught %o in a flak attack" Inventory.PickupSound "Weapon/FLAKPKUP" Exactly the same as i do not change scripts in my mods unless i have to because it's conflicting with something else. So why all of a sudden is GZDoom detecting kickback errors in my mod for flak cannon but not when the flak cannon is on it's own? It should be working fine when the scripts are the same.
  13. The outside of the building is looking better now. Still a WIP but it's getting there.
  14. New map in the works. Hell themed. There are plenty of surprises (and annoyances) in this map. This is just a single map, it's not part of a wad or anything.
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