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I know that it's a bit late, but could you please put these frames in proper order or even give us a wad with already separated sprites? This "secret service rifleman (and pistolman) looks good. And I would like to use them for my mod (with proper credits ofc).
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This is gooood. He looks so evil as he should be. Good job here.) I will wait for full spritesheet now.
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Post your Doom video! [but don't quote video]
Nomakh replied to DuckReconMajor's topic in Doom General
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Streaming A Doom Odyssey 2022 soon. Episode 3 with Complex doom
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Trailer: DOWNLOAD LINK https://allfearthesentinel.com/zandronum/download.php?file=hfe_v1.1.pk3 https://euroboros.net/zandronum/download.php?file=hfe_v1.1.pk3 Trailer version 1.1 There are a lot of Doom mods that replace monsters - "clean" monsterpacks and combined mods as well. (like complex doom, pandemonia etc) But also there is lack of monsterpacks with human enemies. Most of them are just funny controversal ones with almost vanilla gameplay or a bunch of hitscan enemies where is the only working strategy for player - look out from the corner three hundred times. As for monsters' behaviour - they are just zombies with washed faces and clean clothes. I wanted to make something unusual and interesting there so let me present you - Hell from Earth (HFE) - monsterpack compatible with almost every weapon mod (and some gameplay ones too - watch the trailer for more information). You will encounter there with different "cream of society" - from street gangs and drunken wretches to corrupted military organisations and abstract futuristic baddies. Now let us talk about some mod's features: 1. All atacks are projectiles. No more annoying hitscan! Run, jump, roll, fly, swinging legs left and right - with enough skill and a bit of luck you'll capable to dodge any incoming attacks. 2. Most of the enemies have different attack, but usually not with different projectiles, but different patterns,depending on the different factors or choosing randomly. 3. Also there are changes in enemies' behaviour. Knowing that "realistic" gameplay against humans will be almost all camping with rare corner-picks and "fire in the hole" from time to time, I'm trying to make something special. Make something balanced between realism and player's behaviour in deathmatches, but not like famous complex addons with "legendaries" strafing at the speed of light. Did I make it? This will be your decide, dear players. And because your enemies aren't some demons now, these baddies will try to damage you morally at first, so watch your ears!:) Despite this is already version 1.0 - there will be a lot of updates cause there are still a lot of unreleased features that still exists only in design documents) Recommended weapon mods: High Noon Drifter Guncaster PainSlayer Protocol Disposable Hard boiled Spetznaz Doom Roguelike Arsenal The False Angel MeatGrinder Kriegsland Weapons Samsara & Samsara Extra classes I hope that screenshots aren't necessary because there is entire video showcase, right?
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Thanks a lot for feedback) As for ammo - if player isn't using autoaim - tiny cacos maybe hard to hit (especially depends on weapon pack or if you are playing online). Cacoknight has the same amount of health like hellknight, but yeah, sometimes I feel him a bit underpowered, so maybe I'll buff him with some interesting attacks)
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Hotfix incoming! and Krooglyi 2.1 is out.
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And here we go with a global update! Visual update. Krooglyi 2.0 is here! Updated design, new gameplay features, new trick from our spherical friends...)
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Well, here we go! Krooglyi-v1.1 is out now! Most of changelog can be a spoiler for gameplay and unique experience, but most important thing is optimizing stuff and fixing a lotta bugs. Don't be shy to leave a feedback and\or bug reports if you'll find them.
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Cacodemon. Tomato, Strawberry, Kekos... In my opinion this is the most charismatic monster from all original doom bestiary. He is always smiling, even when catching rocket with his... face? In game he can be very tricky just because of his flying ability. So i decided to make mod where all monsters are replaced by their "caco-analogs", with abilities that somehow can describe their originals. And sometimes there is something that compensates original monsters weakness. They all have the same health and painchance as original monsters, just for balance and mod flexibility - i'll talk about it later. The mod's name means "Round", "Spherical" in Russian language) For example: Zombieman has low health and low damage. What can compensate this? Speed or size. First concept of this mod: All monsters look like the same. Really? No more! Krooglyi 2.0 is a total rework of questionable concept. Now each "Krooglyi" has unique design, almost each projectiles have unique design and sounds. The second concept is: Expect the unexpectable! All monsters have multiple attacks, everytime you can encounter new enemy's ability. Also there are already few surprises, from funny to a little annoying ones. But there will be more, cause this is just a WIP. The third concept is: Active gameplay. No hitscans! Except the player's weapons and only one monster's attack. You should run around, dodge, jump, crouch - and you can escape from every enemy attack if you will be tricky enough. The fourth concept is: Flexibility. You can combine this mod with any weapon pack or even some gameplay mods - it has been tested with "Highway to Hell", "High Noon Drifter", "Demon Hearts - Baron" and "Ultra-Crispy". As for ports: It is intending for Zandronum, but also was tested with Gzdoom 3.8., Gzdoom 4.5.0. Download link: https://allfearthesentinel.net/zandronum/download.php?file=krooglyi-v2.2.pk3 Mod trailer: Here's some screenshots. But they aren't too informative, better play this mod and try it for yourself) Or watch the trailer.) Screenshots: Trailer: