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JohnnyTheWolf

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A member registered Oct 06, 2020

Recent community posts

Cool, thanks!

If you are looking for more ideas of Nightmare-replacing difficulty settings, you can always try my "Ultra-Nightmare/Maximum Nightmare" concept, which goes as follow:

Ultra-Nightmare:

- increases enemy health by 1.5x

Maximum Nightmare:

- increases enemy health by 1.5x
- increases aggressiveness to 1.0

The new difficulty does not feel quite as silly as Nightmare; vanilla Doom is for the most part already fairly easy and generous in supplies, so the difficulty increase still feels reasonable. Plus, phasing out the Zombieman makes sense, as it solves the inconsistency created by the removal of the Rifle weapon from the beta builds.

Unfortunately, the mod does not work properly with Doom.wad since Doom II monsters are not recognised by it.

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Indeed, I have since found it. If I have one criticism, it is that it is over too soon and both the Rocket Launcher and Plasma Rifle replacements barely get any use - even on Survival! On my end, I plan on tweaking ammo and enemy values to see if I can create more opportunities for those two weapons.

Thanks for making the map! I hope to see a sequel/continuation.

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Played through it in GZDoom; it was fantastic and I encountered no issue whatsoever. I was not able to get all enemies and secrets, however, so I am doing a second run right now

Wow, you are too kind! However, I am not sure if it has something to do with the load order, but I am still getting the reloads...

And to be clear, I am not against the reloads; in fact, I think they look quite badass. I just wish they would happen in a believable manner, not every handful of shots.

Really cool mod, but is there a way to make it so the Pistol and Machine Gun do not reload the moment I let go of the trigger? It looks frankly silly when it keeps happening every shot.

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I am playing this with Unseen Evil and I noticed something odd: if I load Unseen Evil first and your mod second, then the Spectre's  EX sprite will be used as default even if set to 'Off' - which looks rather silly since it is much smaller than the Doom 64 Demon. However, if I load your mod first and Unseen Evil second, then I get the default Doom 64 Spectre. However, if I do the latter, your custom sound sets are replaced by Unseen Evil's Doom 64 ones.

Cool update! But browsing through the DECORATE files, I found out about the Metroid Armour easter egg; does it actually spawn in-game or is it only available through the Summon console command?

The mapset looks promising, but it says it is still in alpha phase and only two of the planned seven maps appear to be playable. 

A truly excellent game! I love how you managed to incorporate gameplay mechanics from the newer Doom games, such as the Glory Kills, to an otherwise gloriously retro-styled first-person shooter with an absolutely adorable colourful and whimsical presentation.

My only gripe is that the Hub system right now feels kind of pointless, since we are not even allowed to revisit completed levels for missed secrets and supplies.

That aside, if the finished product is at least as good as the demo, then you can be sure I will purchase it on release!

About enough to make a Doom II replacement soundtrack. Thanks!

Oh, no pressure. I was just curious. If it is too complicated, then nevermind.

Thanks. How do I do that, exactly? 

And is there a variable I can edit to make the Tokarev use ammo, specifically from the same pool as the AK?

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Anyway of disabling the weapon reload prompt message?

Also, where are you taking the character voice lines from?

Even though I have disabled casings in the mod menu, they still appear when I am standing near a wall, an object or a door frame; they will briefly float in the air before falling to the ground.

I tested it out a bit in MAP30. It works well, but when I fire the Snake Staff, I get a massive performance drop when the snake projectile split into several ones. This is the first time I experience it with one of your mods.

The mod itself is great, but what hurts it is the lack of thematically-appropriate mapsets. For this type of gameplay, you want levels with few but tense monster encounters set in seemingly mundane locations, and that unfortunately disqualifies 99.9% Doom maps out there. :(

Amazing mod! I was already quite impressed by Final Raider Gold and Volatile Material, but this one is next level! I swear, there are just many must-play gameplay mods out there, one lifetime is not going to be enough... XD

It is! It even treats the count items you touch as "discovered" if you are already at max health/armour so you can still get 100% Items without picking them up. At this point, I wish such QoL feature could find its way into commercial games - and not just first-person shooters.

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Ah, gotcha! Thank you.

Just so you know, though, I like to play Doom with the Intelligent Supplies minimod to avoid ammo and health waste. It works great with most gameplay mods, including your previous ones, but since Private Stone makes heavy use of CustomInventory items, it creates some compatibility issues - notably in regard to armours, which retain their vanilla behaviour, and weapons, which can no longer be automatically picked up when IS's "Intelligent Behavior" is turned on and as such I have to manually pick them up TNO-style using the mod's override key. I brought this up to Zhs, the author of the Intelligent Supplies minimod, but he told me that he cannot do anything on his end and the only way to address the compatibility issues would involve totally rewriting your code.

Just so we are clear, I am not asking you to do that at all. 

Using my limited modding skills, I have already figured out some sort of workaround for everything (i.e. I made it so ShotgunGuys and ChaingunGuys drop ammo rather than their weapons) but the armours; I just have to avoid picking up an armor bonus first, because otherwise the armour replacements will simply disappear when picked up.

I just wanted to bring this up to your attention in case this is something you might want to take into consideration in your future projects.

Take care and thanks for the kickass mods!

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Awesome! But what is the purpose of the Wristgame, exactly? I keep hitting the Fire button, but nothing seems to be happening and if I stop, I end up losing armour points.

A very promising, albeit too short demo. I might buy this on release!

This is Metal Gear Solid 1 meets The Marvellous Miss Take! The game plays more like the former than the latter, but rough edges aside, I enjoyed it and I hope to see more of La Sombra - either as a DLC or a sequel - in the future!

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Good remake, but would it be possible for Protoman to hold his shield up when he is holding still, like in Mega Man: Powered Up?

Also, is there a way to change midifiers without having to start a new game? And is there a way to delete a save slot?

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Great game, really well written!

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An unironically sweet little game despite its ironic premise. Spotted a typo in one of Cyberdemon's lines ("Fesitval") and another one in Demon's path ("Phonos lab").

Any chance of porting those maps to regular Doom?

Any chance of a GZDoom update? The build this game is using appears to be quite outdated and lacks many visual and sound options.

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Oh yeah, and just experienced my first crash with your mod: I was playing Dark Tartarus (thanks for the recommendation, by the way!) and after tasing a Lost Soul, I started slashing at it with the Saber and then, the game crashed. I got the following error message in the console:

VM execution aborted: tried to read from address zero.

Called from Actor.CountInv at gzdoom.pk3:zscript/actors/inventory_util.zs

Called from SaberTaser.StateFunction.2 at HighwayAcceleroidBooster.pk3:zactors/weapons/wep0-sword.zsc, line 849

Called from state SaberTaser.2 in SaberTaser

I am playing your mod with GZDoom 4.4.2 and ContraDoom_MonstersOnly.pk3.

They are listed in the video description:

Obstacle Course - Map04
Megaman 8-Bit Deathmatch - GutsDozer
Jumpmaze - map13
RocketJump Xtreme - map06
Jenesis - Map12
BLDSTLP - Map02
Biowar - Map03
Dark Tartarus - Map10
Dark Tartarus - Map20
Lunatic - Map01 (with Rampancy.pk3)
Alienated - Map03
Dark Tartarus - Map13
Equinox - Map09

The only issue I have noticed so far is that I get the following error messages upon launch: "AimingCamera 1: Can't find TID 0" "AimingCamera 10: Can't find TID 0" Thankfully, they do not seem to impact the gameplay.

Out of curiosity, is there a way to disable the main menu music? I have made a special music addon made of Mega Man X midi tracks just for this mod, but I have been unable to override the main menu theme; erasing the ogg file will only give me dead silence and the game will not play my custom D_INTRO!

Finally, have you considered making the mod compatible with Heretic? I reckon it would be fun to fight through those levels with HAB's arsenal.

The music is good, the art is nice and the level architecture is nothing short of spectacular, but the gameplay feels a bit lacking. I am only three levels in, but already I am getting kind of bored: the first two maps were alright, if not way too easy even on Ultra-Violence (too much ammo, powerful powerups being available too early, not enough enemies or challenging fights) and the third map reminds me of Knee-Deep In ZDoom in the sense that I have some trouble figuring out where to go or how to get to certain areas as a result of the level architecture being too detailed and intricate. 

The Injured Portrait hides the level stats in Automap mode.

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Great mod as always, but I wish there was a way to get the items that drop out of map limits or in unreachable places - without cheating, that is.

Ah, and for whatever reason, extra SPAM mines can still be picked up even if you are at maximum capacity. It feels like a bit of a waste...

Finally, I spotted quite a few typos in LANGUAGE.txt. If you want me to, I can proofread it for you!

That was quick! And it does seem to work, at least with Netronian Chaos... although I have to launch GZDoom without it first so I can adjust the setting, as it does not appear while Netronian Chaos is running. I guess it is not your fault that the mod's options override yours.

What I do not understand with the reset inventory is that it makes most secrets pointless, since they do not carry over to the next level. This is not your fault either, just something that strikes me as odd with the Master Levels' original structure.

In any case, thanks for the update and for the compilation! :D

Playing this with Captain J's excellent Netronian Chaos gameplay mod causes my arsenal to get reset at the beginning of the next level. :(

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Why is the game's executable called "Shrine"?

Also, right-clicking does not seem to work for me: Secondary Fire is bound to Mouse 2, yet I cannot throw knives when I right-click.

Finally, the music does not loop properly: rather, it fades out before starting over.

Oh, and spotted a typo in the first intermission screen: "recieved"

I am currently binge-playing several of your mods right now (Netronian Chaos, Rebel Rumble, GMOTA, Combined Arms Gaiden) and I am all enjoying them very much!

One small issue I have with Netronian Chaos at the moment: having turned on the Weapon Vacuum option, I get to see the warning message every time the level starts. It is a bit annoying, really.

I just noticed that Armors are now treated as Count Items. I do not think that it is a good idea, as it means you can get 100% items if you are already at full armor.

Spotted some typos in the Guide screens: "grapple chain" (should be "grappling chain"), "flinch them" (should be "make them flinch"), "are discovered from" (should be "are discovered by"), "life stealing dagger" (should be "life-stealing dagger"), "shots are instantaneous" (should be "shots hit instantaneously"), "to charge your kick charged kicks" (there should be a period between the first "kick" and "charged", and "charged" should be capitalised). Finally, the asterisk before "Provided you have" should be on the same line as the sentence it precedes ("*Provided you have").