Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs

kinker31

5
Posts
1
Topics
1
Following
A member registered Apr 29, 2018 · View creator page →

Recent community posts

This is a very wonderful tool!
However, I was considering porting over the Freedoom Project's levels over to Doom Complete, and I was wondering what the best way to try and do so is, since I've tried it before and only got a decrease in sanity as a result.

Yes, LZDoom is supported.

DOOM 1: E[x]M[y] (X: 1-5, Y: 1-9) (9 is the secret level)

[Episodes: Knee-Deep in the Dead, The Shores of Hell, Inferno, Thy Flesh Consumed, SIGIL]

DOOM 2: MAPXX (XX: 01-32) (31/32 are the secret levels)

Master Levels: ML_MAPXX (XX: 01-21) (22 is the secret level)

nerve.WAD: NV_MAP0X (X: 0-9) (9 is the secret level)

The Plutonia Experiment: PL_MAPXX (XX: 01-32) (31/32 are the secret levels, 31 only has the super secret level exit)

TNT Evilution: TN_MAPXX (XX: 01-32) (31/32 are the secret levels)

I decided to run your mod with Chex Quest 3, and it works quite smoothly! The only problems I found was that the names of all the Chex objects were their source-code names, and that most of the Mr. Friendly-unqiue assets assumed you were running the Doom Series, so if you do plan on adding Chex Quest 3 support, you don't really have to worry about much gameplay-wise [maybe aside from the immobile 'boss' that spawns at the end of Chapter 1].

Is it supposed to be that I'm always slowly turning towards the left?

'Cause if not, is there a way I can get my chracter to stop doing that?