Really love this mod and I really wish I could play it with the enemies as intended without having a phobia. But the characters are greatly done with all the characterization of the separate weapons intros and noises.
Also my god the F1 menu helps a lot, good to know the little HUD logos.
I think the obituaries have been accidentally removed because whenever I am killed is just says "Player died". Do you think you can add the 3DO version of the Killing Time wasp as well? Also the Erin boss is able to block me even when it is dead.
Yes, i indeed removed the obituaries because i didn't had enough inspiration to come with a different phrase for each monster, maybe I'll catch up with something later on if possible.
Is the 3DO wasp different from this one? I can barely remember the changes between both games.
I'll see about Erin blocking your way, that shouldn't be happening. Thanks for your help!
Thanks for reporting, I tested it on GZDoom 4.13 to get it working, and on LZDoom (most recent version) i had to tweak the aspect ratio and resolution to get it done. I'll see what i can do!
Also,you probably already know this, but when you exit a level with Marion's Land mines equipped, the sprite for them will disappear upon entering the map and only return when pressing the fire button or switching weapons.
I love playing this mod, both sides are very fun and it keeps me engaged.
I kind of wish the hellknight replacements were SLIGHTLY less agressive in their jumps, because they can quickly block off narrow areas or teleporter entrances without giving you much of a chance.
I think the enemies doesn't work with Hexen, as I loaded it with Hexen.wad with the latest Gzdoom executable, but I also had tried it with Doomrunner.
Amusingly, enemies spit out red gore you would see from spiders usually, and the beginning Ettins get the speed of the spider critters (I presume other enemies might similarly get speed changes.).
good mod. I like how each character has their characteristics and weapons, My only problem is that the kick is bugged if it is in others that do not have it, such as war rooster or spawn: path of danmation
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Really love this mod and I really wish I could play it with the enemies as intended without having a phobia. But the characters are greatly done with all the characterization of the separate weapons intros and noises.
Also my god the F1 menu helps a lot, good to know the little HUD logos.
Thank you a lot! Don't forget there's lots of enemy packs you can play with this mod!
I think the obituaries have been accidentally removed because whenever I am killed is just says "Player died". Do you think you can add the 3DO version of the Killing Time wasp as well? Also the Erin boss is able to block me even when it is dead.
Yes, i indeed removed the obituaries because i didn't had enough inspiration to come with a different phrase for each monster, maybe I'll catch up with something later on if possible.
Is the 3DO wasp different from this one? I can barely remember the changes between both games.
I'll see about Erin blocking your way, that shouldn't be happening. Thanks for your help!
The 3DO version is different is a comparison. But I think it is easier to get the graphics from the Nightdive remaster
Sorry to bother you, but i just booted up the mod (v2.9), and i think the hud is a little glitched
Edit:Also, i think there's something wrong with Stella Slot 7 Buzzsaw,the ammo clip only appears when firing.
Thanks for reporting, I tested it on GZDoom 4.13 to get it working, and on LZDoom (most recent version) i had to tweak the aspect ratio and resolution to get it done. I'll see what i can do!
The health bar is fixed here, give me some days until i can upload 2.9b and itll be solved!
Also,you probably already know this, but when you exit a level with Marion's Land mines equipped, the sprite for them will disappear upon entering the map and only return when pressing the fire button or switching weapons.
I love playing this mod, both sides are very fun and it keeps me engaged.
I kind of wish the hellknight replacements were SLIGHTLY less agressive in their jumps, because they can quickly block off narrow areas or teleporter entrances without giving you much of a chance.
I think the enemies doesn't work with Hexen, as I loaded it with Hexen.wad with the latest Gzdoom executable, but I also had tried it with Doomrunner.
Amusingly, enemies spit out red gore you would see from spiders usually, and the beginning Ettins get the speed of the spider critters (I presume other enemies might similarly get speed changes.).
Ok
why don't you make the zoom be with right click instead of a specific key
But all weapons with scope use the altfire to zoom.
The Zoom key is in the options *in case* you don't want it to be on altfire.
hey, its possible to modify the HUD size of the mod ?
You might have some luck by accessing HUD Options> Scaling Options, though i never took much of a dive into that.
it's because no matter what I change the HUD scaling value, the HUD doesn't change compared to other mods
Sorry, i don't follow you. How are you loading these mods?
Oh, i see. Try looking in the options menu, some mods have a different name for the kick attacks.
ok thanks
Here's a gameplay video with Aracnocide and Xenomorph Madness:
I need to change that Luc BFG sprite =p
Thanks for sharing!