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>> No.6075324 [View]
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6075324

>>6074686
>The sheer numbers on the final maps made the game sound like an arcade with the cacaphony of meme voicelines and sounds.
Was that good?

>> No.4569408 [View]
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4569408

>>4569376
>>4569385

>> No.3917012 [View]
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3917012

>>3917010

>> No.3843523 [View]
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3843523

>>3843518
I've been playing Zelda: BoTW. I'm gonna go binge on it soon but I want to work more on that NEStroid mod first.

Still need a name for that.

>> No.3820324 [View]
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3820324

>>3820318
My mod falls victim to this a little too.

>> No.3791209 [View]
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3791209

So guys, hypothetical scenario here: What if someone made a super attack that's so powerful it could clear an entire room of hellknights in a single attack, but in order to build up for this attack you'd need the combined efforts of hitting dudes around 100-ish times, or pick up 4 large cell packs, or like 20+ normal cell charges.

Would this attack be reasonably balanced?

>> No.3786401 [View]
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3786401

>>3786392
When the big hammer slams down it hits with an a_explode of 300 with a radius of 500, like I said, I'm going to scale it back a fair amount so it's not as retarded, GMOTA suffers from serious balance issues.

>> No.3528249 [View]
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3528249

>>3528157
>>3528192

You realize Hae-Lin treats Blaz like a short awkward medieval uncle right?

The spirit inside of the Blazter wouldn't give a shit though, he's awful.

>> No.3493241 [View]
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3493241

>>3493240

I'm working on it, can't you see it right there? Visual crap always holds me up and I want to get this right the first time.

>> No.3427173 [View]
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3427173

So uh, how would you guys feel if I just made the Blazter unable to fire if you have no ammunition? You could still do charge attacks (if you have them) and use subshots, but the primary fire would be unusable without ammo.

I wanna do this because it'd remove the need to add an overheat mechanic when you're out of ammo, it'd also make bullets more valuable, as well as make subweapons more valuable seeing as they're technically infinite as well.

I'm making damn sure I got shit sorted out before I start adding it this time

>> No.3373058 [View]
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3373058

>>3373021

>More weapons

anon please there's a shitload of weapons already, I've thought about how cool it'd be to add like. Weapon packs that're themed, like "the medieval series" and shit

>> No.3326432 [DELETED]  [View]
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3326432

>>3326423
>When ones pride and reputuation when it is attached to your name, people work harder.

the downside is when people recognize you and you're doing something else other than the project that helped earn your original reputation, people might bust your balls for your old habits. Like say... constantly redoing and changing a mod you're working on much to the frustration of the players and your peers.

and then you go forward with changing up your original mod again anyway

>> No.3239190 [View]
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3239190

>>3239186

How the fuck did you know it was the Doom 4 guy?


I may or may not be working on a small and special addition for GMOTA

>> No.3059281 [View]
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3059281

Does anyone want to try my castle map for DUMP?

https://dl.dropboxusercontent.com/u/8380892/Doom%20maps/DUMPmapWip1.pk3

I'm nowhere near done seeing as I have yet to add the extra zones and get the music changes in, but I'm pretty happy with the outside area so far.

Be gentle, it's my first map

>> No.2888993 [View]
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2888993

>>2888294

>Kegan sprites

I wouldn't say I sprite, all I've done is some model rips, and then crudely attempted to make it work within a Doom game.

I've done a few sprite edits too but come on.

To give myself credit though, that axe and those edits I did for the buster rifle turned out pretty good.

>> No.2794501 [View]
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2794501

So. hey.

It's not done, but would you guys be interested in running the current version of Combined_Arms? There's still no unique HUD and the Particle Smasher still needs the scattering flames when you shoot ceilings, and the push beam when you shoot the floor needs a range reduction and some snazzier effects, but I'd like to share SOMETHING with you guys, it's been so long.

>> No.2749360 [View]
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2749360

>>2749358

I haven't slept in 22 hours, I'm enjoying my three days off from work after a 7 day work week.

After I sleep I'll get back to working on shit and not a moment sooner. Damn it.

>> No.2593208 [View]
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2593208

>>2593000

You like the Hellfos? They're one of my favorite monsters I've added

>> No.2573447 [View]
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2573447

>>2573413

>someone found that quote-worthy

>> No.2445883 [View]
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>>2445674

I updated GMOTA you know.

http://forum.zdoom.org/viewtopic.php?f=19&t=45115

>> No.2440143 [View]
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2440143

>>2440141

>someone's hosting a GMOTA server

Oh god. I can't be there for this but tell me how it goes.

>> No.2396728 [View]
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2396728

>>2396726

>gmota's arachnotron has rapid-fire blasts at long range, along with a homing blast, making it an enemy suitable for distant battery,

>Homing blast

Uhm... Actually no, no he doesn't, he's got rapid fire, the big reflectable sphere, and the missile

>> No.2360815 [View]
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2360815

>>2360073

Cacobro where is this going?

>> No.2337176 [View]
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2337176

>>2337171

I'm working on it, eventually.

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