The fixes are pretty shaky and unstable.
The fixes are pretty shaky and unstable.
I see people have brigaded this comment. Hoes mad.
Hi there, you still working on this?
Is there a way to tone down the strength of the pain, item-pickup and powerup flashes? I don't remember them being so intense.
(buried)
Quite possibly the worst mod ever made for Doom 2. With cramped hallways with no room to dodge, abject ammo starvation that ill-fits the Painkiller-style forced battle system, labyrinthine and obtuse progression that is made worse by the automap also being made useless with invisible linedefs. Not to mention minor annoyances like lost souls always having the -Fast flag on and arbitrary and pointless fall damage. This mod is a textbook example of what not to do when designing a mod. This addon is all flash and no substance.
Do not be fooled by the high ratings, they were astroturfed by the author and his buddies.
Any new news on this mod?
RIP This is why you back up everything.
For me, my issue is caused by my Logitech gamepad drivers not playing nice with the game in 64-bit mode. My gamepad switches between DInput and XInput with a switch. When I flip the switch while the game is running, it somehow decoupled something that was bottlenecking the game.
Or you can always try updating Direct X and Graphics Drivers
After the game is launched, try flipping between DInput and XInput mode twice, or failing that, unplugging and then re-plugging in your controller.
It's not supposed to be easy, keep trying or start a new playthrough.
It is still a good idea to introduce a powerups system.
You can kite the enemies indefinitely, since they will never be able to catch up to you once you get them all herded properly.
Start Desura under Windows XP SP3 mode, and turn on Run as Administrator. I think the mod is broken on Desura, download directly on ModDB instead.
Do you have a manual download build of 0.3v ? 0.3a seems to have some problems in single player, in that none of the powerups spawn when enemies die.
Gameplay wise, I think it's too easy on single player, the zombie health and attack is not enough to keep the challenge going. As such, it's too easy to juke the zombies with your melee attacks. I think instead of just doing more damage, new zombie types that do more damaging things in the later waves should spawn alongside the trash mobs, as well as zombies that can outrun you unless you sprint and zombies that can outrun you even if you sprint. They should also deal less damage to compensate. There should be an end boss after wave x (which can be set in game options.) As far as weapons are concerned, the Mac-10 is too powerful, the assault rifles are too weak, and the VSS Vintorez should deal heavy damage instead of instantly killing.
I also would like to see the weapon limit increased to 4 instead of 2, I also would like to see the addition of perk drinks like Jugger-Nog and Speed-Cola.
...actually it seems that the mod still works after the steampipe update, but ymmv.
Would this fix work with the mod? Bsnooch.com
This game could really use co-op survival.
Are there any plans to expand on this MOD or to make a version 4 with new campaigns and missions?
I like your maps, think you can make a metro train station map?
I don't think that's going to happen.
So, when will it launch?
Is there a version you can make with just the HUD/menu/scoreboard.
Is there a chance you could release a source code for this?
The mod you are looking for is SeriousViolence SE 3.0, you can find it here : Members3.jcom.home.ne.jp
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