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I like Doom mods. :)

Comment History  (0 - 30 of 116)
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ NashGore NEXT (v1.0)

I am saying that the removable corpse should have an option to use the unit's base health or a scalable fraction of it. Instead of leaving it as 100 HP for anything and everything that dies.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ NashGore NEXT (v1.0)

Woops. I did not sign in on another browser when I sent that comment, could not delete it either.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Doosk (Files only) "Manteinance update 05" (14/02/24)

I found an issue with the Dusk Movement mod's class where the triggers that use special floors like conveyors will not move (the) voodoo doll(s) around and cause maps to possibly softlock.
For example, Eviternity's Map 1.

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Metal Ops future updates and Github launch

Heck you been making quite a few updates in a good span of time, it is always better to take some time off, relax and do what is more important.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Blorc - Early access (31/10/23)

Ooh. I would sure like to try this one out soon.
Suppose you might make a standalone version for the ones out there that like to load them in a mod loader instead of a prepackage with both source ports and bat files?

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ ArtiDoom

Rather funny that I only started playing Rain World so long ago, and ever since I had a strange resurgence of Rain World related talk around me like with posts and an artist having a neat interest in it.

And this sort of concept of a crossover especially came into mind when I was playing in a Zandronum server as usual. Even if it is just a proof of concept for now, I would not mind seeing this go further. :D

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Project Slipgate: Remastered Edition

Would say if this one is still in development, because this does not look bad at all even played it with a fitting Quake mod to go with this one recently.

Although I am not sure if it is the dark setting in GZDoom, but boy do the current maps get very dark to Quake maps themselves. Even with the flares supplied in boxes and around the maps that are available, they do not exactly really do a whole lot at all to light up areas I would be rather uneasy to step into without a flashlight mod rather.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ QuakinDoom v1.2

What a nice release in conjunction to the recent Quake 2 Re-release window I would say. :)

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Rewards Chests 1.6

I think with the latest versions of GZDoom and all that it causes the mod to break in some of its features. Whether this gets even touched upon being that it has been about 2 years, it needs some serious fixing and tweaking.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Titan: Version 1.0 - Hotfix 01b "Files only" (Last updated 04/08/23)

There is a particular issue stemming from the D4T Standalone Enemies file as when I start the game and check the console with each mod checked, it shows a slew of console messages relating to script warnings, failed state attempts and undefined actors from not being properly cut off from D4T's tied in scripts to the monsters.

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Ratchet & Clank: Hot and Bothered 3.1 (The Farewell Update)

Aww man... Good luck with your future endeavors in life then.

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Half-Life: Alpha in Doom Engine

Honestly no community is safe from toxicity, not even Doom itself.

Plus, with something like ZScript it has its traits and quirks that can be worked with that may only be done with some of the mods using it. If they can get their features to only work with ZS, then there might not be a good option for MBF21 without having to compromise and rewrite their progress too.

But I can at least agree with how the source port is with the demands on computers at least.

Good karma+5 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Styx: EndlessCrusade 1.0

That did appear and it is not uncommon I see freshly published files prompt for a yes or no to continue. I did click on yes to continue downloading it, watch it finish and it gave me a trojan scan alert.
The other project of the author downloads just fine even if I also went through the "uncommon" file download prompt.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Styx: EndlessCrusade 1.0

Ay, any reason this is being marked as a trojan when trying to download this?

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Lover's Quarrel - RC2

Ah, I see that map 26's Death Match secrets were removed. I meant to report that one, but at least it was fixed while I forgot about it. Other than the exit can be interacted with as soon as you enter the map what with how Doom's sectors can work at any height.

Also, a minor I probably could (have) mention(ed) that the imps' gib death and chaingunners normal death do not get flowers on them but their opposite death states do have flowers.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Soul Collector 1.0

I had to download it from TSPG since the download from the ZDoom forum is broken, despite the older version's link still working.

Pretty neat little mod I would like to play with other mods. Although the only funky issue is that the medpacks and bottles have priority so some mods that do more with kits basically get ignored. Unless some patch is possible for a spawner the main item and money separately, I suppose I am more limited, but I can have fun with it.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ T-64 : U l t i m a t e P a c k

I do not think you get the main issues I am bring up with those two things.

The PL's problem is a general "Why use anything else that uses ammo when I can stun this tough and challenging enemy to death with ease?" with no stun 'sickness' and/or certain enemy type resistance/immunity. And like I said, everything, even bosses are reduced threats when you can hide and take them down one by one with the alt over using any other actual weapon assuming you are in the right situation to end up using the weapon to cheese the last targets.

The invuln sphere is not affected at all by gravity and stays in place no matter what level is supposed to do like any other object in Doom, so there are times I cannot grab it at all unless I cheat to fly or noclip to grab it (even with jump disabled in maps).

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Psx Doom Uniques Revamped

I noticed at the very end of the Club Doom level at the switch that opens the exit zone- at least besides it, are two exit sectors that can be interacted with to get to the next level instead of walking past the evil eye.

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ T-64 : U l t i m a t e P a c k

Took a recent big jab at the latest version of the mod with a stylized mapset and luckily managed to get my hands on a Portable Laser for the Plasma Pistol on a secret map from an upgrader drone. I just need to ask something though...

Is the Portable Laser supposed to be as good as it is, no ammo needed with the alt fire capable even though witling, can cheese any boss fight and other annoying enemy encounters by 100% stun locking them to death with that weapon alone?

Editing in a side note, unlike all other spheres, invuln spheres appear smaller and never move from their position especially if lowering a floor or spawning in the air, left stuck. The weapon they spawn is fine though, just not the sphere itself.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

What about gutting the music out of the mod? Assuming the mod is not going to fall apart because it cannot read the built-in music.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

I see.
Oh ye, also as a small question at this point. Is there some way to turn the mod's soundtracks back to the maps' own default themes?

Been playing and poking a couple good mapsets to play the mod with and toying with the jukebox mutator only to seemingly not be able to play with the original tracks the mapsets use as a choice.
Unless it is buried somewhere I am not looking. Not that I ever played the Jukebox addon with the mod before it all was sorted to be a built-in package (Besides at that point when loading saves caused a crash making it difficult to play a one-life-wonder).

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ UNDEAD ZOMBIS DO NOT LIVE

I will say usually the one thing that is missing from some of the campaigns you make is a player sprite. Usually probably meant to be played in Singleplayer ye, but it always makes me wonder who the protagonist is supposed to be or really supposed look like in third person.

Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Ratchet & Clank: Hot and Bothered 3.0.1 (HUD Fix)

I did actually notice when playing with AN from 3.0.0 unlike the version before it was that I was seemingly unable to jump up to certain areas or crawl through them like the size was buffed and jumps were nerfed. I could not just go through the maps anymore for some reason.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Lover's Quarrel - RC1

Nice WAD when I been playing through it. :)
All that it is missing is some intermission text and I think it might be good while I keep playing with this one to finish it and see if any problems arise.

Also, I played map 12 and heard a familiar tune from the old renditions of Doom Barracks Zone - Map 1 and it got me curious to look in the credit files, and when I came to check the credits and looked up to hear the original from JJ2.
But it seems like the proper OST title is Dark Groove and not what is listed (HFO) when checking for JJ2 OSTs as I did see a video that names it to the wrong OST title with a user comment correcting it.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ Soul Collector 1.0

I agree. Honestly thought it was universally compatible until I tried it, but if might be the case that would probably take a whole rewrite and a hard-to-get-right system in order for that sort of thing to work though.

Good karma+1 vote
StarmantheBlaziken
StarmantheBlaziken - - 116 comments @ QuakeStyle ZX v9.0: "Kicking Class and Taking Aim"

The 4.10 release works for me on this one when I did a quick boot up of the mod.
Also hey, new release. :)

Good karma+3 votes