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Doomzilla(iddqd)

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  1. Doomzilla(iddqd)

    [1/16/2023] Doom Delta v3.0.0! (new weapon... AND MORE!)

    Is there any way to turn off the new automap and return to the default one without breaking the mod (I know there's no option in the mod itself, I am asking about slade editing)? I'am way more comfortable with the default.
  2. Doomzilla(iddqd)

    Mapsets-gameplay mods compability question

    Most of the zdoom/gzdoom-based gameplay mods are fairly compatible with the majority of vanilla/limit-removing/boom/prboom mapsets, and if there are any incompatibilities to be found, those are generally easy to find (like conflicting enemy sprites or custom weapons that come with the map), but there are also a number of illusive errors, like the first door of "Epic 2" map31, that uses voodoo dolls or something, and can easily be broken by gameplay mods; or the mysterious door on map08 of "Hellfire: Dreams", that is supposed to be open since the beginning of the level, but is stuck closed if you use certain gameplay mods; or "Jenesis" map26 that can end as soon as it begins when played with "Lt.Typhoon" mod, because (this is a theory) some of the mods elements are spawned inside of Keen/Romerohead. So my question basically is: is there any way to preemptively know if a certain mod will break certain map?
  3. Doomzilla(iddqd)

    The Gateway Experiments Episode 5: Prime Directive

    An awesome wad, but it seems like it's never gonna get fixed for modern GZDoom. You either have to use the Zandronum, or old GZDoom 2.0, because otherwise you won't be able to interact with two computers on map 4, and probably other stuff as well.
  4. Will this ever get a ZDoom/GZDoom/light PRBoom release?
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