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Author Topic: Doom : Repercussions of modding  (Read 6703 times)

flamewolf393

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Re: Doom : Repercussions of modding
« Reply #30 on: July 16, 2017, 00:32 »

Just beat this as a lost soul vampire build with 100% kills.
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Tormuse

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Re: Doom : Repercussions of modding
« Reply #31 on: July 17, 2017, 17:30 »

Just beat this as a lost soul vampire build with 100% kills.

Ha!  You didn't specify difficulty level, so I did it in ITYTD.  :D

It's a heck of a lot easier when there are fewer enemies to pick up med packs; I could zip around the levels, picking them all up before anyone knew what was happening.  :)

Spoiler: Mortem (click to show/hide)
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Apostle Chaos Lt. General (0.9.9.7)
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SPTX

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Re: Doom : Repercussions of modding
« Reply #32 on: September 11, 2017, 03:17 »

I wonder if this mod (in its current state, read: unfinished due to limitations) would warrant balance. Or should it stay as it is since most of its fun seems to reside in the large difference there is between each demon.
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Tormuse

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Re: Doom : Repercussions of modding
« Reply #33 on: September 11, 2017, 11:16 »

Well, since it's your creation, there are no rules except the ones you make.  :)  But if you want to mess around with it, I'll be glad to test it for you.  :)
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Apostle Chaos Lt. General (0.9.9.7)
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Check out my Youtube channel for videos of me playing DRL!  :)
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