- NitrousAdministrator
- Posts : 457
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Join date : 2015-02-01
Age : 26
Location : Ice Caves
Character sheet
Elemental Type: Ice Elemental
Health:
(200/200)
Magic:
(200/200)
No Arch-Vile Mod
Tue Feb 02, 2016 2:43 pm
No Arch-Vile Mod
(Image was found on Doom Wiki; the screenshot was not made by me, so, if the creator of the screenshot sees this, and wants this picture off this site - let me know... I'm sorry in advance...)
But yeah...
Are you, like me, VERY tired of seeing Arch-Viles on Doom II levels? Are you tired about the level designers in a lot of .WADs placing this broken, glitchy enemy in their levels / maps? Have you had enough of seeing this enemy completely, and just hearing it start to move around - ready to troll you with its broken, glitchy flame attack, along with its ridiculously-low chance of being interrupted from pain when dealing with them?
Then look no further, my good sir!
With my knowledge of DECORATE, I can make a very simple mod for Doom II / Final Doom (On ZDoom / GZDoom / Skulltag / Zandronum in particular), that will replace any Arch-viles, with nothing - that's right! There won't even be any Arch-vile(s) on any map you play - as long as the mod is loaded!
Now you can finally breathe a sigh of relief - and maybe even enjoy the map that you played, where you last saw one of those Arch-Viles.
Another thing - can you actually believe that on Final Doom: The Plutonia Experiment, that, there's actually a map dedicated to these enemies?! Well, don't worry about it now - that map should no longer have Arch-Viles AT ALL, if you load this mod up while playing on that map.
Downloads:
(Image was found on Doom Wiki; the screenshot was not made by me, so, if the creator of the screenshot sees this, and wants this picture off this site - let me know... I'm sorry in advance...)
But yeah...
Are you, like me, VERY tired of seeing Arch-Viles on Doom II levels? Are you tired about the level designers in a lot of .WADs placing this broken, glitchy enemy in their levels / maps? Have you had enough of seeing this enemy completely, and just hearing it start to move around - ready to troll you with its broken, glitchy flame attack, along with its ridiculously-low chance of being interrupted from pain when dealing with them?
Then look no further, my good sir!
With my knowledge of DECORATE, I can make a very simple mod for Doom II / Final Doom (On ZDoom / GZDoom / Skulltag / Zandronum in particular), that will replace any Arch-viles, with nothing - that's right! There won't even be any Arch-vile(s) on any map you play - as long as the mod is loaded!
Now you can finally breathe a sigh of relief - and maybe even enjoy the map that you played, where you last saw one of those Arch-Viles.
Another thing - can you actually believe that on Final Doom: The Plutonia Experiment, that, there's actually a map dedicated to these enemies?! Well, don't worry about it now - that map should no longer have Arch-Viles AT ALL, if you load this mod up while playing on that map.
Downloads:
- I will work on the mod sometime, and release it here when it's ready.
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