Best wads for brutal doom

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As some kind of compensation or prize, if you will. However, if you make the game more difficult, it could add to the thrill if you can also occasionally gain a bonus at the same time. NightFright wrote:The idea is interesting. There were a couple more but I had to disable them as Zandronum didn't play nice with them, or they weren't balanced. Anyone is welcome to give it a go though!Ģ. AFAIK there's no viable way to do that without zscript (in Zandronum, which I wanted to focus on). Not unless someone makes a version of this in ZScript, as every monster/item/projectile needs to call a script to be included in the card system. Would you be willing to use custom skins for monster types that are affected by the cards? So, for instance, when the cards make Imps fire Mancubus fireballs, the Imps would have a custom appearance from, say, Realm 667. You said you had to replace or tweak every monster in Doom 2 for the mod to work. How many cards are there in the mod at the moment?ģ. Are the player's weapons affected? If not, would it be possible to play this with weapon mods that don't touch anything but weapons?Ģ. Yebudoom wrote:A couple of questions/requests:ġ.