No words to describe the instant tsunami of excitement and dread that hit me the moment I've seen the link to this video! Being even mentioned by IcarusLives was a naive fantasy for many years of development, and when I actually heard "Doom Infinite" spoken in his voice I just had to pause the video and pace around with the biggest, silliest grin on my face. Maybe this moment should be the one in which I wanted to thank you for countless hours of hard work bringing us - the viewers, fans, friends (or foes) - an infinite amount of Doomed entertainment, joy and inspiration! All of that allows the community to discover and explore a massive amount of various mods, ideas and - in some cases - try to give some love back in a form of a mod of their own. May your runs be long and the deaths spectacular, thank you!
@dosplayer7692 Can this be run with DoomRPG and DoomRLA for maximum madness? Or will it crash instantly? Because I was just trying to replicate a setup I used about a year and a half ago, before coming across this mod.
The modder is a great guy. Chill Discord. It's already one of the best mods IMO. If one day it somehow incorporates an AI feature (or algorithm, etc. ) that allows its features to work on any map pack, it will be extremely hard to top the replayability of that!
Programming. Knowing the computer so well that you begin thinking in its patterns and problem solving off the walls with crazy numbers and letters... and lots of curly braces
@@realstreetjesus1953 mostly by bring stubborn. Honestly, I've started modding Doom with no prior knowledge. Shit didn't work, stuff got weird, insanity and sleep depravation kept the project alive for years. I guess if you really care and want things to work as intended you just struggle on. You find your own way, your own pace, your own rhythm. It might be tough, or might drive you crazy, but if you're adamant enough you'll see the light at the end.
@@dosplayer7692 Thanks for the insight. There's another mod in development called Divine Frequency which amazes me in a similar way, it's really crazy seeing how advanced Doom mods are getting. We're definitely past the point of Dehacked mods and sprite swaps. Keep it up man!
@@The-Zer0th-Law It's one of the starting maps! The maps are sorted in order of their "accessibility", so you see the easier and shorter ones at the beginning of the run. Unless you're playing the Out Of Order run challenge...
There is a monster level cap of 99. However the game increases the amount of credits available for the director every minute with no upper limit. So it has more options to throw more dangerous shit at you. After a couple hours though the director has so many credits it just throws scavengers and overloading worms. The thing about RoR(2) is your items usually have exponential scaling. So if you also hit that point in your run your capabilities are numerically orders of magnitude greater than what the game has available to throw at you.
Mods like this are why I always go back to the classic Doom games. Nothing against Doom 2016 and Eternal- both are awesome games- but the sheer number of mods and map packs and the awesome modding community are what draw me back to playing E1M1 or Entryway.
Three weeks ago, the trailer for this mod popped up out of nowhere on my feed and i felt that surge of excitement i haven't felt in a long time. I'm really looking forward to the full version of this, i feel like this is one of those games i'm just going to play non-stop for weeks on end. Also, the creator seems like a super-cool person in general.
If anything the main thing that draws me back to watching these videos and streams, when I get the chance, is the colorful and wonderful commentary provided by the fantastic British Doom Runner. Honestly, some of the things you say I never would think of myself and it just makes me laugh discovering new things to say and share with my group of friends.
The AAA games devs after baldurs gate 3: "You can´t expect from us so much passion and effort". Meanwhile a completly free mod for a 30 years old game.
funny thing is in Risk of Rain 2, there was no cap to the timer difficulty outside of it just laughing at you non-stop. i fear the day when RoRR drops and that ends up coming back. back to the mod, this sounds like something i need to install and try, but alas, Baldur's Gate 3 and Splatoon 3 have me by the balls.
I noticed Gun Bonsai compliments this mod as well. It adds a level system to your weapons (after some kills and damage the weapon gets an ability for you to choose (vary from elemental damage, effects on kill/dmg, stat buffs, etc) Also I'm researching (?) if legendoom works as well
Given the wild-ass changes this mod does to the levels later on in the runs, I imagine somehow this mod is gonna be spitting out totally custom levels in the future somehow.
Thank you for everything that you do on here, it's truly appreciated. I look forward to any gems you showcase, and this one is a true delight. Can't wait to see the full version.
From the menu, you can start your run, check your stats, and there's also a config options menu that tells you if there are any issues with your settings and how to fix them. Now, that's classy.
What I've found is that engagement in the comments section helps with traction. It's why I try to comment on every video I watch, if I have the time. I don't know if the creators comments help too, but probably since apparently it recommends your own videos to you even when you're logged in. That one I figured out because of another channel I watch, not because I have any videos.
Saw a trailer for this a few weeks back and was so intrigued by it, I love Risk of Rain 2, and it looked to take a lot of inspiration from it.....but now that I've seen Icarus's feature of it, I've seen so much more and want to play it 100x more now!
Some complaints I have with the demo so far: -Not showing the power-up's effect description on screen on pickup like Risk of Rain does. Rather, it shows some flavor-text one liner. Every time I find a new power-up I have to stop, open the relevant menu, find the item, then read the actual function of the power-up. It ruins the pacing early on. -Same thing with weapon quirks/mods. You don't have to show them on pick-up, but there's absolutely screen real-estate on the weapon mod screen. Having to flick through the guides to figure shit out is also killing the pacing. -I have no idea what the icons under the health bar are. I know they're called Player Stats because when I disable that setting in the HUD options, they disappear. The guide mentions them, but doesn't actually describe them. They're not kills souls or health, but beyond that I have no idea. -If new powerups are locked behind achievements, then achievements need to be enabled for easy mode. I just want to roguelite some doom and kill time while I wait for my goddamn brain surgery date, not die in stage 1 over and over. (Inb4 "git gud' I have a fucking brain tumour you asswipe) It's a single-player game, let me play how I want. -Ammo drops are way too scarce at the start. Either give the player a pistol in addition to the randomized gun drop at the start, tailor ammo drops for what gun the player has, or increase ammo drops. The OG Doom levels' ammo supplies were based around what weapons you were probably going to have at that point in the game, so getting a cell-firing weapon and then entering E1M1 is just dooming (heh) the player to run out of ammo. -The tutorial has way too much wandering empty hallways with no actual information being taught to the player. That's all I got so far. I know it's a demo so these things can easily be worked on, and I hope the devs won't go all "just go play cawadoody if its too hard for u" at any of these.
Yeah, the difficulty and its scaling feels TOO much. In Risk of Rain you aren't dealing with narrow passages nor (to my knowledge) hitscanners, so that really needs to be toned down. And perhaps the starting weapons should come with full ammo reserves.
I think the difficulties should be shifted due to how hard it scales: Normal should be Hard, Hard should be Chaos, and there needs a more reasonable Normal... And a cure for severe ammo starvation.
Given how you've tried this game out, I wonder if you'll ever try out Doom RPG (with legendoom or roguelike arsenal). Thanks for showing this off regardless, love doom and roguelikes
to answer the description question mark about likes and lites, roguelike is a game like the originator rouge and roguelite is similar but you keep something whether thats items currency exp, which makes repeated runs easier
I've usually seen roguelike to refer to games that retain the main genre elements of the original Rogue (the bare minimum generally being turn-based RPG), while roguelites entail other elements of the concept, usually the procedural generation but often permadeath as well, transplanted into other genres.
now I know it would most likely be a pain in the butt to do because of the dynamic map changes but if they could get the final version compatible with not only other map WADS but with sentinel's lexicon WAD Compilation then.... damn the amount of replay would be truly insane!
Been playing it and it is awesome, but I had one question. What are do the stats in the lower left corner (the red, blue, and green icons) mean? I have seen them change every once in a while and I have no idea what they mean. I haven't noticed any significant difference when they have changed.
So I'm stuck in the tutorial trying to figure out how to use the barons hand active power up, it's says press (undefined), and I can't find how to assign it a key in the options anywhere!!!! Help please!!!! Someone?
There should be a hundred more doom roguelites. Also, do you guys know if there is any that has that procedural generated map thing? I mean, Doom Infinite has a little of it, but I mean the map being generated "from scratch" upon a seed
We're gonna have that. Not "from scratch" (no dynamic geometry generation on-the-fly possible), but map chunks connected into a proper, playable maps. More cohesive and better flowing than pure random generation, hopefully.
Can this be combined with DoomRPG and DoomRLA? And is there any means by which there's a mod that generates maps using obsidian whilst in game, that can then be applied? Even if it doesn't save the WAD file. But bonus points if it does. I'd also want to add corruption cards for random mutators. Because why not question everything ever at least once more each time?
Can this be combined with DoomRPG and DoomRLA? No, it is a TC Mod and it is intended to be played on its own as an standalone game And is there any means by which there's a mod that generates maps using obsidian whilst in game, that can then be applied? No, it works by using modified maps that where made specifically to work with the mod, it doesn't work with normal maps edit: I've been investigating around about Corruption Cards working with this, and seems like it just not going to work that well (or even at all) due to the way Infinite manages its maps
This mod is very impressive the only problem for me it's the levels of Doom and Doom 2, some levels break and I get softlocked, meaning I need to restart everytime. Other than that awesome!
This looks fucking bonkers. Wowww. I need to speed run my current playthrough so I can give this a play! Or maybe I should wait for full release.. Hmmm Edit: I wrote that before seeing the part about the shop and hidden switch you found mid map............... WTF MAN
no tutorial level at start so i dont know how use any items and wat do i spawn in hub someone know solution to go at tuto level i try to use map command but i cant do anyfing
I always wondered why there's no Doom source port that integrates Oblige and generates the next map the moment you finish previous until you finally die, making it go forever. This is close to that, but still not it.
No words to describe the instant tsunami of excitement and dread that hit me the moment I've seen the link to this video!
Being even mentioned by IcarusLives was a naive fantasy for many years of development, and when I actually heard "Doom Infinite" spoken in his voice I just had to pause the video and pace around with the biggest, silliest grin on my face.
Maybe this moment should be the one in which I wanted to thank you for countless hours of hard work bringing us - the viewers, fans, friends (or foes) - an infinite amount of Doomed entertainment, joy and inspiration! All of that allows the community to discover and explore a massive amount of various mods, ideas and - in some cases - try to give some love back in a form of a mod of their own.
May your runs be long and the deaths spectacular, thank you!
Thanks for the fantastic mod!
@dosplayer7692
Can this be run with DoomRPG and DoomRLA for maximum madness?
Or will it crash instantly?
Because I was just trying to replicate a setup I used about a year and a half ago, before coming across this mod.
@@phasepanther4423 oh, sorry, but no... Not at this stage at least. Gameplay mods will mess with it I'm afraid.
A W E S O M E!
you made a great mod, good job
The black skull on the chain is conceived as an object that you will use while under immortality, so that only monsters die and you stay alive
My thoughts instantly went to Suicide King or Plan-C. You use it when you got extra lives or won't take damage. It's situational, but potent.
I always love it when Doom Mods are essentially their own entire standalone game.
...which this one isn't 😏
The mod author must be snorting g-fuel. This is a needlessly complex mod and its fascinating lol
Doom modders are just built different
Doom modders scare me.
If you think this is needlessly complex, you haven't seen God Complex. The Zandronum modding scene is one of the wackiest things in gaming
@@colbyboucher6391: God Complex fans representin'!
Hey Icarus, when you gonna cover God Complex?
they're on the spectrum. @@bootblacking
the rougelike doom i've always dreamed of! thanks for showing it!
I mean how roguelike depends on how random this mod is when the finished version drops.
The modder is a great guy. Chill Discord.
It's already one of the best mods IMO. If one day it somehow incorporates an AI feature (or algorithm, etc. ) that allows its features to work on any map pack, it will be extremely hard to top the replayability of that!
No, YOU'RE a great guy! Thanks, man! 😉
@@dosplayer7692 Dude, how do you even learn to mod at this level??? This is one of the most technically impressive mods I've ever seen.
Programming. Knowing the computer so well that you begin thinking in its patterns and problem solving off the walls with crazy numbers and letters... and lots of curly braces
@@realstreetjesus1953 mostly by bring stubborn. Honestly, I've started modding Doom with no prior knowledge. Shit didn't work, stuff got weird, insanity and sleep depravation kept the project alive for years. I guess if you really care and want things to work as intended you just struggle on. You find your own way, your own pace, your own rhythm. It might be tough, or might drive you crazy, but if you're adamant enough you'll see the light at the end.
@@dosplayer7692 Thanks for the insight. There's another mod in development called Divine Frequency which amazes me in a similar way, it's really crazy seeing how advanced Doom mods are getting. We're definitely past the point of Dehacked mods and sprite swaps. Keep it up man!
1:07 in the demo, the maps that are available in the pool are all of the maps from Ultimate Doom + Dead Simple
Imagine if you could get "Go 2 It" in this.
Yet E3M1 appears too often for me.
@@The-Zer0th-Law it do be one of the starter maps (alongside E1M1, E1M2, E2M1, E2M2, and E3M2)
@@lancergt1000 But is it normal for it to be the starter twice in a row with excessive fog?
@@The-Zer0th-Law It's one of the starting maps! The maps are sorted in order of their "accessibility", so you see the easier and shorter ones at the beginning of the run. Unless you're playing the Out Of Order run challenge...
fun fact about risk of rain 1 and 2: the difficulty doesn't stop scaling after the bar fills up.
Oh shit!
The limit is what your cpu or graphics card can handle. Lol
In fact, it starts scaling up even faster.
To be honest, in ROR2 I never actually noticed that, once I got a combo of skills that basically shred everything on screen
There is a monster level cap of 99. However the game increases the amount of credits available for the director every minute with no upper limit. So it has more options to throw more dangerous shit at you. After a couple hours though the director has so many credits it just throws scavengers and overloading worms.
The thing about RoR(2) is your items usually have exponential scaling. So if you also hit that point in your run your capabilities are numerically orders of magnitude greater than what the game has available to throw at you.
"purple sludge that'll slow your movement speed to a crawl"
*intense Doom Eternal flashbacks*
Mods like this are why I always go back to the classic Doom games. Nothing against Doom 2016 and Eternal- both are awesome games- but the sheer number of mods and map packs and the awesome modding community are what draw me back to playing E1M1 or Entryway.
Curse Level 1: An old nun in a sanctum.
Curse Level 99: An irish sailor stepping onto an infested piece of dog litter.
I would drop an entire paycheck on putting this mod's mechanics into BD or PB. Zero cap.
Appreciate you showing us. You perform good work here.
Pretty sure this is the first superthanks comment I've seen on the channel! Cheers!
Three weeks ago, the trailer for this mod popped up out of nowhere on my feed and i felt that surge of excitement i haven't felt in a long time. I'm really looking forward to the full version of this, i feel like this is one of those games i'm just going to play non-stop for weeks on end. Also, the creator seems like a super-cool person in general.
Finally
The Binding of Doomguy
there’s been many roguelike mods or modlists but this might be the most substantial even in this demo form
If anything the main thing that draws me back to watching these videos and streams, when I get the chance, is the colorful and wonderful commentary provided by the fantastic British Doom Runner. Honestly, some of the things you say I never would think of myself and it just makes me laugh discovering new things to say and share with my group of friends.
The AAA games devs after baldurs gate 3: "You can´t expect from us so much passion and effort". Meanwhile a completly free mod for a 30 years old game.
funny thing is in Risk of Rain 2, there was no cap to the timer difficulty outside of it just laughing at you non-stop. i fear the day when RoRR drops and that ends up coming back.
back to the mod, this sounds like something i need to install and try, but alas, Baldur's Gate 3 and Splatoon 3 have me by the balls.
More like baldur's gayte 3: bear fuck edition.
8:45 oh no it's the chasm back with a vengeance
It's also works with Voxel Doom as well! I think these two complement each other perfectly!
I noticed Gun Bonsai compliments this mod as well. It adds a level system to your weapons (after some kills and damage the weapon gets an ability for you to choose (vary from elemental damage, effects on kill/dmg, stat buffs, etc)
Also I'm researching (?) if legendoom works as well
Hell yeah another DOOM MOD to add to my already hefty collection!
I'm impressed. This feels like its own game, not a mod. I can't even imagine the insane coding that went into this.
I'm not insane, YOU'RE insane!!
Happy to see and hear that you like it, I know it makes DOS happy to see people enjoy it.
Given the wild-ass changes this mod does to the levels later on in the runs, I imagine somehow this mod is gonna be spitting out totally custom levels in the future somehow.
Mhmmhmhmhmh procedurally generated hand-crafted maps stuff mumble... I need scissors, 61!
Thank you for everything that you do on here, it's truly appreciated.
I look forward to any gems you showcase, and this one is a true delight. Can't wait to see the full version.
So would you say that you can play this Doom mod... Eternally?
Nice one.
You almost got me existential at the beginning there, Icarus.
Thanks for bringing us great new mods! Downloading now!
Glad you did this fantastic mod and the devs are really active in the discord, should head over sometime.
I think I found my next addiction. This time for free. Who knew dopamine hits could be so abundant?
duke nukem has a similar rougelike mod which is amazing called attrition
From the menu, you can start your run, check your stats, and there's also a config options menu that tells you if there are any issues with your settings and how to fix them. Now, that's classy.
What I've found is that engagement in the comments section helps with traction. It's why I try to comment on every video I watch, if I have the time. I don't know if the creators comments help too, but probably since apparently it recommends your own videos to you even when you're logged in. That one I figured out because of another channel I watch, not because I have any videos.
IcARUS, you're da best.
Oh hell yeah this looks fun as heck. I never got into DOOM but as an Enter the Gungeon fan this looks down my alley
Thanks, gentleman! This is awesome and so are You.
Saw a trailer for this a few weeks back and was so intrigued by it, I love Risk of Rain 2, and it looked to take a lot of inspiration from it.....but now that I've seen Icarus's feature of it, I've seen so much more and want to play it 100x more now!
Wow my favorite game mixed with my favorite genre!
I love the healthbars
Adding Obsidian to the mod would be a pretty cool addition as well :D
Well done review. Thank you Mr. Icarus
Some complaints I have with the demo so far:
-Not showing the power-up's effect description on screen on pickup like Risk of Rain does. Rather, it shows some flavor-text one liner. Every time I find a new power-up I have to stop, open the relevant menu, find the item, then read the actual function of the power-up. It ruins the pacing early on.
-Same thing with weapon quirks/mods. You don't have to show them on pick-up, but there's absolutely screen real-estate on the weapon mod screen. Having to flick through the guides to figure shit out is also killing the pacing.
-I have no idea what the icons under the health bar are. I know they're called Player Stats because when I disable that setting in the HUD options, they disappear. The guide mentions them, but doesn't actually describe them. They're not kills souls or health, but beyond that I have no idea.
-If new powerups are locked behind achievements, then achievements need to be enabled for easy mode. I just want to roguelite some doom and kill time while I wait for my goddamn brain surgery date, not die in stage 1 over and over. (Inb4 "git gud' I have a fucking brain tumour you asswipe) It's a single-player game, let me play how I want.
-Ammo drops are way too scarce at the start. Either give the player a pistol in addition to the randomized gun drop at the start, tailor ammo drops for what gun the player has, or increase ammo drops. The OG Doom levels' ammo supplies were based around what weapons you were probably going to have at that point in the game, so getting a cell-firing weapon and then entering E1M1 is just dooming (heh) the player to run out of ammo.
-The tutorial has way too much wandering empty hallways with no actual information being taught to the player.
That's all I got so far. I know it's a demo so these things can easily be worked on, and I hope the devs won't go all "just go play cawadoody if its too hard for u" at any of these.
Yeah, the difficulty and its scaling feels TOO much. In Risk of Rain you aren't dealing with narrow passages nor (to my knowledge) hitscanners, so that really needs to be toned down. And perhaps the starting weapons should come with full ammo reserves.
I think the difficulties should be shifted due to how hard it scales: Normal should be Hard, Hard should be Chaos, and there needs a more reasonable Normal... And a cure for severe ammo starvation.
What a 30th year for Doom. Incredible.
I guess Doom isn't eternal, just infinite. 🤷🏻♂️
This looks cool as hell, I hope the dev doesn't run into issues distributing the Doom 1 maps and music in their pack
Given how you've tried this game out, I wonder if you'll ever try out Doom RPG (with legendoom or roguelike arsenal). Thanks for showing this off regardless, love doom and roguelikes
I like how the sprite work on the guns mesh with the originality of the game
to answer the description question mark about likes and lites, roguelike is a game like the originator rouge and roguelite is similar but you keep something whether thats items currency exp, which makes repeated runs easier
I've usually seen roguelike to refer to games that retain the main genre elements of the original Rogue (the bare minimum generally being turn-based RPG), while roguelites entail other elements of the concept, usually the procedural generation but often permadeath as well, transplanted into other genres.
@@chaosvolt thatd be a fair way to see it but i cant think of many turn based rougelikes released in the last few years, but words are words
@@Gizzor Probably because traditional roguelike development is more commonly seen in open-source circles, rather than commercial gamedev.
This is awesome!!!
Doom? And roguelike?? Count me in chief :D
This is marvellous :O
This looks insanely cool
Sheesh this one looks amazing..
Higher curses like 15 will spawn hell guys. They can they will and they most certainly will kill you at all cost
I can see this getting a cacoaward
Okay, Imma try this right now!
You had me at Roguelike.
now I know it would most likely be a pain in the butt to do because of the dynamic map changes but if they could get the final version compatible with not only other map WADS but with sentinel's lexicon WAD Compilation then.... damn the amount of replay would be truly insane!
This one looks cool, going to give it a go this weekend :D
You should! DifficultOldStuff, one of the main devs, is a legend and an old streamer friend of mine
@@MrListerBlister Played it on stream! LOVED IT!! Going to have to talk more about it honestly, such amazing work.
Love ya Ick. Cheers
Comment for traction, keep the good work
Wow this mod looks so creative
This mod would be crazy with a reelism 2 crossover
man what an insane mod
0:34 It's true that I killed John Romero...
And yet, I am not his murderer.
Mom...
MOM!
Doom modders did it again!
I hope this is the direction id software takes with their next Hexen or Quake or whatever.
Excellent mod showcase, Icarus, looking forward to a livestream of this one day.
Me too! I'd geek out and try my bestest to NOT backseat game this bitch while watching!
thanks for the recommendation
Cool mod! :D
Been playing it and it is awesome, but I had one question. What are do the stats in the lower left corner (the red, blue, and green icons) mean? I have seen them change every once in a while and I have no idea what they mean. I haven't noticed any significant difference when they have changed.
Damage. Speed. Luck. ....for the love of god we need a wiki page or something...
decino is doom knowlege and icarus is doom mods the doom doubles...
Very very VERYYY interesting -w-
Damn this mod looks pretty cool, if you enjoy mods with cool systems like that one you should check out death and decay, its basically diablo in doom
Awesome
So I'm stuck in the tutorial trying to figure out how to use the barons hand active power up, it's says press (undefined), and I can't find how to assign it a key in the options anywhere!!!! Help please!!!! Someone?
There should be a hundred more doom roguelites. Also, do you guys know if there is any that has that procedural generated map thing? I mean, Doom Infinite has a little of it, but I mean the map being generated "from scratch" upon a seed
You might want to seek out Oblige and DRLA. That might be a combo that scratches your itch.
We're gonna have that. Not "from scratch" (no dynamic geometry generation on-the-fly possible), but map chunks connected into a proper, playable maps. More cohesive and better flowing than pure random generation, hopefully.
@@dosplayer7692that's beautiful!
Looks like I might have a replacement for My DRLAX runs!
Why not turn doom into a rogue like? Sounds like a bomb ass idea
epic
"demo version"
fuck, I'll wait for RC
Can this be combined with DoomRPG and DoomRLA?
And is there any means by which there's a mod that generates maps using obsidian whilst in game, that can then be applied?
Even if it doesn't save the WAD file.
But bonus points if it does.
I'd also want to add corruption cards for random mutators.
Because why not question everything ever at least once more each time?
Can this be combined with DoomRPG and DoomRLA?
No, it is a TC Mod and it is intended to be played on its own as an standalone game
And is there any means by which there's a mod that generates maps using obsidian whilst in game, that can then be applied?
No, it works by using modified maps that where made specifically to work with the mod, it doesn't work with normal maps
edit: I've been investigating around about Corruption Cards working with this, and seems like it just not going to work that well (or even at all) due to the way Infinite manages its maps
I might play this with corruption cards later 🤔
Doom infinite works with VOXEL DOOM 2 !!!
Doom,doom.yay
This mod is very impressive the only problem for me it's the levels of Doom and Doom 2, some levels break and I get softlocked, meaning I need to restart everytime. Other than that awesome!
This looks fucking bonkers. Wowww. I need to speed run my current playthrough so I can give this a play! Or maybe I should wait for full release.. Hmmm
Edit: I wrote that before seeing the part about the shop and hidden switch you found mid map............... WTF MAN
But can I add Corruption Cards to suffer more?
It's a lot like MutantMods' DooM Infinite!
Look good ! Feel Bad Ass !
no tutorial level at start so i dont know how use any items and wat do i spawn in hub someone know solution to go at tuto level i try to use map command but i cant do anyfing
Huh? But... uh... some people even COMPLAIN about the tutorial! :o What happened there?
Will this work with the Steam version of Doom 2?
Is there something Doom modders CANNOT do? Anything at all?
might just god mode this.
I always wondered why there's no Doom source port that integrates Oblige and generates the next map the moment you finish previous until you finally die, making it go forever. This is close to that, but still not it.
Are you planning to look at Holstin?
Which is better, Icarus? Doom RLA or Doom Infinite?
Will you be covering illwill? That game really needs some love.
yea it does, love that game
Time for the most important question
Corruptions cards?
Sadly, disappointingly - no.
crap