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Cottonmouth0309 changed their profile photo
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Hi. Recently, I've been thinking about Doom 2's intermission screen and Ultimate Doom's Intermission screen. Since Doom 1 had a map for their intermission screen to show where the player is going to be at, I was wondering what Doom 2's intermission screen would look like if it were a map like Doom 1. And by the title of this post, I wonder if someone could make a Doom 2 mod based off of this idea. Doom 2 having a map slowly progressing to the icon of sin as the player progresses like Doom 1's intermission screen. I really hope that someone makes a doom mod based off of this concept.
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Quest For Babel Mod
Cottonmouth0309 replied to Cottonmouth0309's topic in WAD Releases & Development
Hey, thanks for the awesome feedback you guys! hope you all are doing well. :) -
Quest for Babel is another shitpost mod made by someone who rarely posts in this forum site. Anyway, bad jokes aside, I'm back with another joke mod. It's basically about some dude who wants to kill a cyberdemon because he stole his rizz and now has a kid. https://www.mediafire.com/file/5x480spx8n6aasn/Quest_for_Babel.pk3/file Screenshots (spoilers): Credits are in pk3 file called Credits.txt. Anyway... Thanks for playing!
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No, I have not, and I apologize for putting this in the wrong forum.
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Hello, I'm asking if there are any weapon mods out there that is goofy, has powerful weapons, and is compatible with GZDoom, Zandronum, and Skulltag. I've already played mods like Russian Overkill, Guncaster, Doom Tournament, SWWM GZ, Zharkov Goes to the Store, Brutal Doom, Grezzo 2, etc. Any suggestions? I'm just looking for weapon mods to play with in skulltag deathmatch
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Cotton's Grabbag 2: The Old, Ugly and Forgotten
Cottonmouth0309 posted a topic in WAD Releases & Development
Alright, one again I am giving out some maps I made that either was experimental, bad, and unfinished. Unlike the first grabbag, this one has some old wads instead of newer yet still kinda old wads. Yeah, let's just say I've improved since then DOWNLOAD https://www.mediafire.com/folder/6ulh10zkmo9f8/The+Old,+Ugly,+and+Forgotten -
Now that's what I call a little bit of trolling
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That's exactly the point, to make the monster so scary that it makes gzdoom shit itself XDDDDDDDDDDD
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OK, it's been a while since I posted anything here, so I'll just keep it short and simple here. This is a horror mod (one that has scared its own creator), that is a remake of another mod I have made that you may/may not have heard of called RUN.wad, it was based off of the NES Godzilla creepypasta. When I looked back at it now, it looked like it was poorly made, the maze was shitty, and there were no spooky monsters, the only kind of ""horror"" that was in it was the PSX Doom fire sky, the dark maze, and Red's chase theme used in the NES Godzilla creepypasta videos. This mod, however, takes RUN.wad and makes it better if you will, with new and improved maze with lindef portals, a spooky monster that chases you around in the maze and is actually (in my opinion) pretty damn spooky. So please if you will, enjoy this little shop of horrors I made. ;) Screenshots: (Taken in ZDoom for best effect) WARNING: NOT FOR THE FAINT OF HEART DOWNLOAD: UPDATE V1.2 https://www.mediafire.com/file/qhml8zcnbfolpps/RUN_-_Remake.pk3/file V1.1 Added some new stuff here and there - Some cool torches that mark certain things depending on the color of the torch, examples are as follows, Green = Portal Blue = Exit Red = Dead End - Added some new areas (mostly dead ends) like the seemingly endless hallway - Moved the map spot for Evil (the monster) so he doesn't get stuck imbetween time and space (aka, getting lost in portals) - Made the jumpscare 2x more scary V1.2 - Changed the player's speed a little - Moved the monster's spawn spot again - Two more dead ends added - Nuff said
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Thanks :)
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Heh, I completely forgot I had a copy of this, cool map tho.
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I've been looking for some sandbox maps to play around in, but the only ones I own are Doom Center 1 & 2. Is their any other sandbox map for doom out there?
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Spooky Scary Skeletons 2 [RELEASED]
Cottonmouth0309 replied to Cottonmouth0309's topic in WAD Releases & Development
Alright, so some people (including sandwedge) are saying that spooky scary skeletons 2 is a terry wad. That is NOT true. Spooky Scary Skeletons 2 is just a sequel joke wad to another joke wad, and I had no intentions on it being a terry wad (hell I can't even make a terry trap like other people make). So, Spooky Scary Skeletons 2 is not a terry wad. Yeah, sure map 5 had a terry trap in it, but that was it no more terry traps. And it wasn't as seizure inducing as a terry trap (nor vulgar as one either). In conclusion, Spooky Scary Skeletons 2 is nothing more than just a joke wad. I got irritated when sandwedge referred Spooky Scary Skeletons 2 as a terry wad, and I got even MORE IRRITATED when I was reading one of the comments for part 2 of sandwedge's play through of Spooky Scary Skeletons 2 and it ALSO referred Spooky Scary Skeletons 2 as a terry wad. So PLEASE, stop saying that Spooky Scary Skeletons 2 is a terry wad, it's NOT a terry wad, it's not as short or long as a terry wad and it certainly does not have as much bad taste as a terry wad. I'm sorry if I sound rude or very mad, but I'm just preventing a warning point and/or some confusion from the doom community. I suffer from anxiety when I see the title of one of sandwedge's videos on my mod or see the comments referring to it as a terry wad. So, please don't confuse it as a terry wad, it's only a joke wad, please don't give me a warning point doomworld, and please don't get mad at me and harass me for just those parts referencing terry, I only wanted those moments because it's part of the plot, not to make some shitty wad hoping someone would play it. -
thanks
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Alright, so I'm making some maps for a mod of mine and I added in a green skull key into it, the green skull key was meant for a map based off of karnak, the strange thing is that when I look for other lock numbers like red card, blue skull etc, nothing appears other than none or green skull. I tried closing and reopening UDB and updating it but to no avail, the LOCKDEFS didn't have the CLEARLOCK flag. Is their any solutions that might fix the problem?