Distance My Demons Rar Files

Distance My Demons Rar Files 4,7/5 5418votes
Distance My Demons Rar Files

[MOD] Demon Slayer 1887 (Hotfix update ). Post by willkuer » Tue Dec 26, 2017 7:50 pm. Image I compiled a small mod from the sprites I have been sharing in the Spriting Carnival thread. Its a steampunk flavoured weapon set. This is an early test release to gather feedback, bug reports, balance reports etc. Buy My Demons at Juno Download. In stock now for same day shipping.

All weapons have secondary fire modes (alt-fire). From left to right: Arc Coil, Ember Dynamo, Fiery Temper, Salt'n'Pepper, Hailstorm, Hellfire, Plasma Hose Fist fighting: You punch. Pressing alt fire while pressing strafe or backwards keys lets you dodge in the according direction. Pressing alt fire while moving forward you steam ahead and punch even harder. Arc Coil: A portable spinning quartz manifold generator able to produce incredibly high voltage arc lightning over short distances. Since it pulls its energy directly from something the eggheads describe as crystaline void it never runs out of ammo.

Pressing alt fire and any directional key lets you dodge move in the according direction. Ember Dynamo: A bolt gun like contraption that is fueled by a cylinder filled with a volatile gas mixture, which stores energy from your movement.

The gun emits a blast of ionized air - essentially, a purple and red glowing ball of plasma. Tapping alt fire shoots a double burst, holding lets you charge up to four shots as indicated by the lights on the back of the gun. Recharges by moving. Fiery Temper: A bulky gas loaded automatic shotgun. Slow, inaccurate close to mid range workhorse. Can be loaded with a maximum of eight Dragons Breath shells, which can be fired by pressing alt fire. Salt'n'Pepper: A double barreled short range shotgun.

Its slow reload may apall but its workings are quite peculiar: It fires a shower of stone salt and a silver coated slug from both chambers, both of which are electrostatically charged by the barrels' special alloy. Alt fire lets you dual wield - more barrels, more punch. Hailstorm: A mechanical marvel! A housing full of springs and pistons enables this gun to fire a hail of good old Henrys in rapid succession. Effective at mid range and very accurate if tap-fired. A second mechanism can store up to eight high explosive impact cartridges which may be fired by pressing alt fire. Hellfire: A flame thrower.

Throws flames over short distances. Alt fire compresses the fuel in a seperate chamber and releases a mid range fire ball at high pressure. Plasma Hose: Industrious eggheads found a way to use the extradimensionals' ectoplasm as fuel for a pressure operated portable plasma hose.

Primary fire mode spews green plasma balls with a certain spread, while alt fire channels the plasma into a tight coherent stream, eating up the tanks reserves very fast. Stop Watch: A strange artefact.

This pocket watch was found beneath a dimensional rift on a dead soldiers body. [work in progress] for now, its primary and only fire mode is to stop time for ten seconds or blast a cuboid area (1024 map units) around the player with 1024 points of 'time' damage, which basically kills everything.

Tap fire to stop time and auto-switch to high priority weapon in inventory, hold fire to unleash the blast. Depletes all reserves but recharges on a 28 second cooldown. There is an accurate alt fire planned and there are no visual effects (custom damage deaths) yet. The concept of the weapon is either stop time for repositioning and dealing burst damage; blast an area with high damage, thus expiring or aging monsters to death; or doing the same accurately in a line, maybe even ripping through monsters, over a certain amount of time. There is a custom damage system in the works.

(The Arc Coil is still missing a pickup sprite and appears as the chainsaw) Hotfix update! DOWNLOAD: Old versions Spoiler. Fist's animation looks so nice and such. I think it needs some more beefy sound effect.

And wall hitting sfx doesn't exist. - When i switch weapon, the weapon tag seems shows up six times in a row, as written in the console. And i think this is unnecessary because reading it only first time is enough. - Ember Dynamo is really cool. But i think it needs a charging sfx.

- Salt n' Pepper's muzzle flash is red, but it shoots blue plasma pallets. Also new reloading sfx would be nice. - Fiery Temper's Alt-fire spends two shotgun shells and one special fire round. And is fire spawned on the floor after shooting certain weapons does anything? Or just for decoration? - Speaking of Alt-Fire, they'll alert the monsters. - Hailstorm's Missile is kinda weak.

Make the Splash damage wider and stronger, i guess? - Plasma Horse's Alt-fire Fires both Laser and a baron ball. Looks overpowered, if you ask me.

- I hope other weapons can have own Alt-Fire as well. Especially Stop Watch; Revive or Expire a group of monsters with time power, maybe?And that's it! Other than those and lacks additional sfxs, it looks great. Interesting and good choice of genre!

I haven't seen any Steampunk doom mods before. Keep up the good work! Joined: 02 Oct 2012 Location: Urban Clustermess Discord: DiscussJ#3128 •.

Captain J wrote:- Salt n' Pepper's muzzle flash is red, but it shoots blue plasma pallets. Also new reloading sfx would be nice. Thanks for spotting this! Absolutly didn't notice.

Must have been blinded by routine on this one sfx-wise: see statement above. Also, I noticed a bug: When you switch to akimbo, you can not mouse-wheel to another weapon because I didn't assign a weapon slot for the akimbo shotgun (you can switch guns by number key though). As it is implemented as a seperate weapon and not an overlay, Doom doesn't know it's place in the weapon list. I don't want the player to be able to switch to it through the weapon slots, since it's an alt-fire option. Don't know how to work around this yet.

Captain J wrote:- I hope other weapons can have own Alt-Fire as well. Especially Stop Watch; Revive or Expire a group of monsters with time power, maybe? Good suggestions here! I admit, I wasn't very creative with this one ^^ Also, I was thinking about custom damage types favouring certain weapons against certain monsters. The lore of Salt'n'Pepper would be somthing like this: It fires a shower of stone salt and two silver slugs (pepper) that deal high damage against lesser demons and the possessed.'

Kinda like in arpgs, holy damage, fire damage, etc. Blabla you get the idea What do you think? Chronoteeth wrote:as much as i like the stopwatch, as a bfg replacement it can mess with the ebb and flow of a lot of custom maps Good point!

I have to admit I don't know too many custom wads. I know Scythe 2, Waterlab, Weapons of Saturn, etc. The 'famous' releases of course.

So I already feared this could be the case. Descargar Torrent Extremoduro Grandes Exitos Y Fracasos. I'm really not sure about this issue. ___ Again, thanks for the feedback, I'll try to push out an update this week In the meantime, I wish you all good holidays if you took the week off, like me Cheers! Chronoteeth wrote:everything seems to sorta have a theme electric ssg and chainsaw flamethrower and fire shotgun plasma pistol and plasma gun any sorta main elements missing would fill in the gap and make good for like a 4 elemental subset Yeah, I already have the color coding in there.

Maybe add a yellow/gold theme time/devine power? Move the Stop Watch time freeze to alt-fire and have the primary mode basically do the same as the BFG9000 but as an AoE effect (360 degrees around player, certain distance - maybe 1024 units?) or something like this? (Like aging the monsters to death or something? I'm thinking Singularity mechanics here.but maybe this is too much for my skills, dunno) Another concern: If I add custom damage types I will have to edit the monsters - this will probably make the mod incompatible with other monster changing gameplay mods or even some maps/wads:/ Joined: 09 Jul 2016 Location: Austria. Captain J wrote:And oh my gosh, i think i just massed up that Alt-Fire part. What i meant to say was When Pressing Alt-fire key, while out of ammo, the clicking sound will alert the monsters. Hehehe, what a mean but funny idea!

Will put this in Also, there IS a logic bug in the Salt'n'Pepper ammo managment code. Just noticed it.

Happens, when you run out or low on ammo in akimbo mode and pick up fresh ammo later. The weapon won't update the loaded ammo stat and stops functioning. This is a tricky one - I'd appreciate some coding help from the veterans, if you guys have time my logic brain is twisted from all the christmas food and treats Joined: 09 Jul 2016 Location: Austria. First things first, the custom mugshot is straight up delightful! The little changes from collecting powerups or items (like getting a gasmask from the radsuit replacement or one of those funky late 19th century safari hats when you collect armor) really stand out and complement the overall feel of the mod. The only complaint is that it also lacks the damage states at 75%, 50% and 25%.and no death face either. It's really quite a nifty thing, I tell you.

Moving onto the weapons: -Basically what J said about melee, feels strong, needs a beefy wallhitting sound. -The arc coil could do with having a buff in fire rate so that it fires continuously, while dealing less damage per individual attack.

An idle sound would also be nice. -About the Ember Dynamo.well, it's a nice starting weapon I guess.

Doesn't feel too strong nor too weak for such a thing, and the option to charge more shots into a burst makes it decent if for some reason you do run out of ammo. Charging SFX would be nice, just like J said.

-This is more of a personal complaint than anything, but the Fiery Temper's animation looks very stiff. Even adding a simple charging handle on its side and making that move back and forth with firing would help immensel, along with smoothing out the recoil animation. That aside, the altfire has been reworked already so I won't mention it. -Salt 'n Pepper has a weird bug: sometimes, for some reason I couldn't pinpoint yet, hitting the altfire won't allow you to fire either of the guns and will just play the dryfire sound. That aside, I think it needs a buff in damage or pellet count because it struggles to one shot a pinky, even with the altfire.

-So, the Hail Storm is probably the most interesting weapon of the bunch for me since its balance is also rather interesting - it's a rather strong weapon for dropping from zombiemen, but it doesn't really strike me as being overpowered. If anything, I think it could do with getting a buff in firing speed to really make it indeed be worthy of its title and then perhaps be moved to the usual chaingun/chaingunner spawn. As for its altfire, here is my suggestion: just make it a rocket that deals a lot of impact damage but little to no splash damage - that way you kind of have an even more versatile weapon that doesn't stand out as being the strongest weapon in the mod. -No real complaints or points about the hellfire, it does its job well enough. I guess altfire could do more damage for what it is.

-More or less the same about the Plasma Hose, really. Only thing missing is better SFX for the altfire. -Stop Watch is an interesting choice, but I think it could indeed have some sort of wide AoE type altfire that erases monsters from time altogether. Just to act as a proper BFG replacement. General points: -SFX in general could do with some polish. Map Js. Pretty much all of the guns sound too quiet and almost toy-like at times. -Different item sprites would also be nice.

-Some weapons have somewhat stiff animations, but they're not too important. Joined: 01 Nov 2015 Discord: Deii #0915.

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