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WELCOME TO PACMANHUNT!!! Welcome to PacmanHunt! PacmanHunt is a Doom 2 Wad where you use shoot Rockets at the ghosts from Pacman! Ghosts spawn across the map, along side Powerups such as Invulnerability, More Health, Invisibility, and more! In PacmanHunt, you can use 3 weapons to fend of the ghosts! The Rocket Launcher, The Chaingun, and The Chainsaw! Being chased by Tons of Ghosts? Jump through the portal to get to the side of the map! Are the ghosts getting repetitive? Well BAM, a Boss just spawned in the middle of the Arena! Ever Bored with your friend? Play PacmanHunt's Cooperative Survival mode, and Choose to either work together or compete to see who can live longer! Go Through Teleporters, Kill Bosses, and Play with your Friend in the Survival Co-op Mode Online! So what are you waiting for! Go click the link below this to download PacmanHunt!!! PacmanHunt!!!
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2
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- Doom 2
- Cooperative
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I'm a cleaner... Doomer7 is a weapon pack mod for Doom 2 in the GZDoom source port that aims to bring over the weapons and mechanics from Killer7! Play as the Killer7 and wield their iconic weaponry and help them slay their way through a new horde of demons that they've never encountered before: the demons of Hell! Features: All 8 playable weapons from Killer7 (Garcian, Dan, Coyote, Kevin, KAEDE, Con, MASK De Smith, and Young Harman) Revamped UI and menus Unique voice lines for each member Gameplay mechanics to feel more in line with Killer7 (crit spots, weapon upgrades, healing through blood) What you will need: A copy of Doom 2 The latest version of GZDoom How to run: Follow the GZDoom install instructions to properly setup your program Drag and drop the Doomer7 Pk3 file onto the GZDoom program Once inside the program, make sure your keybinds are setup properly! Select "Settings" Select "Action" Make sure "Fire", "Secondary Fire", and "Reload" are bound to the correct keys on your keyboard and mouse Back out of the Action menu and find the "Doomer7 key bindings". Make sure "Restore Health" is set to whatever key you want. And that's it! Enjoy! Trailer: Screenshots: Credits: DoomerDev (https://twitter.com/DoomerDev) (Project Lead, Programming, Various art assets) ElSebas54 (https://twitter.com/Sebas54el) (Programming) Agent_Ash (https://twitter.com/iAgent_Ash) (Programming) sage (N/A) (Programming) Wonder-Waffle (https://twitter.com/WonderWaffle93) (Menu art) G0NI25 (https://twitter.com/G0NI25) (Hud art) Crazyjaydon (https://twitter.com/CrazyJaydon) (Hud art) Plank (https://twitter.com/exblackwater) (Trailer) DOWNLOAD: https://github.com/DoomerDev2011/Doomer7/releases/tag/Releases ModDB: https://www.moddb.com/mods/doomer7 In the name of Harman...
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4
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- Doom 2
- Gameplay Mod
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Alright, Doomers! I made this new little weapon pack that is mostly inspired by Led's Generic Weapon mod and Simple Weapons by Joblez. Featuring: reloading, dropped casings(when firing) and mags(when reloading). Compatibilty: Should work on ZDoom 2.8.1 (untested) Zandrodum (mod designed primarly for this source-port so it's obvious that it'll work) GZDoom (same reason as Zand) LZDoom (same as above) DOWNLOAD BETA! - Beta version, with placeholder and unfinished stuff! DOWNLOAD V1.0! - Full release! DOWNLOAD V1.0B! - Hotfixed! Screenshots!
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A collection of all the Doom II Master Levels in alphabetical order Only works with Doom 2 This WAD uses DeHackEd to make sure it is compatible with almost all source ports All maps have the correct skys and music for their levels The title screen graphic as well as the automap level names and intermission level name graphics have been updated Level Order: - Attack (ATTACK.WAD) - Black Tower (BLACKTWR.WAD) - Bloodsea Keep (BLOODSEA.WAD) - Canyon (CANYON.WAD) - The Catwalk (CATWALK.WAD) - The Combine (COMBINE.WAD) - Mephisto's Maosoleum (MEPHISTO.WAD) - The Fistula (FISTULA.WAD) - The Garrison (GARRISON.WAD) - Geryon: 6th Canto of INFERNO (GERYON.WAD) - Titan Manor (MANOR.WAD) - Minos' Judgement: 4th Canto of INFERNO (MINOS.WAD) - Nessus: 5th Canto of INFERNO (NESSUS.WAD) - Paradox (PARADOX.WAD) - Subspace (SUBSPACE.WAD) - Subterra (SUBTERRA.WAD) - The Express Elevator To Hell (TEETH.WAD) - Bad Dream (TEETH.WAD) - Trapped on Titan (TTRAP.WAD) - Vesperas: 7th Canto of INFERNO (VESPERAS.WAD) - Virgil's Lead: 3rd Canto of INFERNO (VIRGIL.WAD) - The End (Map to show end of Master Levels) Notes - Mephisto's Maosoleum (MEPHISTO.WAD) should be level 11, but is instead level 07 because of its use of the 666 tag For this reason, Bloodsea Keep's (BLOODSEA.WAD) room of secret#4 can not be entered because it uses the 666 tag but is not level 07 - The secret level enterance in level 17 (TEETH.WAD level 31) goes back to level 01 (ATTACK.WAD) Credits - This WAD D. Shwagginz - Doom II Master Levels - John Anderson (Dr. Sleep) - Geryon: 6th Canto of Inferno (GERYON.WAD) - Minos' Judgement: 4th Canto of Inferno (MINOS.WAD) - Nessus: 5th Canto of Inferno (NESSUS.WAD) - Vesperas: 7th Canto of Inferno (VESPERAS.WAD) - Virgil's Lead: 3rd Canto of Inferno (VIRGIL.WAD) - Jim Flynn - Titan Manor (MANOR.WAD) - Trapped on Titan (TTRAP.WAD) - Christen Klie - The Catwalk (CATWALK.WAD) - The Combine (COMBINE.WAD) - The Fistula (FISTULA.WAD) - The Garrison (GARRISON.WAD) - Subspace (SUBSPACE.WAD) - Subterra (SUBTERRA.WAD) - Sverre André Kvernmo (Cranium) - Black Tower (BLACKTWR.WAD) - Bloodsea Keep (BLOODSEA.WAD) - Mephisto's Maosoleum (MEPHISTO.WAD) - Tom Mustaine - Paradox (PARADOX.WAD) (with Bob Mustaine) - Tim Willits - Attack (ATTACK.WAD) - Canyon (CANYON.WAD) Download Master Levels Bootleg rendition of MASTERLEVELS.WAD
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WW2: Inferno campaign is a gameplay mod based [obviously] on the great second war. Currently, most mods based on the second world war, are based on the wolfenstein games, (not bad), but of course I came up with the idea of creating a mod similar to games like battlefield. This mod contains, and will contain, the main weapons of each army that participated in this war, such as the USSR, USA, Germany, UK, Japan, etc. It is also intended for zandronum source port, so it has a death match and cooperative support [Experimental]. I hope u like it :D comment your opinions or suggestions here or on my Discord channel, Credits in menu game. See my progress here: Discord invitation!! Download section [updates automatically]: Download base file Download tanks file!! Manual [outdated] PD: It's very important to read the manual, it's outdated I know, but is very useful Screenies: Videos:
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11
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- Gameplay Mod
- Doom
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With a sense of pride, I present to you my youthwork. Its been 13 years since I started acting out on my inspiration. Its been a one man race towards creating something out of the normal, with some help of others. Lets never forget about the tonnes of resources I´ve used from others in order to orchestrate this mountain ... Now, the ticket to Triton is open once again. Will you grab it? This mod is not finished, but playable within an acceptable range of quality. Its meant for singleplayer or COOP. This is Episode 1 out of 3. Originally I wanted to release all 15 + secret maps in one file, but its been too overwhelming to manage. I would appreciate greatly if suggestions of improvements or bugfixes are highlighted to me in DM or here in thread. Things I know of that could be of great use but is beyond me: Zandronum compability, some coding. Credits, broadly: Scalliano, ID Software, Williams Entertainment, Aubrey Hogdes, Sargeant_Mark_VI, ZDoom Forums, Realm667, Score Doom, PSX DOOM CE Old thread and previous emission: https://www.doomworld.com/forum/topic/105021-testing-sequence/ Download: https://www.moddb.com/downloads/mountain-of-silence-ep1-v09 Episode 1 Features: - 5 Maps plus secret maps. Avrege play time: 1-2 hours per Map - New Weapons, atleast 2 weapons per Ammo Type - New Monsters and Bosses - Alternate Monster Death States - Graphical alterations - The ugliness we love - A drunken love with this game
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WELCOME TO BYOC. This Zandronum* mod made by creators from a private community contains a ton of classes based on OC's and well known characters (From Peppino Spagghetti from pizza tower to the most obscure characters Dr.Doomguy from Dr.Doom) each of the characters have their own arsenals and Gimmicks, Most of them are mostly tested with Multiplayer but they are playable on singleplayer! *This mod will only work with zandronum, GZdoom will not work and most classes will break in some cases. Screenshots: Download: HERE! CHANGELOG CREDITS?
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Gameplay Mod DAWN 3D - a Dusk mod for Doom [GZ, Zandro] v1.2
Craneo posted a topic in Mods & Resources
A few days ago I started this new side project, a not-so-faithful adaptation of DUSK for GZDoom and Zandronum that aims to have a more classic 2D sprite look (the 3D in the name is semi-ironic as well as a nod to Duke3D and Wolf3D, which had sprites and not models), for now some features are sort-of missing like the climbing thing and a more Superhot-like timestop, and I've taken a few creative liberties as well, the mod should also work on Deathmatch gamemodes and multiplayer but that hasn't been fully tested outside of offline skirmishes with bots, future updates will add some cut content and balance the mod more, as well as map editor number stuff for people that may wanna make their own pwads with this as a base. CREDITZ: (please notify me in DMs here on DW if I forgot to credit anyone) Screenshots: (custom palette not included) Download: Dawn3D_v1.2.rar- 15 replies
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Biohazard: Undead Nightmare is a mod, the main mechanic of which is the "real" death of the enemy, only if you shoot him in the head(or he burns, or the damage exceeds GibHealth), otherwise he will regenerate. The mod is made on the theme of zombie apocalypse and on some maps can be similar to Left 4 Dead or Resident Evil (+ if you set the appropriate settings for the atmosphere of level change), for single-player mod is quite difficult, and immediately shows you that to survive alone in the apocalypse - you need to be almost a god of war. So far, 1.5 comes out in open beta and this version of the mod is a global update, if all versions before 1.5 had the look of the mod for vanilla and had only 4 types of enemies, + poor optimization, now it's the opposite, the mod is not vanilla-looking, optimization has become a little better and new classes of enemies should expand to replacing all classes in the doom.(at the moment 15 classes from the doom replaced, 21 classes exist in the mod and used) Video gameplay: Screenshots: FAQ: If you want to create a server Mod uses smart walking, which requires instant processing, and if you play without patch on a server - enemies will dodge bullets like Neo and walk with a delay and 96 units per step(this happens because network comes too many functions per tick, and you will in any case lose packets with ping even less than 50), because of which a patch was made to dumb down walking, ie enemies use the standard A_Chase in walking. Biohazard v 1.5.01 Open Beta: https://euroboros.net/zandronum/download.php?file=biohazard_un_v1.5.011_open_beta.pk3 B:UN Server Patch: https://euroboros.net/zandronum/download.php?file=bun_v1.5.011_server_patch.pk3 B:UN Music: https://euroboros.net/zandronum/download.php?file=bun_1.5.01_high_quality_music.pk3 Mod by NMW - Nomakh`s Mapping Workshop
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1
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- Doom 2
- Gameplay Mod
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The Cycle2.zip Boom Compatible Tell me if there are any problems, they'll be fixed at a date... and a time. ______________ Contains- 1 new map (Co-op, Deathmatch, Single-player) 1 new Track ( The Creeps - Petter Mårtensen) "2" difficulties implemented (ITYTD, and HNTR-UV, Don't play NM you'll be miserable.) No new graphics Now new gameplay elements _____________________________________________ NOTES: A sort of speedmap, 3 hours, I really enjoy these 1 large arena maps. Inspired by Scythe Map 26 - Fear, and Bourgeois Deathmatch. __________________________________________________________ Why The Cycle? Well, that's how deathmatch is, you run a circut around the map constantly! I'll keep releasing these, and I'll probably eventually compile them all.
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2
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- Doom 2
- Cooperative
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When touched, the game will save and the player will respawn in that location when they die. Additionally, it resurrects all players to max lives in survival. It's a solution I've made to solve the "Running To Evil" problem present in co-op. With the spawn moved, players can get right back into the action with little to no delay. Compatible with ZDoom, Zandronum, Gzdoom and any forks from that. Uses an actor for it's position tracking so that it could be placed on moving sectors without any clips. Still saves the game in GZDoom's Multiplayer. Collision-Safe. It's unable to telefrag existing Players. Sprite Bridge Safe. (If a map uses one...) Fail-Safe. Holding zoom cancels you out of it's effects if the destination is undesirable. Warp-Safe. Gives you respawn protection to protect against sudden hazards after warps. Mod-Safe. Designed to run with anything! Customizable. You can adjust it's behavior using Cvars. Mapper Friendly. You only need to place the Save Disk object on the map to use the system. Presets. ================================== The resource only .WAD version for .PK3 Projects ================================== ============================================================ The checkpoint system was primarilly designed as a resource for mappers, but the people I've shown this to expressed of adding sometype of way to place this into pre-existing maps. So I made a preset sysem that uses ACS to manually place checkpoints down by levnum. As a demonstration, the only mapset supported is AUGER;ZENITH. ================================= Standalone .PK3 with Presets. =================================
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Insanity Survival beta version 0.91 is available! This update primarily brings a new Insanity Options menu for adjusting mod settings, which includes toggling the Spiderdemon spawner and replacing it with the vanilla Spider Mastermind, so it can be replaced by a mapset's DeHackEd monster replacement! A random gameplay tip system when the player dies similar to Insanity Deathmatch has also been implemented, and most importantly, 13 new monsters, a handful of changes on existing monsters, as well as a ton of fixes and improvements! Full changelog on v0.91 can be found from ISURChangelog.txt in the zip! Insanity Survival is a multiplayer PK3 mod for Zandronum 3.1 or above, based on the weapons and items of Insanity Deathmatch! Features: 50 weapons from Insanity Deathmatch, including 6 starting weapons and 19 big BFG-level weapons! 8 different armor types and 15 different powerups! Over 180 different monsters, including Doom, Heretic and Hexen monsters, ZDoom and Skulltag era monsters, as well as all-new and unique monsters! Monster spawns are categorically random! For example, the Doom II Imp spot now spawns different Imp variants and other monsters of the same strength! Different monsters in the same spawns (such as monsters in the Arachnotron spawns) cannot infight with each other, except possessed troops and Lost Soul variants! New wacky difficulty levels! Over 1100 different gibbing sounds for both the player and any monster that can gib! Recommended for Cooperative and Survival, but also playable in Singleplayer! Recommended with the HPBar health bar mod, version 25b or above! (HPBar-v25b.pk3) Insanity Survival brings the frantically InsaneTM action of Insanity Deathmatch to the PvE environment of cooperative, survival and singleplayer, and takes it up to another level with different random monsters that twist the gameplay further! This is a beta release, and not a full release, so most of the things are bound to change already in the next few beta updates, and a lot more new things will be added too! Also, being a beta version, expect to encounter bugs and other issues, but also be sure to report any you may find by replying to this thread! Disclaimer: Insanity Survival is its own mod. It is not an addon for Insanity Deathmatch! Unlike Insanity Deathmatch, which comes in two editions, regular and "skinnable" edition, Insanity Survival will only be in one edition that has classic Doom player behavior, is compatible with player skins, and comes with its own Insanity Survival Skin Pack! LOAD ORDER: Before running this mod with any custom maps, make sure Insanity Survival is loaded AFTER the maps to ensure full compatibility! Recommended Cooperative/Survival flags: DMFlags: 4800516 DMFlags2: 256 ZADMFlags: 13156928 CompatFlags: 0 ZACompatFlags: 0 Survival Lives: 3 or more (depending on the mapset and difficulty used) DIFFICULTY LEVELS: Disclaimer: Difficulties and their properties are likely to change over future beta updates! Monster counts explained depend on the map played. Dual trailer for Insanity Deathmatch V1.21 and Insanity Survival V0.90: Links: Download: MegaNZ Download For full credits, read ISURCredits.txt in the zip file. For changelog, see ISURChangelog.txt. Screenshots:
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NOTE: THIS MOD ONLY WORKS WITH THE LATEST ZANDRONUM 3.2 (221030-0316 or higher) TEST BUILD. DESCRIPTION Had enough SSG dueling for the past 30 years? Want to throw weapon balance completely out the window? You want a bunch of goofy unrelated references and memes thrown in? Welcome to the Weapon Asylum, a chaotic weapon randomizer mod for Zandronum! Intended for deathmatch, all players will spawn with 2 (sometimes 3) completely random weapons that you will use against your enemies. Use them however you can. You get completely new weapons every time you respawn. Slot 1 is for melee/close range weapons. Slot 2 is... something! Slot 3 is primarily meant for one-time use or novelty weapons. You can play this with nearly ANY(full support not guaranteed) map set. Whether it be with the original Doom IWADS, some cool legendary deathmatch pack from the 90's, or even our very own map set(not yet released) created solely for this mod, the ride will never end.. Can you survive the asylum? MEDIA FEATURES Over 30+ weapons Mutators that can change up gameplay between matches Stupid references from all sorts of stuff Over 170+ death sounds Compatible with nearly any map set Support for both competitive and cooperative gamemodes Brand new Infection gamemode Options to customize parts of the experience Bot support* Custom skin** and announcer support * We didn't change their behavior or anything like that, but we made some backend work happen so that they should be slightly better to play with. They are still very very stupid. ** Please see the 2nd question in the FAQ below. THE FUTURE That's right, we're not done yet! Unfortunately because of how slow I am when it comes to making stuff, all the stuff we wanted to make isn't all there yet. We plan on releasing a full on original map pack for this mod. Not only that, we do plan on adding more weapons and as much stupid shit we possibly can. Take a look at what we got cooking already below: Requires Zandronum 3.2 (221030-0316 or higher) and only runs on the Doom IWADs. Patches: wa_patch_v1.0_skulltag_content-3.2-beta1.pk3 Make sure you load patches after loading the main mod. Old Versions: FAQ: Join our Discord, chat about Weapon Asylum all you like there: https://discord.gg/xZd5MxK