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Bullies took her son, so she murdered those devils, one by one. Her death came with a single amend, she has no choice but, slaughtering more devils. Maria needs her son, Kiritaka needs his mother and so Mother Maria’s next deed shall begun. Mother Maria’s assignment is clear; MERCILESS EXTERMINATION!!! Description: Maria no Jigoku or Maria’s Hell is a small gameplay mod based on Kazuki’s manga Maria no Danzai (Aka Maria’s Judgement), influenced from Doom’s console ports (PSX AND N64), Quake and many works of Skelegant. You’re taking the control of the vengeful, grieving mother Maria Akeboshi (formerly Mari Nagare) instead of our beloved Doom Slayer, she’s not overpowered too much but her weapons does her job. Those devil's will pay for killing your son. Link to the Manga. Itch.Io link: Not yet.
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[UNDER RECONSTRUCTION] Old Thread opening: General Use Stuff xINFO Template Files These are what I use to crank out these quickly. Use https://c.eev.ee/doom-text-generator/ to quickly generate CWILV/WILV files and episode graphics. Widescreen Stuff for autoload GZDoom has all this stuff natively, but Crispy/Woof/DSDA requires the user to source them, so heres some pre-configured stuff to quickly widescreen the default IWADS and other officially supported content Multiple IWADs Ultimate Doom Doom 2 Final Doom Heretic & Hexen Also check out my Unity Port conversions which originated from these very patches
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Greetings and salutations! Welcome to the development thread for Fury's Sky: Vagabond, the successor to my older GZ-based flight game, Fury's Sky. --- FAQ Q1. Why a new game? Why not just finish the old one? A1. There are a couple reasons for this. A large part of it was that the code base for FS1 was an unmaintainable mess of spaghetti that was only going to cause problems and induce aggravation going forward. This is largely because, when I started work on FS, I had been seriously programming for less than a year. Mistakes and bad practices were bound to happen. While I'm overall pleased with the work I did, especially considering my lack of experience, it was time to move on. Another reason was to just start from the drawing board creatively and come up with newer, more interesting scenarios and gameplay. Q2. What's gonna be different about Vagabond? A2. Vagabond will be a vast improvement on the FS concept in terms of gameplay and feel. Even in it's relatively early state, it still has a number of unique features such as an auto-targeting system that reveals enemy health and provides a target for lock-on weapons, a more in-depth and streamlined weapon system for easy development and prototyping of aircraft weaponry, improved controls and handling, and, like I was aiming for, a more streamlined codebase. Further down the line I'm gunning for a more non-linear mission structure, multiple plane classes, and a LOT of weapons. Q3. What are some returning features in Vagabond from the original? A3. A lot of the basic controls and gameplay functions are still the same. Steering is still done with the mouse, throttle is still manually controlled, players can still somersault and barrel roll by holding Shift and tapping one of the WASD keys, and the airbrake is as functional as ever, with the energy shield and all. Q4. Are there any playable builds available? A4. As of this writing, not yet. Vagabond is still in a very early stage and it will be a while before a single mission is even in the game. Good news is, the game is progressing quickly, and I might just have a build out sooner than I think. In the meantime, follow this thread for development news and check out some early screenshots. Vagabond public builds are now available! 0.1 was made available as of January 20, 2024. The download link and the changelog can both be found below. Fury's Sky Vagabond DL Link: (Current Version 0.3.2, released June 17th, 2024) https://drive.google.com/file/d/16L-pDb6H3B47y5vlI3yioxQOrG2wnmIo/view?usp=sharing --- Changelog: 0.1: -Initial release. Has one plane (F/I-8 Enforcer) with starting weapons, 200 Combat Points for an upgrade, and a playable level. 0.2: -New missions, DESTROY.wad, ASSAULT.wad, and ESCORT.wad added to the game. They will become available after clearing ARRIVAL.wad, and all three will be available at once. They each have their own completion rewards as well. -New planes, the Aries and Taurus, are now available for purchase in the hangar. They are available at the start of the game. -New weapons: Bolttongue and Flak Shards are now available as post-clear rewards in the weapons shop. -The Revier Pirate Enforcer has been renamed to Revier Pirate Grunt. -New enemy types: the Revier Pirate Bomber, Revier Pirate Thug, Revier Courier-Class Transport, and Revier Imperator-Class Frigate are now in the game. -Adjusted lighting in the cave on ARRIVAL.wad. 0.2.1 (Hotfix) -Fixed a bug that caused missions to be added to the mission list more than once after dying and going to the hangar. 0.2.2 -Lowered energy costs of Homing Darts and Force Missile -Doubled Bolttongue's projectile damage. -Increased combat point yield from slain enemies across all difficulty levels, for all enemy types. -Added materials for MUD and WINDOWS2 textures. 0.2.3 -Increased starting energy capacity and energy regeneration rate for all planes, as well as energy cap upgrade gains. -Increased health, health upgrade gains, and shield timer upgrade gains for all planes. -Increased damage factor on Advanced mode by 1.1 and Veteran mode by 1.25. 0.3 -A new level, UNCOVER.wad, has been added to the game. It is available after completing all 4 prior levels, and has its own completion reward. -Revamped the hangar map to have guardrails and obstacles to prevent accidental falling, as well as slowed down the pilot. This is to allow easier control on Delta Touch. -Added AI wingmen into the game. They will be available for certain missions, such as UNCOVER.wad. -Replaced AI command "Cover Me" with a new command "Attack My Target." This will be reflected in game and in the keybinding menu as well. -Exposed additional graphics options to the display menu. 0.3.1 -Tweaked obstacle detection for plane AI. -Adjusted enemy placement in UNCOVER.wad to prevent them going into off-limits areas. 0.3.2 -Lowered health for plane enemies and allied NPCs. -Adjusted control calculations to better account for mouse/stick sensitivity. --- How to run: 1. Download the most recent version of GZDoom from www.zdoom.org 2. Download the FURYVAGA.ipk3 file from the link above. 3. Extract GZDoom and place the iwad file in the same folder as gzdoom.exe (Windows), or whichever directory GZDoom reads IWADs from on other OSes. 4. Select Fury's Sky Vagabond from the IWAD selection dialog, if it appears. 5. Enjoy! How to run (Delta Touch on Android): 1. Ensure Delta Touch app is up-to-date and GZDoom Dev is the selected engine. 2. Download the FURYVAGA.ipk3 file from the link above. 3. Place the Vagabond IWAD in the games/IWAD folder set by Delta Touch, NOT the mods folder. 4. Create a control config for either gamepad or touch, setting the following axes and functions: -Fly Up/Down (Allows pilot to walk and controls throttle) -Strafe Left/Right (Controls pilot strafing and tilt) -Look Axes (Controls camera panning for pilot and steering for planes). -Attack and Alt Attack (Primary/Secondary Weapons) -Use (Lets pilot access objects in hangar) -Jump (Controls airbrake) -Custom 1-10 (Needed for maneuver key, NPC commands, repairing key, and camera toggles; set them as preferred in the in-game keybindings menu). 5. If using touch, crank up look sensitivity and general sensitivity, as planes may feel sluggish otherwise. Cranking up mouse sensitivity in-game may also work. 6. Run FURYVAGA.ipk3 from the list and have fun! --- Model: F/I-8 Enforcer Equippable Weapon Types: Primary: Cannon. Secondary: Missile. Top Speed: 65 UPT Maneuverability: 0.5 deg/T Health: 140 units Energy: 300 units Model: F/A-22 Taurus Equippable Weapon Types: Primary: Pulse. Secondary: Missile. Top Speed: 60 UPT Maneuverability: 0.4 deg/T Health: 180 units Energy: 400 units Model: B-9 Aries Equippable Weapon Types: Primary: Pulse. Secondary: Bomb. Top Speed: 50 UPT Maneuverability: 0.35 deg/T Health: 220 units Energy: 450 units --- Screenshots and media:
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yes, for my art I use google slides, it's a unique skill but quite useless. S.T.A.L.K.E.R. Weapons has a cool concept but with no sprites I just can't play it. this is a monumental task considering how many weapons are in the mod and the legwork of shittily doodling all of them with at least two sprites, and my motivation comes and goes tons, but I decided I'd log my progress here so that if I give up it wasn't all for nothing. https://docs.google.com/presentation/d/1SsTD462hd_B1TY-ajjC0QMBZl8qstiKJ1MhC2UOP-Cg/edit?usp=sharing hopefully this is the right forum for this.
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a simple chocolate doom compatible dehacked file that strips you of all your weapons (and fists)! WARNING: PAIN GUARANTEED weaponless.rar
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Pandora's Wrath, originally titled Gem's Weapon Mod, also known by it's repository's name, gem-doomweps, is a mod I've been working on for the past year or so, and only recently got help with from @Mengo, the guy who worked with @scumhead to make Shrine II. Heavily inspired by Supercharge and Led's Generic Weapon Mod (but directly avoiding ripping them off!), Pandora's Wrath was built to be fun to play through mapsets large and small with, all without becoming stale. The story so far: The arsenal: The powerups: The inventory items: The armor: The options: Mapset compatibility: Finally, the fun stuff: Pandora's Box! Showcase videos! Credits are in the GitHub repository, which is also where you go to download the mod. To download it, click the green Code button, and click "Download ZIP". The mod is able to be run as a ZIP, but you won't be able to access the weapon skins, which are in their own subfolders. It's best to run the mod as a folder for this reason. If I missed something you made in the credits, please let me know! I have no intent of stealing anybody's work, and want to give credit to everyone who's made something that I've used.
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I bestow this curse upon thee! As depicted by the title, Amogus.pk3 is a gameplay mod for ZDoom-based ports, brought to you by @Korp and I (credits below). All enemies (except Keen) have been replaced with Among Us Imposters, with new attacks and sound effects; an attempt to mix memes and gameplay. Difficulty is rather increased compared to vanilla, but still remains manageable, and might be adjusted based on feedback. No new maps nor weapons; feel encouraged to load it up with custom mapsets and weapon mods! Screenshots: Works with any of the Doom or Freedoom IWADs. GZDoom is the target source port. However, Zandronum works by leaving the GZDoom-only code in a ZScript lump that should be ignored by Zandronum. As expected, some minor features will be missing in the latter. Tested with GZDoom 4.4.0 and Zandronum 3.0 Lesser testing with GZDoom 4.7.0 and LZDoom 3.87b DOWNLOAD: https://drive.google.com/file/d/1JTucHMwV0_9fKEQOZnQfbeaYKUEKypnA/view?usp=sharing (You can verify the version by checking the version number displayed in the bottom-left corner of the TITLEPIC) Graphics and Music by @Korp - Code by @Alaux Full credit list in the text file and inside the PK3. Please, share any feedback or suggestions you may have. Hope you enjoy! CHANGELOG:
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Video gam about teh water botel. LINKS Itch.io ModDB INSTALL INSTRUCTIONS 1. Download and extract the latest version of GZDoom. 2. Place Doom2.wad in the GZDoom folder. 3. Place the mod's .pk3 file in the same folder. 4. Drag the mod onto GZDoom.exe. 5. Once the mod is open, Turn on Hardware-Accelerated Renderer. 6. Enable Mouse-look and Crouching. 7. Enjoy the Mod! SUMMARY The title is pretty self-explanatory, Get the bottle of water. Getting a Bottle of Water Simulator is a joke mod that was made because I was bored tbh. This mod is NOT standalone, DOOM2.wad and GZDoom are required to play!
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Hello, everybody! I'm happy to present to you a texture pack that I've been compiling mainly out of hyperfixation known as PyddTex. It is a compilation of almost every texture ever posted on the Post Your Doom Textures thread. The original criteria I went by was that it had to be specifically Doom styled (so no Heretic / Hexen / doodle style textures are here), the textures had to be still downloadable / viewable somehow, and the textures were only put in if the author did not state anything regarding limiting usage. There are over 8,000+ textures and flats from over 160+ contributors packed into this WAD. It's a bit difficult to show such a large scale of textures, so I have provided a couple of screenshots showing just a small selection. You can download PyddTex here (152.7mb). Currently this pack has almost every texture going up to Page 140 (last updated 06/09/2024). However, sharing this compilation is not the main reason I am making this thread. When going through the thread, there were several posts that only had dead links. As the main goal of this project is to save these textures in a usable format for many to use past the original posting date, it is also here for historic purposes. I have managed to get most of the old textures from the previously posted MISCTEX by an_mutt, and @DoomGappy has also been a huge help putting together a spreadsheet of members and the missing textures, but this is a big endeavor for just the two of us to take on. Through this thread, I wish to have this as a holding space for these "lost textures" and to have a complete, comprehensive archive of the artistic contributions from the Doomworld community specifically. TLDR: I'm making this public now for historic interest and collection. Having these textures usable is a fun side effect of said project and ensures that these textures are actually being noticed and used! I did my best with using SWANTBLS, but do let me know if I missed any quirks with importing!
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Gameplay mod meant to be used with gzdoom, currently only modifies Ultimate Doom content but works with Doom 2. Inspired by Doom Eternal enemy analysis videos on YouTube, main goal of this mod is to give monsters more abilities, mostly copied from other entries in the series like Doom Eternal, Doom 3 and various spin-off games (mighty doom, doom rpg), while keeping things fairly simple. Download: https://www.mediafire.com/file/jxfmr0jfyntjcv9/CoolDoom.pk3/file Let me know if there are any issues. General changes: -every demon aside from Doom 2 ones has been given one or several new abilities -all weapons (aside from super shotgun) have some sort of alt-fire now (mouse2 by default) -autoaim has been disabled on all weapons -all weapons have been given vertical spread -improved positioning of some demon projectiles (cacodemon doesn’t shoot from his nose and cyberdemon doesn’t shoot from his groin anymore) -changed spectres invisibility and visuals -all projectile-shooting monsters now occasionally fire projectiles at slightly different angle (barely noticeable) New monster abilities: Weapon changes: To do: -add changes to Doom 2 content -fix fist sprite
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Simple Slots is a simple quickswitch mod for gzdoom, attempting to improve quality of life by making weapons easier to select/use in the heat of battle. I know there are some other mods that attempt to add a last-weapon used button, but I find most of them clunky to use, usually not doing what I really want when I press Q, so I made my own. It's designed to be "intuitive". That is, it should always work exactly how you expect it to. If it behaves in a way you feel is unusual, I consider that a bug and will try to fix it. It should work with nearly everything. I have tested it extensively with Doom, Heretic, Hexen, Strife, Brutal Doom v22, Project Brutality, Ashes, and some other PWADs and Gameplay Mods. If you wish to download this mod, you can find it here. A Selaco version is available on the steam workshop. Features: Select your Last Used Weapon with Q, similar to Half-Life and other games with this feature. Weapons can be added to an ignore list, and will never appear as your last used weapon. Some mods like Ashes force-select weapons you may not want, such as selecting the Crowbar when using the Lantern with the Shotgun equipped. This helps to prevent "polluting" your Q button. Weapons must be selected for a minimum amount of time (1.5 seconds by default) before becoming your last used weapon, to facilitate scrolling through weapons. Holster your weapon with H. This is mainly an immersion thing, and is designed for games like Strife or Ashes if you feel weird waving your gun around in settlements, but it's also useful for taking screenshots. Assign up to 10 "slots" with weapons. Hold a slot button to select it's assigned weapon, release it to go back to your previous weapon. Or simply press to select the slot weapon and press again to go back to your previous weapon. Good for things like "Quick melee" buttons in mods that don't have a quick melee attack. Especially useful with the chainsaw! Also good with the SSG! I like having a quick way to select the Pistol in mods such as Project Brutality where the pistol uses different ammo to the Rifle, for efficient long-range sniping. Slot weapons won't become your Last Used Weapon, they are designed to be used for things you switch to when the need arises but don't want to switch to all the time. Each slot has a priority list and can assign multiple weapons, it will use the last added one that you have available. Hanging out in an Ashes settlement with my weapon holstered. Caveats and Future Plans: Since this is written entirely in ZScript, I would love to make a Raze version of this one day, but I haven't modded Raze at all and this would probably require some modification to work. My current understanding is that Raze is nowhere near ready for this kind of mod, but we will see what the future holds. This has not been tested in Multiplayer. It probably doesn't work. I have tried to use correct scoping for cvars etc, but this will likely need extensive changes to support multiplayer. I'm very open to suggestions for this. This may or may not break demo sync, I have absolutely no idea.
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VanillaPSX is an audio-visual mod for near-vanilla ports that brings the Doom PSX aesthetic to PC Doom as much as possible. The mod replaces all sprites, sounds (95% in high quality, thanks to Doom 64 Remastered), menu and interface graphics. There is an additional addon that replaces the game's palette with one that is closer to Doom PSX, but it is not recommended to include it together with WAD, which contain their own palette. The mod does not contain DEHACKED files, which means it does not affect gameplay or balance and will not conflict in any way with other WADs that may contain their own DEHACKED file. The mod is compatible with most ports except Chocolate Doom and DOS. At a minimum the following ports have been tested by me: - DSDA - prBoom+ - ZDoom - GZDoom - Doom Retro - Woof! - Nugget Doom - Cherry Doom - Rude Doom - Eternity Engine - etc. If you need assets to create a Doom PSX-inspired map, feel free to use VanillaPSX and include it in your wad/pk3/pke, making sure to specify credits beforehand. If you want the same way music from Aubrey Hodges, there is one wonderful big music randomizer created by @Big_Dorbo. But it only works on ZDoom, RZDoom, GZDoom and other ZDoom-based ports. A small video demonstration (thanks to @RastaManGames): Screenshots were taken in different ports (1 - Rude Doom, 2 - DSDA, 3 - GZDoom, 4 - Doom Retro, 5 - Eternity Engine, 6,7 - prBoom+, 8 - Nugget Doom)
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Graphics D64Graphx.wad - Doom 64 graphics/sounds for Doom [1.1]
Craneo posted a topic in Mods & Resources
a small, hopefully compatible with most sourceports D64 graphics pack inspired by DBP64 - The Vast Silence. includes full and lite versions, full changes textures, music, as well as the wolfss, bossbrain, keen doll and MBFDog. lite lacks these features, as it's intended to be loaded with mapsets that have way more custom resources or clashing artstyles. both full and lite include support for the ancient sourceport Skulltag, specifically for it's monsters, weapons, most powerups and props. this also comes with two addons: EvilMarine4SS, which replaces the WolfSS sprites with Footman's old zombie marine, and his sounds with Quake 1's enforcer. MeatballCacos, which replaces the D64 Cacodemon design with a 64-styled version of the classic Doom Caco (armless, spiked) using Thief666's HD sprites as a base. !! does NOT come with custom maps, this is a graphics/sounds ONLY wad !! I've tested this with Nugget Doom, Woof! and Zandronum, I've been told it works with Crispy too, hope it works with as many ports as possible. Feel free to use this as a resource in your own projects as long as full credit is given to me AND the contributors listed below: known minor issues: - offsets are a bit bad, but it's so minor idrc enough to fix that. DOWNLOAD: https://drive.google.com/file/d/1leUVsYPkxbI4UEGIVajmWZK6KEwAg_9C/view?usp=sharing SCREENSHOTS: GENERAL CREDITS: - Midway: D64 assets - HorrorMovieRei: original D64 skinpack used as a base, made the 'live stick' sprite - DrDoctor: misc. custom assets used for textures and props - Craneo (Me): many custom graphical assets, compiling, frankenspriting the Mastermind, Chaingunner, WolfSS and player crouching + a lot of props GRAPHICAL CREDITS: - BigStronk: DeathMachine D64 fonts, D4T blood edit, polishing shotgun, supershotgun and plasmarifle sprites a bit - DBThanatos: D4T blood - NMN: Radsuit sprites - WildWeasel: I used his abandoned/incomplete Doom 64 patch as a base for Patch64 - Cage: Weapon reloads, some textures, stained glass motherdemon sprites - DrPySpy: Revenant and ArchVile sprites - Stefano: porting DOOM ETERNAL D2Guy (used for mugshot), D64Guy, Daisy (used for menu) models to Gmod - Freedoom: some similar-yet-different textures used to replace base Doom ones - Ittrav: Icon of Sin texture base - Scalliano, Gez, fenderc01: PSX Doom fireskies - Ceeb: Quake 1 textures rip - Formgen: Wolfenstein Lost Episodes textures - Nash Muhandes: Dog sprites - OSJCLatchford: new TNT/AV DOBWIRE texture base - BLASPHEMER: new flag/banner base - DrDoctor: new SP_FACE texture, bald shotgunguy base - Immorpher: Morph64 Bald Shotgunguy edit - AtomicFrog, Immorpher, Nevander, Molecicco: skybox texture pieces - BLASPHEMER: new flag/banner base - ItsNatureToDie: stained glass base - Zrrion the Insect: stained glass demon key texture - Mark Quinn: fists Marine used on the D64 marine stained glass - Amuscaria: hanging tyrant, used for the hanged cyberdemon in AV - DooMAD: StalungCraeft Knight Sentinel mural texture SOUND CREDITS: - GEC Team: Icon of Sin sounds - ZioMcCall: BDv22 Brutal Wolf SS sounds - Snaxolotl: Absicion OST - Jay Reinchard: Title, Intermission and D_E1M1 themes - Marty Kirra, DrPyspy: ArchVile sounds - Secret found sound from Quake 1 FRANKENSPRITE SPECIFICS: Commando Credits: Midway, DrDoctor, Immorpher, Footman, Atomic Frog, Vader, Xim, Korp Mastermind Credits: Midway, 3DRealms, Immorpher, Sgt_Mark_IV, DrPyspy WolfSS Credits: Id Software, Midway, UnTrustable, Captain J, Revenant100, DoomJedi, ItsNatureToDie, PSTrooper, Immorpher, ringman, clubey Crouching player credits: Id Software, Midway, TommyGalano5/TG5 SKULLTAG-SPECIFIC CREDITS: - DrDoctor: blind pinky, nubaron, imp with mouth, many prop bits, railgun, timesphere - DrPyspy: skull on haste sphere, archvile statue sprites - AtomicFrog: Invisibilitysphere sprites BFG10k credits: Midway, TypicalSF, Amuscaria, JuninhoRPG, Craneo GrenadeLauncher credits: Midway, Amuscaria, OSJCLatchford, Yukiherz, Craneo Minigun credits: Craneo, Midway CREDITS MAY BE INCOMPLETE OR INNACURATE, PLEASE NOTIFY ME FOR ANY MISSING NAMES. ADDON CREDITS: Classic Caco Credits: Thief666, Charles Heathman, Midway, Craneo, Immorpher D64 Evil Marine made by Footman/SteelPH, sounds from Quake 1's Enforcer. CREDITS MAY BE INCOMPLETE OR INNACURATE, PLEASE NOTIFY ME FOR ANY MISSING NAMES.- 20 replies
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Smooth Doom MBF21 (or SD21 for short) is a recreation of the original ZDoom-based Smooth Doom using MBF21 and DSDHacked, therefore making it playable on a handful of ports outside of the ZDoom family. SD21 comes in two flavors: the standard edition features not only smooth animations, but also some of the original's optional fanciness features, such as extended gore, extra particle effects, bullet and shell casings, extra decorations and alternative death animations. If you want none of that extra fanciness, though, you can instead get the Classic Edition, with smooth animations only. If you fancy, a black gloves addon compatible with both editions is available too! Gameplay-wise, SD21 should be fairly close to vanilla -- probably even more so than Smooth Doom itself -- but not identical. More on that further down the post. While I can't really show off the animations with static images, I can show you the fancy effects: More screenshots: All screenshots taken in Valiant: Vaccinated Edition. Note that this isn't an exact recreation of Smooth Doom; apart from obvious limitations, other general changes and/or improvements have been made, such as tweaks to the animations and particles, and I'll gladly continue to improve it based on community feedback. As should be implied by now, SD21 requires an engine with MBF21 and DSDHacked support, such as Woof, Nugget Doom or DSDA-Doom. Of course, due to the heavy usage of DeHackEd, it is prone to run into issues with mods that have their own DeHackEd patch for anything other than string replacements, but it might work in some cases (for example with Scythe 2 and Hydrosphere). Most pre-release testing (that is, playing through the entirety of Valiant VE with the mod) was done on Nugget Doom. Before reporting any bugs, please check the KNOWN BUGS section of the info text file. Lastly, while the intention is to keep vanilla gameplay intact, you still need to use Complevel 21 (MBF21) which will affect a fair bit of things. Due to that and some other factors, SD21 SHOULD NOT BE USED FOR DEMO RECORDING/PLAYBACK, generally speaking. Alright, that's all. Here are the download links: Smooth Doom MBF21 (file updated 04/Aug/2023) SD21 Classic Edition (file updated 04/Aug/2023) Black Gloves Addon (file updated 27/May/2023) As always, all and any feedback would be greatly appreciated. Have fun!
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There are already many mods that replace standard PC music with console music. But I didn't like something in each of them. So I made my version, the BEST version. This mod is made from parts of others because I a̶m̶ l̶o̶s̶e̶r̶ wanted to take the best from each. The tracks are properly sorted to their corresponding levels from each IWAD (Ultimate Doom, Doom 2, The Plutonia Experiment, TNT: Evilution). Levels that aren't included in PSX Doom use the music order from PSX Doom: Master Edition. I also made two versions: Mid Quality - original tracks (Medium file size) https://www.mediafire.com/file/u2dvdcim2ffok2b High Quality - 20th Anniversary Extended tracks (High file size) https://www.mediafire.com/file/5k8jk22frob1p5l This mod is based on a mod made by CantSleep - https://forum.zdoom.org/viewtopic.php?p=1126495&hilit
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im reworking some skins from realm667 (i dont know who made the skins, credits goes to him who start first), they dont received some polishiment and full 8 rotations sprites, that annoyed me, so i start redoing his work to look better for players to enjoy it. took me one week to finish all of then, and im planning to make skulltag weapons too as well. (PS: i forgot the minor crouch sprites i made it)
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(okay, there is a bit of python holding everything together as well) The mission objectives are simple: 1. tint playpal ranges to look exotic 2. make palette ranges fade to blue when low and orange when high 3. generate a colormap that uses hand-picked ranges 4. and most importantly: make it automated so we can iterate fast. (objective one is skippable if you’re boring) (also I won’t be describing how to do objective one) Repository Link If there was anything else to the introduction, I’ve forgotten it, SCREENSHOTS! Hello Doomworld! The ability to modify the colormap and the palette allows for so much control over the general look and feel of a wad that I’m surprised more projects don’t do it. Granted, it can be hard to modify certain palette ranges in such a way that some textures don’t get weird, but even just hue shifting the blue, as at least a couple of wads do (at least that I know of), can go a long way. Going deeper So, raven colormaps (and strife) use hand-picked ranges for colormap fades. That means that the color red, for example, can only fade to black trough the shades of red, hand-picked, NOT brown. Usually, when you generate your colormap in Slade, all of the colors in the playpal are available for generating this red range. This allows for those weird brown areas in the red part of the default doom colormap for example. And I don’t like those brown areas in the red colormap. Because of that, I wrote a script that assembles the whole colormap from the provided color sets for every range on the playpal. That is the python script you can see in the repo. Cutting up the playpal and selecting ranges takes some painstaking effort, and I’m pretty lazy so I made Blender do it for me. It took quite a while but now we can all experiment with this stuff and fast. Here’s the comparison between the default PLAYPAL and COLORMAP (left), and my edits. Going even deeper This cuts up the palette. Don’t worry, the messiness is normal. Let me introduce you to the intricacies of operating my constructs. First open up the .blend and just render (this should just work), it will create a directory where the outputs are stored and that should be in the directory of the .blend. Then, move the python script into this new directory and run it with the number of ranges as the only argument. The number of ranges in the default doom case (according to myself) is 22. This depends on how you cut up the palette. You should then end up with a PLAYPAL and the top part of the COLORMAP (to which you should append the additional rows for invuln and whatever else). Put the stuff into a wad, name it accordingly and convert the COLORMAP into a flat so it becomes an actual colormap and then you’re set. Going to the very bottom of things Unfortunately, in order to edit this stuff (apart from the python script) you need to have some knowledge of Blender’s node systems. Though depending on your background some of this might be intuitive for you. The material for the plane handles palette colorization, didn’t get to organize the stuff terribly well, so tweak it and see what happens. The compositor handles cutting up the palette, you’ll figure out the naming scheme from there and the method of assembling the color sets, I’ve provided the BTSX example as well so that you can see how the approach works in general. The doom (my edited version) and btsx palettes come packed with the file, you can select which one you want to render by connecting it to the node tree. The python script also takes up the second argument which describes the lightness falloff curve’s curvature (not a mathematician, don’t know what its called) and the default is 1.4, here's a graph. So you can see that 1 represents a linear falloff and everything below 1 represents a bad fallofff. You can go up to 2. Keep in mind that color choices are about as subjective as one can get, and therefore you yourself can probably achieve more pleasing results by tweaking these parameters. Thats all for the first post, I’m interested in your results and am here to help if I’ve made a mistake somewhere. Good luck!
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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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The Failmage of Finland is a slightly unbalanced, slightly gimmicky Ultimate Doom/Doom II gameplay mod that I made over Spring Break, primarily to refamiliarize myself with GZDoom and DECORATE. It serves as a partial successor to Adventures in Moth Sorcery, another mage-themed gameplay mod I made in 2022. This mod replaces our boy John Stalvern with a catboy mage named Clarence, who casts messed-up and illegal magic spells he created instead of approved spells by the Magic Consulate. He also sucks at casting the spells as they like to backfire on him, and also resorts to regular firearms when angered. Weapons are (mostly) replaced with spell books that teach you surprisingly sadistic spells, which are (mostly) powered by mana instead of ammo. The items and powerups are also replaced with a blend of magic artifacts and random junk that fits their effects. It's definitely one of the gameplay mods of all time! Download! (v1.1) In case it wasn't clear from the first paragraph; unlike AIMS, this mod is GZDoom-only. I initially tried to make it in DEHEXTRA, but gave up after a day and switched it over to GZDoom. In addition, it's advised to only play this mod with mapsets that leave the player and weapons untouched. Think TNT + Plutonia, Hell Revealed , Eternal Doom, and so on. Though if you're a gameplay modder like me, you probably know this by now. Screenshots: Weapon Replacements (Spoilers?): Questions and Answers: Q: Is this an April's Fools prank? A: Kinda! While the release date is intentional and the gameplay mod itself is non-serious in nature, it is a genuine, polished mod with a decent amount of changes. (Well, as polished as a mod developed in nine days can be!) Q: Why did you follow up your Cacoward-winning total conversion Austrian Avian Association with this shit? A: Good question! Q: No, seriously. Why did you make this? A: To test my abilities, and also to de-rust my GZDoom and Decorate skills. Q: Hey, the Knochenhunds from AAA are in this mod! Are all of your major projects (Darkworld, AAA, AIMS, Failmage) set in the same "Mundyverse?" A: You'll get the answer in my next Doom project :) Q: Will you be making another "speed-coded" gameplay mod next year? A: No.
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Hello, here I leave you compilations that I have created of the Jukebox type and also for DoomDynMus. I recommend Metroid, Unreal classic(DoomDynMus), DarkAction(Jukebox) and Megaman(Jukebox). Jukebox: TerrorSuspense StarWars QuakeTerror Quake2 Megaman MaidensOfSlaanesh JCarpenter-Suspense H-DOOM DarkAction BloomOST BloodRemake Blood DoomDynMus: DoomDynMus-master DDM-Unreal DDM-Metroid DDM-DragonBallZ DDM-DarkFantasy
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Here is my latest texture pack for everyone who loves BIGDOORS in different sizes plus some other textures. This is a collection of textures for DOOM from me, Meerschweinmann, that focuses on DOOMs mighty BIGDOOR texture :) For me personally the BIGDOOR is THE DOOM door. It was the first door everyone opened as the DOOM shareware was released in the 90s. In the "32in24-15 Tex" ressource pack i found a 256 pixel wide gray BIGDOOR named BIGDOORC. Because i wanted it in green and brown too, i made them from this as template and my BIGDOOR journey began. THANKS TO THE PERSON WHO MADE BIGDOORC as it inspirated me to make this BIGDOOR WAD. Not everything is made by me from scratch. Nevertheless, i invested many hours in it. There are 3 versions of this WAD file included in the .zip file. The HC (highcolor) version includes some textures as 32bit PNG for ports like GZDoom. The PAL version includes all textures as paletted variants for ports like Eternity Engine. The VE (vanilla enhanced) version includes a Crispy DOOM/International DOOM/Woof compatible Texture1 lump. Crispy-DOOM/International-DOOM and Woof can use textures higher than 128 pixels with no problem. The 384/576 and 512/768 pixel wide BIGDOORs are made out of 192 and 256 pixel wide tiles (left, right, center). So they can be extended like everyone wants. If you are only interested for the BIGDOORs, the following is not relevant for you. It is recommended to use a colorpalette like ColdPal for the paletted versions (PAL,VE), because the blue of the big-screen textures and the blue planet on PLANET2B texture look too oversaturated with the original DOOM palette. You can download ColdPal from ReaperAA here: https://www.doomworld.com/idgames/graphics/coldpal The two ColdPal files can simply copied in the WAD file with SLADE3. But you can use every other colorpalette that uses desaturated blues. DOWNLOAD V1.13a: MSM-Textures113a.zip Some BIGDOOR size-variants in Woof. The gray door is the default 128x128 BIGDOOR for comparision purposes: A 320 pixel wide BIGDOOR and some warning sign textures in International-DOOM 7.4 (spectator-mode): A 512 pixel wide and 160 pixel high BIGDOOR in Eternity Engine: Servers and bigscreens in International-DOOM 7.4 (spectator-mode): Some truecolor bigscreen textures in double resolution for GZDoom: A 320 pixel wide BIGDOOR and some warning sign textures in GZDoom: A 256 pixel wide and a 80 pixel wide BIGDOOR in Eternity Engine:
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- Texture Pack
- Doom 2
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MBF64 is a gameplay mod that takes the weapons and monsters from Doom 64 and puts them into the original Doom. Works with Ultimate Doom, Doom 2, and Final Doom. Screenshots: It's still in development, but most of the bugs have been fixed and it's basically finished, so I've put it in a release candidate state. If you have suggestions or other feedback, let me know! It should work with any source port that has support for DSDHACKED (MBF21 with the additions of DEHEXTRA), including GZDoom. Monsters not in Doom 64 are not changed (except for the SS and Chaingunner), and the Unmaker is only present in an alternate WAD download - the Mother Demon and Nightmare Imp are present, but have to be placed in a map as they don't replace any existing monsters. Credits to Craneo for the Patch64 palette - if you're using GZDoom this mod should work great with that one! Current version download: https://file.garden/ZEljS_VXdRSd8cbJ/MBFDoomBFG.wad - This has the BFG-9000. https://file.garden/ZEljS_VXdRSd8cbJ/MBFDoom64.wad - This has the Unmaker over the BFG-9000. Short gameplay videos:
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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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- Gameplay Mod
- Doom
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GZChaos - A random mutation mod Download here on itch.io (Requires GZDoom 4.11) Every 30 seconds, the mod will roll a mutator. This is visualized by the green bar on top of the screen: https://imgur.com/a/jrwrGyZ And whatever it rolls, you must deal with: https://docs.google.com/spreadsheets/d/1_FarIhm3LaaHUOmkqm36kB92V1AFhplkZiHTHMG_oPE/edit?usp=sharing Is this mod fair? Lol, no. This mod is meant to mess with you. You are here to play for the punishment. Okay, but seriously, this is down right cruel. Can you do something about it? You're free to air your grievances here, and I may consider them. Is this mod stable? I can't promise that. Due to the nature of this mod, I can not promise that any and every combination it rolls will still allow progress, and some effects are purposefully made to screw you over. However, I will put in effort to make sure the mod never crashes.
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Hey guys, as some of you may know, back in 2017, I had received an email from a gentleman who informed me about a documentary talking about his life as a blind gamer. His name is Toby and I had the pleasure of getting to know him since. His story had inspired me to create an accessibility mod for him and others who have a visual impairment. For some time, I had been working on a wad that would allow those with a visual impairment to navigate Doom levels. Even though this mod does cover a good amount of the basics like weapons, pickups, wall bumping, and other audio queues, I feel there is much more work that is needed to perfect this project. I'm no expert in ZScript, however, I feel this scripting system may be what is necessary to make this mod more capable of aiding visually impaired players. If anyone would like to contribute to this project (scripting, ideas, suggestions, etc.), your help will be much appreciated. Thank you. -Alando1 I would like to give thanks to: Toby Ott - For inspiring the project. dansg08 - For creating the "Gaming Through New Eyes" documentary. Jarewill - For the Audio Feedback Compass System, Health & Ammo Stat Checker, & Event Handler Scripts for doors & switches. Illegally Sighted - Contributor and project advisement. SightlessKombat - Contributor and project advisement. Proydoha - For the optimized drop-off detection system, accessible menu, optimized the audible map marker system, Area Scanner System, optimized targeting system, & snap-to-target system. ZikShadow - For map marker scripts and inspiration. Tekish - For the Hit marker system. AlChestbreach - Project support. Karl G. - For suggesting the snap-turn feature for the compass system. Any other visually impaired players who offered helpful suggestions and insight (from YouTube) ***MAIN PROJECT THREAD ON ZDOOM.ORG*** https://forum.zdoom.org/viewtopic.php?t=71349 **NEW MAP PACK! - OPERATION: MDK** **TOBY ACCESSIBILITY MOD VERSION 7.0 - RELEASED** **DOWNLOAD** Toby Accessibility Mod V7.0: https://drive.google.com/file/d/1ERtaGPBrfvEMGc_zgo0i_DmrQTEMwDOb/view?usp=sharing Toby Accessibility Mod V7.0 Audio Manual: https://drive.google.com/file/d/1-eS-LaOdflIYH11gRotuFVkEsSQ25W2N/view?usp=sharing **WHAT'S INCLUDED** - Updated Narrated Main Menu - Updated Narrated Save/Load Game Menu - Updated and optimized pre-existing accessibility features - Added new sounds to Shotgunner, Chaingunner, & Imp - Added new keyed-door beacon sounds for specific locked doors (i.e.: Skull Key Only, 3 Keys, 6 Keys, Any Key) - Updated Stat-Checker System (Now gives you exact numbers) - Added Armor Stats to Stat-Checker System - Snap-To-Target System - Map Announcement System - Area Scanner System - Multiplayer friendly - New Deathmatch Map Pack for Multiplayer play **TOBY ACCESSIBILITY MOD VERSION 6.1** **DOWNLOAD** Toby Accessibility Mod V6.1: https://www.dropbox.com/s/uf01fx3vydua6zx/TobyAccessibilityMod_Version6-1.zip?dl=0 Toby Accessibility Mod V6.0 Audio Manual (Still can be used with Version 6.1): https://www.dropbox.com/s/yxz59il2f9mjclg/TobyAccessibilityModV6-0_AudioManual.zip?dl=0 **WHAT'S INCLUDED** - Toby Accessibility Mod V6.1 - Toby Doom Mega Deluxe Map Pack (Combines Toby Doom 1 and Toby Doom 2) - Quick play shortcuts - Updated Audio Manual - Updated features such as a new sound for the impact detections system, expanded accessible menu, powerup wear-off sounds, hit marker feedback sounds, and more! ***TOBY ACCESSIBILITY MOD V5.1 UPDATE*** Download Link: https://www.dropbox.com/s/rsswh6m8hhjwp7g/Toby%20Acc%20Mod%20V5-1%20Update%20Fix.zip?dl=0 **Important Notice** - If you have already downloaded Toby Accessibility Mod V5.0, you can place the TobyAccModV5-1.pk3 and TobyDeluxeMapPack_V5-1.pk3 into the Toby Accessibility Mod V5.0 folder. - Before you play with Version 5.1, remove the current gzdoom.ini file you have in the Toby Accessibility Mod V5.0 folder! After you have removed the old gzdoom.ini, replace it with the new gzdoom.ini packaged with Version 5.1. This new configuration file has the updated key controls for the updated compass system. - When playing with the Toby Accessibility Mod, please use the preconfigured version of GZDoom 4.7.1. If you already have the Toby Accessibility Mod V5.0, the preconfigured version of GZDoom 4.7.1 comes packaged with it. What's included in the The Toby Accessibility Mod V5.1 Update zip file: 1. The Toby Accessibility Mod V5.1 - Has updated Compass System 2. The Toby Doom Deluxe Map Pack (with updated V5.1 accessibility mod already built in) 3. Audio file describing the new key controls for the updated compass system. ***TOBY ACCESSIBILITY MOD V5.0*** What's included in the The Toby Accessibility Mod V5.0 zip file: 1. A preconfigured version of GZDoom 4.7.1 2. The Toby Accessibility Mod V5.0 3. The Toby Doom Deluxe Map Pack (with updated accessibility mod already built in) TOBY DOOM DELUXE MAP PACKS: ***TOBY DOOM DELUXE EDITION!*** Contains blind-player-friendly Doom 1 inspired levels Main: (Includes updated accessibility mod) **(Replaced by the Toby Doom Mega Deluxe Map Pack)** ***TOBY DOOM 2 DELUXE!*** Contains blind-player-friendly Doom 2 inspired levels Main: (Includes updated accessibility mod) **(Replaced by the Toby Doom Mega Deluxe Map Pack)** GAMING THROUGH NEW EYES DOCUMENTARY: Meet Toby!
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