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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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- Gameplay Mod
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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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- Doom 2
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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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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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I just wanted to release these two because I had them rotting away in my files. Anyone is free to use them, re-release them or modify them as they please. The Sentry uses textures from TNT Revilution (as far as I can recall, it's been a while), and takes about 3 SSG shots to kill. It shoots an consistent beam of arachnotron projectiles in the way that a Wolfenstein SS would, which is to say until you leave the line of sight. The Tentacle is a vanilla adaptation of the R667 Core Tentacle, created by Eriance. It takes about 2 SSG shots to kill and shoots Revenant missiles. Built for Doom 2 1.9 Download.
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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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- Doom 2
- Gameplay Mod
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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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... forgive me for i am terrible at naming mods Introduction So! Hello! Not quite my first post here, but this is my first solo foray into making a mod for GZDoom, after having fiddled around with the code of a few other mods for personal use. I know this already sounds like a red flag, but I hope you'll bear with me. :V This pretty much just started out as me learning things as i went, with the first order of business being an attempt at tweaking the weapon animations without adding any new sprites. I ended up sticking with the "no new sprites" part and also not adding any sounds, so this mod is entirely code-based. I subsequently ended up also changing monster attack animations, messing with weapon and bullet properties, changing hitscanner behaviour slightly and what not. TL;DR: - Tweaked weapon and monster animations! - Fist, pistol and shotgun alt fires! Charge fist for big punch, hold pistol for Good Aim(tm) and load distressingly powerful explosive slug into shotgun that can conveniently one-shot anything up to and including chaingunners! - SSG gibs up close with big particle splat! - PARTICLES! - No random damage! - Hitscanners have an aim delay! - Hitscanners also have tracer lines to their boolets! (your guns don't because that was unnecessary) - Monsters can miss their melee attacks! Full changelog is included, i'd paste it in here as well but i can't figure out how to make those elegant collapsible hidden content things. If anyone could tell me, that'd be appreciated. (and if they're actually just spoilers then i will proceed to feel like an idiot) Details and download Made for DOOM 2 in GZDOOM, only tested back to v4.10.0! Only contains code. Uses particle effects, only cosmetic (obviously). Do not load the CBLOOD patch (see bottom of thread) if you aren't playing with CBLOOD, it will error. Hitscan weapons and monsters use vertical spread. comradeshoom-v1.0.zip comradeshoom-v1.1.zip <-------------------------- VIDEOS Because y'all want to know what you're in for. :V Extra compatibilities Because i like blood, this mod comes bundled with a patch for Nash's CBLOOD, which simply re-enables blue blood for caco's and green blood for hell nobles, and recolours the new blood particles to match (load this patch after CBLOOD). This also works with NashGore NEXT, though you won't see much of the particles in this case. :V Furthermore, since this mod exclusively uses code and is designed for the vanilla sprites, it plays very nicely with Revenant100's Minor Sprite Fixing Project. Things i might do in later updates - More alt fires for weapons - Reduce pistol animation jank - Make hitscanners not just fire horizontally if you're circlestrafing at a different height - Add an option to toggle particle blood - Add big particle splat to enemies gibbed by rocket launcher - Tweak ammo balance - maybe make some monsters have longer melee range iunno Hope you enjoy! Feedback welcome! and do let me know if i forgot some important detail in this thread because i probably did
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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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It took me over 8 months in total to completely finish this bow and after 5 hours I've been able to extract this monstrosity from my mod to release it as a standalone mod! I recorded a full video showcasing what it does, unfortunately I cannot really show you the witchery behind it (if you download the thing and take a look at the codes you'll understand why), but I'm 100% satisfied with what this has become! Huge thanks go to @Gothic though, the actual bow-maker from which I'm ste-borrowing the sprites and inspired the creation of all of this. You can find a thoroughly description of the bow in the video description. I hope you'll enjoy some of this bow and arrows stuff in your Doom world :D Download it here: Medieval Bow Video: Feel free to report any bug, glitch or suggestion here! Unfortunately I haven't been able to test this thoroughly, so I might have missed something D: Bugs: Sometimes, fire sound won't stop when the bow extinguish when crouching in water OLD TOPIC
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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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does a port of doom 64 exist for doom 2 because id be fun to play it in brutal doom
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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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(all games, logos and sounds are property of their repective owners) ("Stellar Weapons" is another Mod and is not included) "XD_Muertes" is a FREE compilation of voices and sounds obtained from different Video Games which replaces all Doom sounds and several sounds in other IWADS. the purpose of "XD-M" is to be funny by mixing and randomly playing some of the thousands sounds and voices present in its database. this Sound pack was built primarily for the Source Port: Zandronum 3.1 although it can also work in any GZDoom but, with some differences. DETAILS:
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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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Finally, after years of development, a definitive version of the terminator mod has arrived for Zandronum 3.2 Alpha (and future 3.2 versions)! This is a deathmatch mod geared towards Terminator fans. This mod is a quick TTK fast paced mod with extremely lethal weapon set. It includes two playerclasses such as the T-800 and future resistance, custom bots, Skulltag compatibility, and also 22 maps for deathmatch. This mod also includes modifiers such as InstaGib and Buckshot. Special thanks to @Kaapeli47 for the help with this mod and @Bloo for contributing a few maps to the roster! almost forgot to thank @Proxy-MIDI for contributing to map TMAC17's midi rendition of "Trust Me" from the Terminator 2 soundtrack. Now on IDgames Archive! Moddb Download. Download Zandronum3.2 Alpha here to play the mod, it won't run on any version lower.
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Hello everyone, greetings from France, I am very new to this forum and I wanted to share the Prototype of a DOOM Mod based on LSD Dream Emulator. It use DOOM 2 Iwad, for the latest GZDOOM port, there are no exit (for now). there is freelook with crouching and jumping enable. there is an implimentation of Immerse V10.4 this currently a WIP, I have time until the 4th of September (because of school) To say it is currently the V0.5 WIP Prototype -One with touhou by japanese artist -and one with silly face from French School (Family Friendly) https://drive.google.com/drive/folders/1VV80OFcuKO6au24ypjwbUUgNK3XAaNfx?usp=sharing For sure it is quite sloppy and wrong in some places, there problems with the acs and a failed day counter. Let me know your thoughts and if you want to put your brick in the building you can. Thanks in advance.
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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