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  1. 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.
  2. HXDD takes everything from Heretic, Hexen and other games. Then arranges and converts them into a new GZDOOM compatible format, allowing you play them as if they were a single game. There is a fair amount of code acting as glue to make everything functional - not to mention numerous (optional) added features. This project is inspired by WADSMOOSH by JP LeBreton. Go check it out too. Currently HXDD supports the base classes from Heretic and Hexen. If you have Hexen II PAK files, these classes will be playable via the menu but are still under development. Features Unified Game & Episode Structure Play Heretic, Hexen and Deathkings from one menu with any class from either game! Hexen II Leveling A highly expanded version of the leveling system found in Hexen II. Selectable Armor Modes Choose between Simple and AC, compatible with all characters from both games! Mod Support via PlayerSheets Allows for cross game pickups and actors and expanded PlayerClass definitions. PlayerSheets will allow your mod to support HXDD only features without needing to expand actors or make another version of your mod. Just create a new json under playersheets/.json and you're ready to start! Korax Localization Select between English, French, German, and Japanese for languages used by Hexen 64 Localizations. Title Screen Customization Change the Artwork and Music to any of the games in the series, also has support for using Steam's Hero Artwork as Titles. Current Upcoming & Planned Features Hexen II Classes You can use many of the classes now in a WORK IN PROGRESS state. Focusing on finishing these classes are next for the major gameplay updates. PWAD Mode HXDD will build out to a slimmed DOOM compatible pwad, sometime during beta or post 1.0 release. Heretic II Corvus Currently in an prototyping phase, due to the amount of work required. Requirements GZDOOM 4.11 Download & Source https://github.com/Lemon-King/HXDD/releases/ Usage HXDD will make use of data from GZDOOM, Heretic, Hexen, Hexen's expansion Deathkings, and optionally Hexen II plus its Expansions. Launch HXDD.exe Select your GZDOOM Folder Select your Heretic wad File (heretic.wad) Select your Hexen wad File (hexen.wad) Select your Hexen DeathKings wad file (hexdd.wad) Choose the options you want to utilize - if any. Click on Build HXDD to start building hxdd.ipk3 - this may take more than a few minutes. When complete, copy hxdd.ipk3 to where you keep your wads for GZDOOM. Run GZDOOM and select HXDD. Your selections will be stored for the next time you run it. Hexen II Usage When using Hexen II PAK files with HXDD you will need Noesis by Rich Whitehouse. Download and place the Noesis zip file in the same folder as HXDD's exe. Select the PAK files in the application and ensure Enable Hexen II is checked. HXDD will use Noesis to open PAK files and export model data for use with GZDOOM. Screenshots Gameplay Videos
  3. --wozniak's doom mod!-- meet wozniak! wozniak is a 7 foot tall anthro cat (so basically a furry) super soldier made by UAC labs. when he saw his human friends getting killed by demons on the remote facilities in phobos he put on one of the dead marine's armour, picked up a pistol and went on a rampage, killing all the demons in revenge of the death of his friends... --weapons-- pistol slow firing, low damage, it's a bad weapon, but you won't be using it for long... shotgun a good weapon to use, can one shot imps, kills 1-4 hitscaners, good firing rate for the damage output! super shotgun the best shotgun in the world, kills hordes of enemies, it has a slow reload but it packs a punch --and more!-- --items-- cat food if you are very hurt, you can eat cat food! it will make you feel like a new person...for a bit... water bottle if you want only a bit of heath, you can drink a nice cold water bottle, refreshing! --and more!-- -==DOWNLOAD & ITCH.IO PAGE==- https://www.mediafire.com/file/3kcpeaem3nxma6r/wdm.zip/file https://www.mediafire.com/file/jra1aeoa0m8vkhw/wdm_2.0.zip/file https://www.mediafire.com/file/mbagi0dm5s43lk2/wdm_3.0.7z/file https://cakeestation.itch.io/wozniak you will need one of these three source ports: gzdoom, zdoom or prdoom+. after you got one of these source ports you will need a doom 1, doom ultimate or doom 2 iwad. drag and drop the .pk3 (or .wad if you are using prdoom+) and boom! you are playing wozniak's doom mod!
  4. 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!!!
  5. 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:
  6. 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.
  7. a simple chocolate doom compatible dehacked file that strips you of all your weapons (and fists)! WARNING: PAIN GUARANTEED weaponless.rar
  8. DOOM: CLASSIC REDUX is a mod that aims to reimagine the vanilla DOOM experience and provide a lot of consistency fixes and changes to specific in-game behaviors, such as an updated Spider Mastermind and some rebalanced weapons! This mod can run in DOS too, and aims to be as mod compatible as possible! Go crazy with a mod list, I'm sure a good chunk of them will work with this one! (Not sure if it can run on age appropriate software, but if it can run in DOS-BOX, should run in real DOS, right?) Unlike my other mod "Vanilla +", I didn't go crazy with all of the features and sprites and things like that, too the untrained eye, it will most definitely look like normal DOOM, so don't worry! If you want an idea of what to play this mod with, here's a few suggestions!: -DOOM 64 for DOOM 2 (added support) -Nostalgia 1&2 -Zone 300 -Final DOOM -Stickney Installation -No Rest for The Living Just to name a few! Additional info can be found in the RTF README in the mod and more! If you want to see what it looks like, here you go!: Install DOOM-CLASSIC REDUX here! With love, WorldMachine
  9. 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.
  10. 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:
  11. 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.
  12. 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...
  13. 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
  14. 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.
  15. NOTE: Gameplay still not fully fleshed out and are to be changed and looking for feedback To simply put it, doom but with mining. A basic gameplay mod that replaces pickups (Only ammo and health so far) as mineral nodes as well as changing the arsenal that utilizes the minerals gathered. The gameplay gives you the handy pickaxe made to crack and collect deposits for your ammo. As minerals are gathered you will use them as ammunition for your armaments. This is only an early version and I will be looking for feedback (Balancing) on this current state. I might accept some suggestions as well. DOWNLOAD: ShatterEarthv0.4 Changelog: ARMAMENTS: MINERALS & MISC: SCREENSHOTS:
  16. Hi all, Z.Franz here I've been working on a mod to port the Serious Sam Advance weapons into Doom, it's not complete yet, 'cause I have very little time to work on it as of late due to work and other "real-life" stuff, so I will release what I've made so far. It's compatible with techincally any recent version of GZDoom of Zandronum (Deathmatch is playable, though some guns are a little unbalanced) All weapons are ported and functional. For those unaware, guns in SSAdvance had different ranges despite being hitscan (and also have no spread), and this behaviour has been replicated with projectiles here. Also, the crosshair would change when you were targeting an enemy you could hit, and that as well has been replicated (mod should be played at capped 35fps, or this will hilariously break). (If playing on OpenGL renderer, be sure to disable "Enhanced Night Vision Mode" for the time being, until I can find a better solution) Not all sounds have yet been replaced, and those assets I couldn't recover from the game have been re-drawn by me to be as faithful as possible. These include enemy projectiles (the ones that have been changed), blood (for guns and for chainsaw), bullet puffs and the prion gun projectile. The HUD is functional and features a score system, where enemies killed directly by the player award points. There are no extra lives because I honestly didn't know how to make them. All floors and ceilings are flat colors, as is the lighting of the levels (for the full "emulation" of the original game). It's accomplished by being constantly (and silently) being fed the Goggles powerup, so the shadows will reveal themeselves on startup and death. Weapons include: 1) Chainsaw, starting weapon 2) Pistol, replaces Chainsaw, unlimited ammo, short range 3) Coach gun, replaces Shotgun and one half of Supershotgun spawns, short range 4) Tommygun, replaces other half of Supershotgun spawns, long range 5) Minigun, replaces Chaingun, long range 6) Rocket Launcher 7) Prion Gun, replaces one half of Plasmarifle spawns (turns monsters friendly for a while, then they die, however no indicator is currently visible) 8) Time Strike (a glorified sniper rifle), replaces the other half of Plasmarifle spawns 9) Cannon, replaces one half of BFG spawns, pierces through enemies and bounces around 'till detonation 10) Microwave Gun, replaces other half of BFG spawns, clears FOV of enemies Zombies still drop weapons for now, in order not to break wads that rely on dropped weapons for ammo, so you may have a REAL surplus of shells. Also all enemies fire projectiles, Zombies fire one shot, Sergeants 2, Commandos 5. Revenants fire weaker cannonballs that don't bounce around, and so does the Cyberdemon. Gravity for the player is lowered as well as player speed, again to emulate the original game Screenshots and the mod itself are in the attachments below, hope you all like it, hopefully I'll be able to finish what's left soon. Cheers SSAv2.zip
  17. ... 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
  18. 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!
  19. 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
  20. Hi people! How are you? Today I release a small competitive mod designed to work on Zandronum called "Zandronum Competitive Configurator". Inspired by Quake 3's competitive mods and Unreal Tournament's mutators, I decided to work on this as an experiment to see if this would be good enough and also appreciated by the community. This mod requires Doom 2 with Skulltag Content (on Zandronum) to work! At the moment, this mod has the current features: - All weapons deal constant damage. Pistol, Super Shotgun, Shotgun, Minigun and Chaingun have custom firing patterns. Due to limitations of the Zandronum engine, the BFG was changed to not have sprays and instead have a high radius damage over a big radius. - New CVAR: ZCC_WeaponArena: Enables only a specific weapon for the match. It is recommended to have "sv_weapondrop" dmflag enabled for values between 2 and 10 (inclusive for both). Dynamic Cvar. Avaliable values are: -1 (or any other value): Enables all weapons like normal 0: Chainsaw 1: Fist (with Berserk) 2: Pistol 3: Super Shotgun 4: Shotgun 5: Minigun 6: Chaingun 7: Grenade Launcher 8: Rocket Launcher 9: Railgun 10: Plasma Rifle Screenshots: Download Links: Latest Development Version: https://codeberg.org/William_Weber_Berrutti/zandronum-competitive-configurator/archive/main.zip Latest Release Version: https://codeberg.org/William_Weber_Berrutti/zandronum-competitive-configurator/archive/1.0.zip Zandronum Package: https://euroboros.net/zandronum/download.php?file=zandronum-competitive-configurator-1.0.pk3 Keep in mind this mod is on early stages of development. Feel free to give feedback! They will be much appreciated! Thank you for your attention!
  21. Showtime is a weapon mod for doom based around stage magic!!! You are Heidi, a sexy magician’s assistant who fights her foes with a variety of magic tricks!!! Use cards, rings, coins and even rabbits to dispatch your enemies in an unusual fashion!!! If that’s not enough, you can augment your tricks with magic tomes, gaining powerful alt-fires to turn the tide of battle!!! Features -5 weapons based on classic magic tricks!!! -8 tomes and over 40 alt-fires!!! -Learn how dangerous an explosive rabbit can be!!! -Mix and match with a variety of map packs and enemies. -Over 20+ cute and sexy stage outfits to dress up in!!! -New tomes, outfits, and weapons to be added in future editions. Download at Itch.io: https://cherubcorps.itch.io/showtime OR Direct download: (Newest version 1.02) https://www.mediafire.com/file/q4bap6zijkyxqr0/Showtime%21%21%21_v1.02.pk3/file Older versions v1.1 https://www.mediafire.com/file/47dbv5m3a33gmta/Showtime%21%21%21_v1.01.pk3/file v1.0 https://www.mediafire.com/file/gbxijdjkmcv8bwg/Showtime%21%21%21_v1.0.pk3/file GET MAGICAL!!!
  22. 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!
  23. 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.
  24. 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.
  25. You heard right! Half-Life DOOM! (Note: I found out while writing this that this idea basically already exists, and they did it better. Oh well.) This DOOM mod tries to put several things from Half-Life 1 into DOOM! (No Maps though.) It replaces several weapons, sound effects, and music tracks! This DOOM mod has been designed to be as modular as possible! If you don't want the music to be changed, don't load the music wad (or any other of the wads included)! There are 4 total wads each have different contents. There's the Sound Effect wad, the Music wad, the Item wad, and the Weapon wad! --SCREENSHOTS-- --WHAT'S INCLUDED-- 4 separate WAD files All weapons except Super Shotgun and Chainsaw replaced All demons sound like scientists Wolfenstein S.S.es sound like Human Grunts (Mostly) Ammo pick-ups replaced Music for level intermissions, episode intermissions, secret levels and more! --MORE INFORMATION-- The Music and Sound Effects WADs should work with any source port, however the other 2 WADs require ZDoom based ports to work properly, because they both have ZDaemon format DeHackEd lumps. Also the Items WAD has a DECORATE lump too. This was tested with GZDoom 4.10.0, and ZDoom 2.8.1 I apologize for the absurd file size. It's because of the Music WAD being full of MP3s (I'm pretty sure). --WHAT SOURCE PORT TO USE-- You can use any ZDoom based port, such as ZDoom, GZDoom, LZDoom, or any others, but it's recommended to use GZDoom. You can use Non-ZDoom based ports with the Sound Effects and Music WADs, just not the other 2. --DOWNLOADS-- Unfortunately, I cannot directly attach the file, due to the size being to big (I tried to compress it as much as I could). Mediafire link: Half-Life DOOM.7z --HOW TO INSTALL-- Simply use 7-Zip (Or install it if you haven't already) to extract the .7z file, and use a mod loader to play! P.S.: Sorry for the formatting being weird. P.P.S.: I forgot to mention, it should work with any IWAD. DOOM 1, DOOM 2, Final DOOM, etc. Have fun! P.P.P.S.: I know about how terrible the rocket launcher looks. I can't figure out what to do with it with my limited knowledge of DeHackEd and DECORATE. I tried my best, OK? Be sure to reply with any questions, comments, concerns, controversies or commentaries!
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