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Doom Corner  "for all Doom related discussion"

User is offline   Cage 

#2401

The moon Daphnis houses many industrial installations both above and below ground. The Corruption is taking over this world, and things get very otherwordly when least expected...
Posted Image
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User is offline   Cage 

#2402

What kind of dangers you might run into while on Triton, the largest natural satellite of the planet Neptune?
  • Freezing to death
  • Getting mauled and/or eaten alive by the invading demons
  • Being caught in a thermonuclear explosion caused by the structural damage to the installation reactors
  • All of the above


Posted Image
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User is offline   LkMax 

#2403

Man, the art in this mod is so cool.
PS: are these weapon sprites done for the mod? I don't remember seeing them elsewhere.

This post has been edited by LkMax: 03 June 2017 - 08:53 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2404

That looks very appealing! Makes me want to explore it.
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#2405

I've played the first NRFTL level. Great vanilla feeling and full of nifty secrets. Hope the rest of the WAD is like that as well. :P
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User is offline   Cage 

#2406

View PostLkMax, on 03 June 2017 - 08:53 AM, said:

Man, the art in this mod is so cool.
PS: are these weapon sprites done for the mod? I don't remember seeing them elsewhere.


Yes - all the textures, weapon sprites, decorations and gui are custom made by myself for this mod. Monsters are only edited - I understand this might be somewhat disappointing, but I would like to finish the graphics for this sometime this millenium :P

View PostMusicallyInspired, on 03 June 2017 - 10:04 AM, said:

That looks very appealing! Makes me want to explore it.


Thanks! We're trying to make each theme different to make it interesting.
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#2407

Some mods that rely their concept on Alpha/Beta content and the Doom Bible


Doom Delta by DrPyspy ("Doom Delta is a mod for ZDoom and GZDoom that aims to bring many elements from the pre-release iterations of Doom, including Doom 0.3-0.5, the press release beta, the rare VHS footage, and the Doom Bible. Elements such as the helmet HUD from early alphas, enemy designs, separate classes, and unique weapons return.")
https://forum.zdoom....p?f=19&t=52262?


SBARINFO Alpha Hud by wildweasel

https://forum.zdoom....php?f=4&t=16324


Doom: Evil Unleashed previosly by Sodaholic continued by hfc2x (still in progress)
https://forum.zdoom....ic.php?t=29466

Development blog
http://doomeu.tumblr.com/

Knee-Deep in ZDoom (not strictly Alpha/Beta inspired since is based on the full game, but it exploit the alpha shotgun sprite as a lethal sniper rifle)
http://kdizd.drdteam.org/

Download: http://kdizd.drdteam...ad/kdizd_12.zip


Playable DOOM Alpha and Beta Resources and Maps

Alpha 0.2
http://youfailit.net...ric/doom0_2.zip

Alpha 0.3
http://youfailit.net...ric/doom0_3.zip

Beta 0.4
http://youfailit.net...ric/doom0_4.zip

Beta 0.5
http://youfailit.net...ric/doom0_5.zip

Press Release
http://youfailit.net...ic/doomprbt.zip


After, the first complete public release was version 0.99


You know other Alpha/Beta or Doom Bible based mods?
1

User is offline   axl 

#2408

View PostDuke of Hazzard, on 03 June 2017 - 05:28 PM, said:

I've played the first NRFTL level. Great vanilla feeling and full of nifty secrets. Hope the rest of the WAD is like that as well. :P


The whole episode is of excellent quality.
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#2409

So, how do these gameplay mods like Brutal Doom, Project Brutality and Death Foretold impact PWADs?

The wiki mentions Brutal Doom making some PWADs impossible or at least very hard to complete. I haven't played through a whole lot of PWADs, but from experience I remember a level in Alien Vendetta where you teleport into a room full of Cyberdemons and you have to reach a switch at its far end. I don't think there's much room to avoid the monsters without being stomped on, even though you're given an invulnerability sphere.
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User is offline   axl 

#2410

View PostDuke of Hazzard, on 04 June 2017 - 09:52 AM, said:

So, how do these gameplay mods like Brutal Doom, Project Brutality and Death Foretold impact PWADs?

The wiki mentions Brutal Doom making some PWADs impossible or at least very hard to complete. I haven't played through a whole lot of PWADs, but from experience I remember a level in Alien Vendetta where you teleport into a room full of Cyberdemons and you have to reach a switch at its far end. I don't think there's much room to avoid the monsters without being stomped on, even though you're given an invulnerability sphere.


I don't really like gameplay mods just because they can break the difficulty balance within a game. I do enjoy SmoothDoom which makes animation of sprites a lot smoother but doesn't affect the gameplay itself.

Alien Vendetta is already extremely difficult... I have finished it once on Hurt Me Plenty but not on Ultra Violence. It makes The Plutonia Experiment look like disneyland ;-)
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#2411

View Postaxl, on 04 June 2017 - 10:14 AM, said:

I don't really like gameplay mods just because they can break the difficulty balance within a game. I do enjoy SmoothDoom which makes animation of sprites a lot smoother but doesn't affect the gameplay itself.

Alien Vendetta is already extremely difficult... I have finished it once on Hurt Me Plenty but not on Ultra Violence. It makes The Plutonia Experiment look like disneyland ;-)


I was muscling through AV on Ultra Violence at some point, but I was a dumb Doomer back in the day and used Doomsday to play it. Needless to say, I stumbled upon an invisible wall in one of the later maps that I'm pretty sure was caused by the port itself and gave up on it.

Doomsday's lack of Boom support also killed my run of Eternal Doom III on MAP29 (the port refused to load it), which gloriously pissed me off as that WAD is strenuous to play.

Smooth Doom is a great mod, though. I use it often.

This post has been edited by Duke of Hazzard: 04 June 2017 - 12:32 PM

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User is offline   axl 

#2412

View PostDuke of Hazzard, on 04 June 2017 - 12:31 PM, said:

I was muscling through AV on Ultra Violence at some point, but I was a dumb Doomer back in the day and used Doomsday to play it. Needless to say, I stumbled upon an invisible wall in one of the later maps that I'm pretty sure was caused by the port itself and gave up on it.

Doomsday's lack of Boom support also killed my run of Eternal Doom III on MAP29 (the port refused to load it), which gloriously pissed me off as that WAD is strenuous to play.

Smooth Doom is a great mod, though. I use it often.


Haha, same story... also used Doomsday back in the day...Now, I only use Gzdoom.
1

User is offline   Loke 

#2413

WolfenDoom: Blade of Agony - Chapter 2 (finally) released: http://www.moddb.com...-v20-standalone
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User is online   NightFright 

  • The Truth is in here

#2414

Which also received the seal of approval by Romero himself in the meantime.

On my radar is currently Rise of the Wool Ball:

Posted Image

This is the sequel to Shadow of the Wool Ball which was published pretty much exactly one year ago, and your job is ofc to save her. You play a hedgehog whose girlfriend got abducted by nasty cats (in the sequel, it's actually the boyfriend that gets abducted). If you like cartoon-style Doom mods and want to see what's possible with MS Paint, you should check this out. While the first part had more Wolf3D-oriented visuals and gameplay style, the sequel will see an upgrade similar to the original ROTT, with textured floors/ceilings and enhanced architecture (while still staying true to the blocky 90? wall layout). Rise of the Wool Ball is supposed to be released later today (Friday, June 9).

This post has been edited by NightFright: 09 June 2017 - 06:31 AM

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User is offline   MrFlibble 

#2415

View PostNightFright, on 09 June 2017 - 06:03 AM, said:

On my radar is currently Rise of the Wool Ball:

Oh, it's already released, nice! I read about it a week ago or so, Shadow of the Wool Ball is awesome, nice that there's a sequel, and in ROTT's style this time.
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#2416

Oooh it's released already? Goddamn so much good stuff is coming on the classic FPS front I don't need modern stuff at all. This, Blade of Agony and BloodGDX will fill my time this June.

This post has been edited by CryptKiller: 10 June 2017 - 05:39 AM

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User is offline   Tea Monster 

  • Polymancer

#2417

Cage - those ice wall textures are gorgeous.
1

#2418

Doom VFR revealed.


2

#2419

This looks... clunky to play.
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User is offline   OpenMaw 

  • Judge Mental

#2420

Really hate this whole jumping around thing in VR.

Cage, that shit looks aces.
1

User is offline   LkMax 

#2421

View PostCage, on 04 June 2017 - 03:26 AM, said:

Yes - all the textures, weapon sprites, decorations and gui are custom made by myself for this mod.

Well, that explains why you guys passed the 3000 textures mark.
It's getting a bit insane for a doom mod. :P

View PostCommando Nukem, on 12 June 2017 - 12:30 AM, said:

Really hate this whole jumping around thing in VR.

I also don't see the appeal of it. VR should enhance games, not simplify them.
1

#2422





A couple vids of me playing Doom2, yessir. The second one took a lot more effort, even though that one is HMP, being a user map that could be a tad tough (Memento Mori Map 9 - High-Tech Grave)! Great early map.
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User is offline   Sanek 

#2423

View PostPsychoGoatsee, on 18 June 2017 - 10:57 PM, said:

A couple vids of me playing Doom2, yessir. The second one took a lot more effort, even though that one is HMP, being a user map that could be a tad tough (Memento Mori Map 9 - High-Tech Grave)! Great early map.


Hey, that Focus map looks EXACTLY like the Dr.Doom map for DN3D! Did Doom map came first? :P
1

User is offline   Lunick 

#2424

http://rome.ro/doomguy

Spoiler

1

User is offline   leilei 

#2425

I've heard Doom has just freed its unwanted multiplayer DLCs.
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#2426

Attached Image: image.png

yeah no
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User is offline   Hank 

#2427

Apparently you can try out Doom 2016, for free, on the 20 July
It's part of the 6.66 update

https://bethesda.net...d-free-weekends

This post has been edited by Hank: 19 July 2017 - 03:44 PM

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#2428

Some Mods that add useful features without alter the original formula.

Smart Scavenger - A Resource/Mod (by amv2k9)
https://forum.zdoom....hp?f=19&t=35091

"Have you even come across an unavoidable large ammo or health pickup in a narrow hallway or right in front of a switch, and were forced to pick it up, even though you were only a few rounds short of maxed out, or just a tad below 100 health? Ever kicked yourself later for having done that when you came face-to-face with some mean S.O.B that wanted to eat your face off, and you just didn't have enough ammo or the health to survive the enounters after? With Smart Scavenger, those large pickups now break down into smaller pickups if you have more ammo or health than the amount that the pickup would normally refill, leaving the odd clip, handful of shells, rocket, cell or Stimpack on the ground to pick up when you need it. Smart Scavenger also comes in versions for Doom Roguelike Arsenal, Brutal Doom: Sperglord Edition, Freedoom, Heretic and Strife!"

Download: Smart Scavenger - Version 3.2


Pickups Randomizer / More Monster Drops (by Antilie & SeriousWeasle)
https://forum.zdoom....=56118&p=993635

"This mod adds new items that have a chance of spawning instead of the normal pickups, replacing health, armor and ammo.
Some new items give less health, armor or ammo while others give more.
Also, pickup messages are updated to show how much health, armor or ammo the item gave you.
It is compatible with all GZDoom versions as of Beta 1.4.2
It is also compatible with mods that use normal health, armor and ammo pickups, and weapon mods that use normal Doom ammo types."

"More monster drops will make some monsters drop ammo from Pickups Randomizer, like arachnotrons drop batteries sometimes"


Pickups Randomizer Download: https://drive.google...R1BtVG1TWkEweXM

More monster drops Download: https://drive.google...TFRGYWFaZ1pLbDQ

Compatibility Patch for Brutal Doom v20: https://drive.google...SkZ5OTU0ZVp6MzA

Compatibility Patch for Legendoom: https://drive.google...OTlONzE5dUpTSDA


Dynamic Item System / Dynamic Armor System (by Coincident)
https://forum.zdoom....hp?f=43&t=48190

"This is a mod that lets you pickup anything at any time.
Feed the OCD monster in you! Pickup every item before leaving for the next level, and get 100% items!
Don't worry about that large medkit if you have 99 health.
Don't worry about that green armor, if you have 50 points of a blue armor.
DO WORRY about killing the monsters: this mod takes care of the rest.
"

More info and table of values in the post

Download (load AFTER any supported mods): https://docs.google....export=download

Compatibility Patch for Smooth Doom (load AFTER DynamicItemSystem.pk3): https://docs.google....export=download

Compatibility Patch for Brutal Doom v19 (load AFTER DynamicItemSystem.pk3): https://docs.google....export=download

Compatibility Patch for Brutal Doom SE (load AFTER DynamicItemSystem.pk3): https://docs.google....export=download


Inventory Doom (by meatman12)
https://forum.zdoom....hp?f=43&t=55057

Basically, it turns most items into inventory items that can be used between levels. Obviously, limits have been imposed on how many items you can carry. For instance, you can only carry 2 Medkits (Maybe I should increase it to 3), and 4 Stimpacks (Again, should probably be increased. Here's a list of the items that are now inventory items:

-"Clip" Box
-Shell Box
-Rocket Box
-Cell Pack
-Backpack
-Stimpack
-Medkit
-Berserk
-Green Armor
-Blue Armor
-Computer Map
-Night Vision goggles
-Radiation Suit


Download: https://mega.nz/#!ll...9QWnYQ7DLJ-wvTU
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#2429

View PostCryptKiller, on 19 July 2017 - 03:16 PM, said:

Attachment image.png

yeah no


That would be murder on my 60GB/mo bandwidth limit. No can do.
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User is offline   Player Lin 

#2430

Okay, even it sounds nice for free MP DLCs but I still have no interest on DooM 4(2016) anymore... :thumbsup:
0

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