Doom Corner "for all Doom related discussion"
#2401 Posted 20 May 2017 - 01:45 PM
#2402 Posted 03 June 2017 - 07:59 AM
- 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
#2403 Posted 03 June 2017 - 08:53 AM
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
#2405 Posted 03 June 2017 - 05:28 PM
#2406 Posted 04 June 2017 - 03:26 AM
LkMax, on 03 June 2017 - 08:53 AM, said:
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
MusicallyInspired, on 03 June 2017 - 10:04 AM, said:
Thanks! We're trying to make each theme different to make it interesting.
#2407 Posted 04 June 2017 - 08:33 AM
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?
#2408 Posted 04 June 2017 - 09:11 AM
Duke of Hazzard, on 03 June 2017 - 05:28 PM, said:
The whole episode is of excellent quality.
#2409 Posted 04 June 2017 - 09:52 AM
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.
#2410 Posted 04 June 2017 - 10:14 AM
Duke of Hazzard, on 04 June 2017 - 09:52 AM, said:
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 ;-)
#2411 Posted 04 June 2017 - 12:31 PM
axl, on 04 June 2017 - 10:14 AM, said:
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
#2412 Posted 04 June 2017 - 12:49 PM
Duke of Hazzard, on 04 June 2017 - 12:31 PM, said:
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.
#2413 Posted 08 June 2017 - 03:26 PM
#2414 Posted 09 June 2017 - 06:03 AM
On my radar is currently Rise of the Wool Ball:
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
#2415 Posted 10 June 2017 - 04:30 AM
NightFright, on 09 June 2017 - 06:03 AM, said:
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.
#2416 Posted 10 June 2017 - 05:30 AM
This post has been edited by CryptKiller: 10 June 2017 - 05:39 AM
#2420 Posted 12 June 2017 - 12:30 AM
Cage, that shit looks aces.
#2421 Posted 12 June 2017 - 09:30 AM
Cage, on 04 June 2017 - 03:26 AM, said:
Well, that explains why you guys passed the 3000 textures mark.
It's getting a bit insane for a doom mod.
Commando Nukem, on 12 June 2017 - 12:30 AM, said:
I also don't see the appeal of it. VR should enhance games, not simplify them.
#2422 Posted 18 June 2017 - 10:57 PM
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.
#2423 Posted 18 June 2017 - 11:35 PM
PsychoGoatsee, on 18 June 2017 - 10:57 PM, said:
Hey, that Focus map looks EXACTLY like the Dr.Doom map for DN3D! Did Doom map came first?
#2427 Posted 19 July 2017 - 03:44 PM
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
#2428 Posted 19 July 2017 - 04:32 PM
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