Mortal Kombat DooM demo released

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Mortal Kombat DooM demo released

Postby DOOMERO-21 » Sat Apr 20, 2013 11:59 pm

I am using only skulltag supported codes, works for skulltag, zandronum, gzdoom and zdoom. Ok this mod is for multiplayer, but can be played on single player, but not contain a arcade ladder yet. works for COOP (very recommended) or DM (also duel, team dm, lms, team lms). The mod contain 6 maps: 3 console rooms maps (snes), and 3 arcade rooms maps. MK1, MII and UMK3. MK trilogy still in progress, i hope next releases i could include it. Some fatalities, stages fatalities, friendships and babalities are added. No fatality for UMK3 yet, also you cant use throw yet (this is harder as hell) and no playable bosses.

The file contain a readme with more info and contain easter eggs revealed ( for example how to play as human smoke on umk3, cyberdemon fatality, etc).

For multiplayer try zandronum or zdl.


video:



// ignore mk trilogy on this video.

Credits:

Netherrealm studios, for create Mortal Kombat.
Doomero, mod creator.
Firelord; sounds/sprites support and beta tester.
Doomguy; beta tester.
Demmon Breack Baster, beta tester.
Yankor, beta tester.
Alphaent, beta tester.
ibm5155; beta tester and ideas.
Asaf Alcalá Tináh, beta tester.
Cynertron, beta tester, ideas.
PsychoSilverTH, beta tester and ideas.
Sious, ideas.
Mrskillsalot, beta tester.
Utkr, beta tester and ideas.
Interloko, ideas.
Markoss, ideas.
Yorik, beta tester.
Flynn Taggart, beta tester.
Princelunar, beta tester.
Fabri, beta tester.
Blue Shadow, ideas.
TheDiegoMula, ideas, textures support, beta tester.
Nexus aka Kurama, beta tester.

Influences and Resources:

Sprites Resources
Mortal Kombat warehouse (SPRITES)
original mortal kombats games: mk1-mk2-mk3-umk3-mk trilogy by Netherreal Studios.
Mugen comunity (sprites)

//DOWNLOAD LINK:// ( new link, the old is dead)

https://mega.co.nz/#!gZATRAYB!QumxCSVEE ... UcZqUF7lPY

Enjoy!!
Last edited by DOOMERO-21 on Fri Dec 13, 2013 9:22 pm, edited 6 times in total.
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby Peter Bark » Sun Apr 21, 2013 10:23 am

very excited about playing this online! I mean it could work with GZDoom & Hamachi but this way we can attract more players. I don't usually play Skulltag because it's so far behind, it like never gets updated.
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Sun Apr 21, 2013 11:06 am

Peter Bark wrote:very excited about playing this online! I mean it could work with GZDoom & Hamachi but this way we can attract more players. I don't usually play Skulltag because it's so far behind, it like never gets updated.


this mod is compatible with zandronum too, but i guess is my pc with the problem of the net traffic, becuase in tested with other friends on that port and they dont have that problem.
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby Peter Bark » Sun Apr 21, 2013 12:43 pm

keep up good work! you are bringing doom to a new level of gameplay.
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Wed Apr 24, 2013 5:57 pm



new video.
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DeadSoul666 » Sat Apr 27, 2013 3:46 pm

That is going to look beautiful finished project .. No??
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Sun Apr 28, 2013 9:50 pm

new progress, Rayden:





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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby 0bsidian » Sun Apr 28, 2013 11:20 pm

I still can't quite believe this exists. :lol: Some mad coding skills there if I do say so myself.
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Mon May 20, 2013 2:52 pm



3 players
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby Doom Juan » Wed May 22, 2013 5:52 am

It is... glorious.... :shock:
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Sun May 26, 2013 6:03 pm



added Jax
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby iVoid » Tue May 28, 2013 11:33 am

What's next? DooMAME? xD
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Mon Jun 10, 2013 12:02 pm



added Liu Kang, the progress of the mod is now 70%
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Mon Jun 17, 2013 9:11 pm



added a new map with a big supernintendo with various properties:

touching the power button change map and touch the reset, restart game (not map).
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Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom

Postby DOOMERO-21 » Wed Jun 26, 2013 1:32 am



progress 80%
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