LedIris' Old School Doom Mod [2.0 Released!]

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LedIris
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LedIris' Old School Doom Mod [2.0 Released!]

Post by LedIris »

HELLO.
This mod replaces the vanilla Doom weapons with new ones, but keeps the gameplay the same as normal Doom.
In other words, it's an old school mod (derp)
This means:
NO reloading
NO custom monsters
NO custom maps (though there is an old school MegaWAD in progress using these weapons)
screenshots:
Spoiler:
Spoiler:
Effects are:
bullet casings on both player and enemies
footsteps
body hit sounds
weapon drop sounds
enhanced blood
and more!

You can use ZDoom, Zandronum or GZDoom but OpenGL mode is highly recommended for the effects in this mod :wink:
feedback would be much appreciated :D
(Zandronum no longer supported unless the creator adds weapon.bobstyle support, you'll have to use v1.2a)

CREDITS:
Kinsie for Doom Enhanced (most if not all resources)
Xaser for Autoloader & Fusion Gun sprites (though these are subject to change)
Zero Prophet for Heavy Machine Gun & Viper sprites (though these are subject to change)


LATEST VERSION:
DOWNLOAD LINK

OLDER VERSIONS:
Spoiler:
Changelog:
Spoiler:
Last edited by LedIris on Sun Jun 22, 2014 12:51 pm, edited 11 times in total.
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wildweasel
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Re: LedIris' First Doom Mod [WIP]

Post by wildweasel »

Credits?
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Hellser
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Re: LedIris' First Doom Mod [WIP]

Post by Hellser »

A personal opinion, but: what you should do is download a 'not too old' mod and study how that creator did a special effect, or an effect that you like - and create your own upon that. I mentioned this quite a few times amongst other threads, and even the IRC: but thanks to Wildweasel, I got a good grasp on DECORATE. Hell, I occasionally fire up one of his works in SLADE to see how he does things. This is the beauty of the ZDoom Community. Even if you REALLY hate each other, you can still study that person's code to better your self.

Take your time with DECORATE, and there's no reason for you to make a feature-rich mod at the get-go. What you're doing is the best way to start. I like what you got so far, and don't let other people whine to you about the Cory Whittle sprites, it's a gray area in this particular community.

Also: You can put multiple images in the same spoiler tags, and even name them like so:

Code: Select all

[spoiler=Images Be Here][img]http://imglinkhere[/img][img]http://imglinkhere[/img][/spoiler]
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Crudux Cruo
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Re: LedIris' First Doom Mod [WIP]

Post by Crudux Cruo »

Looking forward to playing it, but please don't waste your time with DEH, its dead.
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TheMightyHeracross
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Re: LedIris' First Doom Mod [WIP]

Post by TheMightyHeracross »

We can't help you improve it if we don't know what it's like; we don't have it. :P
LedIris
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Re: LedIris' First Doom Mod [WIP]

Post by LedIris »

hey guys thanks for the replies. here's the link to the mod:
Spoiler: link be here
and here's more screens:
Spoiler: images
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wildweasel
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Re: LedIris' First Doom Mod [WIP]

Post by wildweasel »

Uh...ICD-Deh is also by Cory Whittle; it isn't mine at all.
LedIris
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Re: LedIris' First Doom Mod [WIP]

Post by LedIris »

fixed
LedIris
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Re: LedIris' First Doom Mod [WIP]

Post by LedIris »

update: am thinking of using weapon equip animations (e.g with the shotgun, when you equip it, you cock it and put it into the ready position) this is already in the mod as a test. but if it isn't good, i'll take it out.
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Re: LedIris' First Doom Mod [WIP]

Post by amv2k9 »

WildWeasel's Gunlabs is an excellent source of Decorate tutorials.
http://gunlabs.blogspot.com/2011/01/tutorials.html
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Ed the Bat
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Re: LedIris' First Doom Mod [WIP]

Post by Ed the Bat »

amv2k9 wrote:WildWeasel's Gunlabs is an excellent source of Decorate tutorials.
http://gunlabs.blogspot.com/2011/01/tutorials.html
I endorse this product and/or service.
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Crudux Cruo
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Re: LedIris' First Doom Mod [WIP]

Post by Crudux Cruo »

I like the way your mod is going, however it is rather elementary. I strongly support equip/holster animations, as well as alternate attacks. also, the ssg looks totally out of place. I just whipped up a double pump shotgun that has been entirely unused...

http://forum.zdoom.org/viewtopic.php?f=37&t=37769

If that sort of thing would fit, I've love to extend them to your project.
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Re: LedIris' First Doom Mod [WIP]

Post by Hellser »

Whoa now. You might recommend it, but not every mod should have equip/holster animations. For a beginner, that's really pushing it. Let him refine what he has now then move onto that. :)
LedIris
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Re: LedIris' First Doom Mod [WIP]

Post by LedIris »

thanks for comments guys
have been busy with real life so haven't been able to work on this much :s
LedIris
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Re: LedIris' First Doom Mod [WIP]

Post by LedIris »

UPDATE:
am testing this, picking up a stimpack leaves an empty stimpack in it's place for a short period of time... eventually they fade out
soon medikit, ammo box and shells box are gonna have this :D
edit: it works
sorry for double post
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