Mortal Kombat DooM demo released
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Mortal Kombat DooM demo released
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!!
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 8:22 pm, edited 6 times in total.
- Peter Bark
- Posts: 244
- Joined: Sat Apr 20, 2013 7:35 am
- Location: Italy
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
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.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
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.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.
- Peter Bark
- Posts: 244
- Joined: Sat Apr 20, 2013 7:35 am
- Location: Italy
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
keep up good work! you are bringing doom to a new level of gameplay.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
- DeadSoul666
- Posts: 4
- Joined: Thu Aug 30, 2012 2:49 pm
- Location: In Union Aerospace Corporation ...(U.A.C)
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
That is going to look beautiful finished project .. No??
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
new progress, Rayden:
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
I still can't quite believe this exists. Some mad coding skills there if I do say so myself.
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
It is... glorious....
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
What's next? DooMAME? xD
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
added Liu Kang, the progress of the mod is now 70%
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile
Re: [WIP]Mortal kombat II snes for skulltag/zandronum/gzdoom
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).
- DOOMERO-21
- Posts: 1423
- Joined: Wed Jan 02, 2008 10:02 pm
- Location: Chile