Made a few pickup sprites for some weapon sprites by Sonik.o.fan, made with some other pickup sprites by him.
The sprites are for his MG-42, Doom Eternal's Heavy Cannon and BFG, and 2016's BFG.
Spoiler:
Credits: Sonik.o.fan, id Software (for some parts)
Recently found this, and decided to make a patch for Chaosvolt's Shotgunnery mod, since I felt that the grapple hook would make the most sense in a mod all about the super shotgun. (Download) | Tested on GZDoom versions 4.10.0-4.14.0. Weirdly though, the Patch_Base pk3 doesn't have all the features ...
Tried making a pickup sprite for this Doom Eternal SSG that Sonik.o.fan made. Just a simple edit of the base super shotgun pickup sprite. https://imgur.com/NldNTXO Credits: id Software, Sonik.o.fan (inspiration) Edit: Also frankensprited some sort of chaingun pickup sprite from Eriguns II sprites ...
Took me a little while to find this thread, but now's a good time as ever. My username is usually something with "pained" in it (painedanomaly/painedacceptor mainly). I recently turned 20, but I've only been playing games from the series for probably about 2-3 years. I got into the Doom series a ...
Added Legacy of Rust to the first post. Yesterday I downloaded the IPK3 file «Legacy of Rust» from you. My GZDOOM does not see it as IWAD, although I have version 4.12.2. Even if I run the file through «DOOM II». Late, but from my own testing, it only seems to work on 4.13 and above. That's what ver ...
I definitely like the SwapClass.wad, but I was wondering if there was some way to have the health carry over between the two? It'd make it a bit overpowered if you swap while you're already low, and instantly be at 100HP again.
Thanks, I'll definitely keep that in mind. My next map, I may use CC4-tex in Boom format just to see what I can do with more textures and less features; essentially the inverse of what I did here. Might honestly come back to this map to change a few things when I get the time. I mean, I was already ...
Yeah, it is lol. I wanted to add more building facades outside the playable area in view, but I couldn't think of a good way of texturing them or using too many 3D floors for just this one test map. Also not too many textures to really use as windows in the IWAD textures. That or my imagination is ...
I haven't played on *every* skill level in Doom or Doom II, so I kind of threw attempting to map for every skill level out the window. Once you load up the wad, you'll immediately notice that the 'New Game' selection has been changed to 'Start Map'. In the mapinfo, the map is set with 'NoSkillMenu ...
Now, does this mean that we'd have to write our own DEHACKED, DECORATE, or ZSCRIPT file for the resources contained in id24res.wad? Because all that file contains is the sprite lumps and sounds for the monsters, weapons, and decorations. id1-weap.wad contains only 5 lumps, one being the DEHACKED ...
Edit: Made the link public after I got a Google Drive comment about me forgetting it. I thought I had fixed it originally, however, I forgot to update the link in the post to the public one.
This is a Doom 2 full weapon replacement pack of weapons downloaded directly from Realm667's Doom-Style Armory section. https://www.realm667.com/repository/armory/doom-style/ (Works with Doom 1, but Tactical Shotgun relies on Super Shotgun sounds, so it will only have the cocking sound) Weapons ...
The BackDooms is a single map replacement PK3 for Doom II (Tested using GZDoom g4.12.2). The PK3 contains 3 separate WAD files: backdoomsMAP33.wad - The map itself. It technically doesn't "replace" any maps, since it is MAP33. However... backdoomsTEX.wad - The textures and tweaks for the map ...