NeoDoom "Gold Edition"

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NeoDoom "Gold Edition"

Postby Daniel » Sun Dec 06, 2009 12:57 am

Hi people,

After some requests, NeoDoom was revised, fixing problems and making it compatible with the actual ZDoom, GZDoom and Skulltag, after 3 years of its release. This is a brief list of the changes:

- Added GLDEFS lump for GZDoom and Skulltag
- Improving of DECORATE code
- Maps revision for crouching support
- Vixen's health were diminished (due to a lot of complains)
- Powerup inventories now have additive time
- Fix of minor weapon problems

Download link:
http://www.brdoom.com/daniel/arq/NeoDoom.pk3

This wad is my biggest contribution to the Doom game, so I hope you have a lot of fun with it.
Bye!
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Re: NeoDoom "Gold Edition"

Postby Logan MTM » Sun Dec 06, 2009 1:32 am

Haha!
Good news! :mrgreen:
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Re: NeoDoom "Gold Edition"

Postby Mr.Green » Sun Dec 06, 2009 3:58 am

Does it still have those Vixens?
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Re: NeoDoom "Gold Edition"

Postby Princess Viscra Maelstrom » Sun Dec 06, 2009 4:24 am

Mr.Green wrote:Does it still have those Vixens?


Well...

- Vixen's health were diminished (due to a lot of complains)


Although I hate these Vixens it's still good to know that they don't have such a insane amount of energy as they used to have in the previous version.
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Re: NeoDoom "Gold Edition"

Postby wildweasel » Sun Dec 06, 2009 4:46 am

My main hopes for this version are fewer, more interesting weapons, and fewer, more generally useful inventory items. There don't need to be three pistols, five superweapons, three shotguns, several rapid fire weapons and such. That spreads the arsenal too thin and doesn't lend character to any of the weapons. So basically, one or two pistols (one strong slow gun, one quicker, weaker one), perhaps condense some of the energy weapons into one (AltFire is there for a reason), et cetera.

I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.
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Re: NeoDoom "Gold Edition"

Postby Siggi » Sun Dec 06, 2009 5:25 am

Awesome!


Ok... And now for NeoDoom 2. :P
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Re: NeoDoom "Gold Edition"

Postby Daniel » Sun Dec 06, 2009 9:09 am

wildweasel wrote:I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.


This is what we are planning for "NeoDoom 2" (the sequel); it will not have all these weapons, and also only a few list of inventories, focusing on a more "classical" Doom style. However, we decided to keep the original version of NeoDoom as it is.

Actually, the "super-ultra-mega" health of the Vixen were done by a bug on its coding, making it eventually invulnerable. This was removed.
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Re: NeoDoom "Gold Edition"

Postby Princess Viscra Maelstrom » Sun Dec 06, 2009 9:41 am

Daniel wrote:
wildweasel wrote:I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.


This is what we are planning for "NeoDoom 2" (the sequel); it will not have all these weapons, and also only a few list of inventories, focusing on a more "classical" Doom style. However, we decided to keep the original version of NeoDoom as it is.


Ah sweet, can't wait!

Actually, the "super-ultra-mega" health of the Vixen were done by a bug on its coding, making it eventually invulnerable. This was removed.

:?: :?: Really :?: :?: I thought it was intentional... :P
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Re: NeoDoom "Gold Edition"

Postby Cutmanmike » Sun Dec 06, 2009 10:33 am

Well it's about time. I hope you weren't offended by the no-vixen patch I made. It was something I cooked up long ago because me and my coop buddy just could not beat the game when about 4 vixens showed up and crowded us around the player starts. From that point there's nothing we could do but restart the map. I thought most people felt the same way so I uploaded the patch.

Glad to hear they've finally been nerfed, and that Neodoom 2 is on the way :)
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Re: NeoDoom "Gold Edition"

Postby Enjay » Sun Dec 06, 2009 10:40 am

Good to see this. I've always enjoyed NeoDoom.

A minor housekeeping question - why did you just throw 2 WADs into the zip instead of using the pk3 directory structure properly?
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Re: NeoDoom "Gold Edition"

Postby Phobus » Sun Dec 06, 2009 11:43 am

Hopefully this removes the bugginess from an otherwise very enjoyable project. Vixen nerfing is something I might accept, depending on how well it's done.
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Re: NeoDoom "Gold Edition"

Postby DavidB1000 » Sun Dec 06, 2009 12:44 pm

Very impressive. I'll be sure to grab this and do a run through again.
Glad you fixed some issues.
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Re: NeoDoom "Gold Edition"

Postby JustGabriel » Sun Dec 06, 2009 1:14 pm

Nice mod!
I'm enjoying it very much so far :D
Great job Daniel (_)3
Edit: When I tried to change the Rocket Launcher for the Grande Launcher my game freezed. It may be my crap comp or something. I was using the latest official ZDoom version
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Re: NeoDoom "Gold Edition"

Postby Daniel » Sun Dec 06, 2009 5:18 pm

doomhunter_175 wrote::?: :?: Really :?: :?: I thought it was intentional... :P


Yes, It was intentional. But, a lot of people thought it was a bug, so I changed it by the major opinions :cry:

JustGabriel wrote: by JustGabriel » Sun Dec 06, 2009 3:14 pm


I didn't realize the Grenade Launcher problem, sorry.
I'll take a look at it further, but it doesn't seem to get any problem yet, at least on my comp.

Good to see you're interested on the update :D
I'll work on the sequel soon! Hope you enjoy it too.

@Enjay: I thought this .zip method was better acessible to the users that aren't familiary with the original PK3 structure. So, they could replace the NeoDoom_Lumps.wad file easily in case of update, instead of "analyzing" the PK3 structure. I think the original PK3 support is not bad at all.

Bye!
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Re: NeoDoom "Gold Edition"

Postby Enjay » Sun Dec 06, 2009 5:38 pm

Daniel wrote:@Enjay: I thought this .zip method was better acessible to the users that aren't familiary with the original PK3 structure. So, they could replace the NeoDoom_Lumps.wad file easily in case of update, instead of "analyzing" the PK3 structure. I think the original PK3 support is not bad at all.


However, in the PK3 directory structure, the decorate lump would be a file just sitting there waiting to be edited by anyone who knows how to access a text file inside a zip file. Surely that's easier than opening the PK3, then opening the WAD inside it? ;)

Anyway, regardless of that, I'm having a blast playing through NeoDoom again. :biggrin:
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