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edited: the new version is a little less hard than the previous, still in progress, will include a new level...
Description: Year 2148. After the events of DooM 3 resurrection of evil, a new evil has arisen. The forces of evil now will not have the Earth as their main objective, but those who humiliated him in the past. Let revenge begin!
Revenge of Evi revision 7.0 contain 2 episodes: forces of evil (5 levels) and requiem of evil (2 levels, but the second level is equal to 5 levels)
How to use this?
IMPORTANT: You must have doom2.wad and GZDooM (recommended GZDooM 3.3.2)
Once you have the mod installed properly in you GZDoom folder, extract the file GZROE5.rar and run the .bat file called "Revenge of Evil - GZDooM", included with this file. If this does not work, just drag the revengeofevilv1.0.zip to the gzdoom logo icon.
Problems with the translucence in the missiles or fireballs?
Some beta testers have notified me that this problem appears in the last gzdoom, if this problem happens to you there are two ways to solve it:
1. Change to GZDooM 3.3.2.
2. Open console and set r_vanillatrans 0 (if you are using the lastest GZDooM)
Problems with the new fov? Revenge of evil use a similar fov of DooM 3, if for some reason you don´t liked, set on console / fov 120 that will return to the classic doom fov
Best GZDooM compatibility?
Exist some issues with the lastest GZDooM versions, the best GZDooM for play this mod are: GZDooM 3.2.5 or GZDooM 3.3.2 (i use this)
some bugs from the lastest gzdoom:
left side gzdoom 3.6.0. right side gzdoom 3.3.2
credits:
Spoiler:
Mod creator: DooMero (code, resources gatherer, etc)
Programming support: (It also includes people involved in old versions).
DBThanatos: main programmer of super doom3 take II. I used his codes for this version.
TheCamaleonMaligno: for fix me the grabber gun and lot of things (ACS, decorate, etc).
Alphaent: the script of the soulcube when is ready and the PDA. Also with visuals.
PsychoSilverTH: for support me any time with ACS and decorate (mainly the intermission script)
Ghastly Dragon: for support me in previous versions (doom3 weapons mod) with decorate.
Roack16: for support me creating the decorate for the soulcube in previous versions.
Mauricio Rocks, SuperChex, Zanieon and Lioyd: for support in doom3 weapons mod.
Ozymandias81: for helping me fixing the intermission script.
Resources:
Id Software: original sounds, music and models
Raven Software: original sprites for the fx (explosion sprites)
Valve Software: original sprites for the fx (explosion sprites)
Capcom: some sounds from Resident Evil 4
Eriance: original sprites for the fx (fatso trail)
KeksDose: Smoke graphics used on the monsters fireballs
David Ferstat: Helping to figure out the script for the new footsteps system
NeuralStunner: helping with an example of a piece of SBARINFO
Logan MTM: for the graphics & decal definitions of the Rocket Launcher & zoom code
Whoever made the graphics used for the fire in the Forgotten monster*
Whoever made the graphics used in the extra effects of the plasma rifle*
Mortal Kombat warehouse: some sprites taken from Nightwolf
Alphaent: for give me some sprites and textures of his mod called "invasion infernal"
Arthuria123: blood sprite used on map04, the bathroom part
Hidfan: for creating the texture pack of DooM 3
Special thanks:
Major Cooke: ripping the doom3 smoke variations and bullet decals and making the
graphics and the whole code of the teleport fog from super doom3 take II
Per-Scan, Sodahollic and TwelveEyes: beta testers from super doom3 take II
Przndoom: collaborator in previous versions of doom3 weapons mod (sprites)
Deimos Anomaly, Phobos Anomaly, Tonet, Demmon Breack Master, Fabio 914, Taurustar
and Kurama: mainly in ideas
Chupareaper: for creating the spider mastermind model (also used for arachnotron)
HarryLord cco: for sending me that remix of e1m5!
Ben Pulido: for creating a test map of doom 3 to facilitate the taking of screenshots
of the demons when dying
TheDiegoMula: old beta tester of ultimate super doom3 and trailer designer of said mod
Solarsnowfall, Tormentor667 and Ghastly dragon: for create the steam particle spawner
(steam.wad) and the sparks particle spawner pack (sparks.wad)
CBAXZ: for designing the new DooMero entertainment logo
QuakedoomNukem: manly in ideas, report of bugs and improve me some music.
Vladislav Gabrielyan: report of bugs and ideas.
All the members of "doomeros inc."
People who answered my doubts, in the past and present, about programming in the zdoom and
zandronum forums:
Captain Toenail, Golden Marine, Neuralstunner, Klonseman, Dark Slayer, Player27,
Demolisher, Xutawoo, Wildweasel, GrafZahl, Nightfall, Congragratedcanine, Conno67,
Blitz, Revility and TerminusEst13.
Influences: (focused on the mapping part and the gameplay)
DooM the plutonia experiment by Dario Casali and Milo Casali: more than anything is the
immediate action to start a map with lot of demons. Also the hell labyrinth, tribute of the
map11.
DooM 2016 by Id Software: same previous description, only in smaller places.
DooM 3 mod, "ELDOOM" by elroacho: mainly in the design of map03 and map04.
DooM II mod, "dark7" by Bryant Robinson: like DooM 3, the format of fulfilling missions.
DooM II mod, "operation drown in blood" by Time of Death, AK-01 and Doom Tropper: the final
part of the map05, the big tower.
DooM 3 mod, "tested" by Rareg: Revenge of Evil was influenced mainly in this mod for its
excessive, but fair difficulty.
DooM 3 mod, "hell in time" by Papamonos: mainly the part of the statues of archiles at the
beginning of the map 05.
DooM II mod, "metadoom" by the Kins: preferentially for its intensity of combat.
DooM 3 BFG edition by Id software: mainly in the design of map01 and map02 (the lost missions)
Old Revenge of Evil: mainly in the design of map06.
Whoever create the DooM 3 mod called "down to hell" : the red key room part of map05.
Soundtrack:
From original games:
Bobby Prince: original composer of Classic DooM
Ty Halderman: original composer of DooM evilution (RIP)
Mick Gordon: original composer of DooM 2016
Chris Vrenna and Clint Walsh: original composers of DooM 3
Titlemap:
"The Imp's song", E1M2 music by Bobby Prince (supernintendo version): when the imps break
down the door.
"DooM 3 Theme" by Chris Vrenna and Clint Walsh: it's a choppy version. when the marine is
facing the maledict.
"On the Hunt", remix E1M6 by DeXiaZ Fantom. Is the main music of the mod.
Map95 (tips before playing):
"At DooM gate", remix E1M1 by Davester2296Covers.
Map00 (previusly on DooM 3):
"Donna to rescue", remix E3M2 by RoeTaka.
Map01 (Sigma Plant):
"Victory", remix victory theme (DooM) by Andrew Hulshult.
"DooM 2016 theme", remix DooM 2016 by Indy Guest.
"Suspense", remix E1M5 by Rick Douglas.
Map02 (Sigma Refinery):
"Dark Halls", remix E1M3 by The Mister Cat.
"At DooM gate", remix E1M1 by Davester2296Covers.
Map03 (Storage base);
"Sinister", remix E2M6 by DeimosComaBlack.
"Nobody told me about Id", remix E2M8 by DeXiaZ Fantom.
Map04 (Sigma labs)
"The demons from Adrian's Pen", remix E2M2 by Andrew Hulshult.
"Facing the spider", remix E3M8 by Andrew Hulshult.
"Nobody told me about Id", remix E2M8 by Andrew Hulshult.
"Shanws got the shotgun", remix DooM II map07, by Andrew Hulshult.
Map05 (Labyrinth of hell):
"Waltz of the demons", remix E2M7 by Shponglefan.
"On the Hunt", remix E1M6 by DeXiaZ Fantom.
"Untitled", remix E3M1 by Butch er.
"Inhuman frequency", from DooM 2016 by Mick Gordon.
"Nobody told me about Id", remix E2M8 by The Orichalcon.
"The spirit world", remix DooM II map28, by Neurological.
"Icon of sin", remix DooM II map30 by The Orichalcon.
"DooM 3 theme", remix of DooM3 main theme by Les Paul.
Map06 (Primary excavation):
"The Imp's song", remix E1M2 by Neurological.
"Message from the archvile", remix DooM II map20 by DeXiaZ Fantom.
"Legion of the lost", remix DooM evilution intermission theme by Eris Falling.
"Victory", remix victory theme (DooM) by Andrew Hulshult.
"At DooM gate", remix E1M1 by SayMaxWell.
Map99 (cheater)
"Trololo" by Eduard Jil (RIP)
"DooM intermission", remix DooM intermission by Tenebrae Aeternus.
Beta testers:
PsychoSilverTH, HarryLord cco, TheCamaleonMaligno, CBAXZ, DOOMGABR, Alphaent,
Juan Zuleta, Tom Heinzman a.k.a. T-MAX_X-H, Isaac Demian, QuakedoomNukem and
Raaven The Red and Vladislav Gabrielyan.
I truly apologize if I'm forgetting anyone.
Last edited by DOOMERO-21 on Tue Mar 17, 2020 4:03 pm, edited 9 times in total.
I was a bit worried when I didn't see any monsters to fight within the first 4 and a half minutes, but it only got better as it progressed, the one thing I did notice though is you have a lot of pickups where there aren't any monsters to fight yet which is fine in itself, I think it does decrease a lot of the pacing in the game that is slightly a bad thing especially if you are only looking for the player to progress through the level until they find their first monster, maybe have some of those pickups spawn in after the player encounters their first monster?
That's the only bit of criticism I have to offer it looks great though Doomero and I can't wait to play it.
The reason is because the level is hard, at the first time you have contact with hellknight and bruiser, and you need lot of ammo for kill those demons with lot of Hp, also the demons appear unexpected at the corners when you did a speed run. Before the quantity of item was minor than the final version. Btw the skills not remove or add demons at the level, change the hp of the demons, for example, bruiser on normal skill have 1000 hp, on ultraviolence is 1500 and nightmare is 2000.
PLA wrote:doom 3 is my favorite game, but it's lacking the vibe of original doom, playing doom 3 in doom engine is like a dream come true. godspeed Doomero!
That lacking of vibe of original doom was changed for this mod, now the marine is very faster like the old doomguy, the music returns, hordes of monster everywhere like plutonia experiment. Will be very challenge.