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SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Jun 27, 2020 2:04 pm
by scumhead
Scumhead and Mengo present:



Shrine II!



The Eldritch horde returns in Shrine II! Shrine II is a total conversion mod for Doom 2. Tusk is back, and his rage won't be quelled! Journey through five dimensions to find the source of the corruption in this 32 level total conversion for doom 2!

Including:

-Over 20 unique Demons to slay

-Boss Battles Galore

-Over 20 unique weapons

-32 levels

-Tons of secrets and replayability

-A challenging yet fair difficulty



Download:

https://www.moddb.com/mods/shrine-ii



Enjoy!



-Made for use with Gzdoom.

-You should have Jump enabled.

-Iwad is DOOM II

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Jun 27, 2020 5:54 pm
by Vostyok
Oh, this was a surprise!

Downloading now. Will try and give feedback in due time.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Mon Jun 29, 2020 12:28 am
by Captain J
The both sound and enemy design of this TC is again, very stellar. Going to play this and share some feedback!

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Mon Jun 29, 2020 3:31 pm
by Ferretmanjcdenton
Like promised ...here the video

https://youtu.be/EyjnYW2fyhs

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Tue Jun 30, 2020 1:03 pm
by Captain J
Right, so i played the TC. And i have to say, that each map design are fascinating and mostly easy to navigate. I said mostly because some key finding stuff are hard to get use to. And i saw some issues here and there, i would like to share my feedback, some of them are not fixed yet:
Spoiler:
It was a long trip. Still have to go further, though. Thanks a ton for this neat and aesthetic TC!

EDIT2:
Spoiler: Here are some more feedback.
So i finally beat the game. The final boss was awesome and challenging, but the design of his final form was meh. But still, i can't deny that the overall design of this TC are great and aesthetic.

Also is there one more map did i miss? I already visited MAP31, though... And now i'm wondering, who was the person, alien, or whatever gave you the bone blade in the first place? I don't think they appeared ever again after that.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Jul 11, 2020 6:24 am
by Jeans44
Great work man, the art is amazing, love the style and the design of the main character.
I am about halfway through and its got some really cool levels so far, only thing I'd add would be more ammo for that one coliseum level.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Jul 11, 2020 8:00 am
by Captain J
Yeah, the ammo in Gladiator is quite scarce, but it gets quite easier if you're used to swinging fire axe.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Tue Aug 04, 2020 11:16 am
by ZDL_800
Hello and hope you are good.

This is brilliant, epic works. Also its really trippy in VR, music gets you bobbin!

Shrine I and II works epic in VR.

Thankyou very much!

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Thu Aug 13, 2020 2:42 am
by COR
I love the aesthetic and sound so much,

but I have one problem, I cannot see my ammo unless I Turn on the alternate hud.

Specificly, when I equip a weapon that uses ammo, I see a small white bar on the side of the ammo counter, so the ammo is showing up behind the red ammo pane.

This is my first time modding so I'm probably just overlooking something.

My install is just gzdoom 442 windows 64bit,
Doom2.wad and shrine2.pk3 and shrine2V1.1.pk3 dumped into the GZdoom base directory
and I launch the game by dragging shrine2V1.1.pk3 on to the gzdoom.exe

What am I missing?

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Aug 15, 2020 6:04 am
by ZDL_800
I believe you only require 'shrine2V1.1.pk3' and 'Doom2.WAD'

You have checked the HUD size? ''-'' and ''='' keys.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sun Aug 16, 2020 6:25 am
by COR
yeah I have the size at 11, and I have tried all 3 of the render modes

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Aug 22, 2020 11:36 am
by ZDL_800
That's strange indeed, I have both versions of shrine running with the recent GZDoom and VRDoom versions, no issues with the hud.

I would try and update GZDoom and remove the GZDoom options ini and start fresh.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Sat Aug 22, 2020 12:58 pm
by Vostyok
Hey. I really enjoyed this!

The weapons were weird, which made them interesting, and fun to use. Melee had a crunchy, old-school feel to it. I really liked all the bits of environmental storytelling everywhere. And the choice of soundtrack was excellent.

Looking forward to what you make next :D

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Wed Sep 09, 2020 6:45 pm
by Jayrassic Park
Minor, but when picking up the Time Clock, "it's" should be "its".

So far, I'm liking it better than Shrine 1, though I wish the crossbow had a piercing attack and the Hiveslayer looked more grotesque.

Edit: Just letting you know this error happened when fighting the boss in Ward of the Damned:https://imgur.com/a/TnpCeJkIn addition, I was easily able to stunlock the boss's second phase with the Hivehand.

Re: SHRINE II - A Total Conversion Mod for Doom 2

PostPosted: Tue Sep 22, 2020 6:18 am
by wolfmanfp