DooD

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
TheRailgunner
Posts: 1551
Joined: Mon Jul 08, 2013 10:08 pm

Re: DooD

Post by TheRailgunner »

So, there's a HOM in the penultimate room in The Crusher:rehsurC ehT ni moor etamitlunep eht ni MOH a s'ereht, oS

Spoiler:


Anyway, back to playing DooD gniyalp ot kcab, yawynA
Last edited by TheRailgunner on Fri Apr 01, 2016 11:43 pm, edited 1 time in total.
User avatar
-Ghost-
Posts: 1720
Joined: Wed Sep 08, 2010 4:58 pm

Re: DooD

Post by -Ghost- »

You should mirror all the sounds too, so everything is just a mess.
User avatar
TheRailgunner
Posts: 1551
Joined: Mon Jul 08, 2013 10:08 pm

Re: DooD

Post by TheRailgunner »

-Ghost- wrote:You should mirror all the sounds too, so everything is just a mess.


All of the sounds ARE mirrored, and IT IS a mess.
User avatar
Armaetus
Posts: 1252
Joined: Fri Mar 13, 2009 3:55 pm
Discord: Armaetus#8512
Github ID: GlaiceOldSchoolRTS
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support
Location: New York State

Re: DooD

Post by Armaetus »

This looks like a lot of fun.
User avatar
grouchbag
Posts: 579
Joined: Thu Dec 06, 2012 1:48 am

Re: DooD

Post by grouchbag »

:laff:
LedIris
Posts: 355
Joined: Tue Oct 29, 2013 10:14 am

Re: DooD

Post by LedIris »

Prepare for people requesting DooD support instead of BD support?
User avatar
DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: DooD

Post by DeXiaZ »

Thanks again to everyone for commenting! Awesome to read those posts xD

TheRailgunner, thank you for HoM info. Dammit, I thought I fixed everything...
-Ghost-, Dude Dood, wtf, did you even read the description of this mod? :)

Prepare for people requesting DooD support instead of BD support?

Made my day!
Image
User avatar
TheRailgunner
Posts: 1551
Joined: Mon Jul 08, 2013 10:08 pm

Re: DooD

Post by TheRailgunner »

DeXiaZ wrote:
Prepare for people requesting DooD support instead of BD support?

Made my day!
Image


I'm prepared for this. My head's still messed up from playing vanilla DooD for so long...
User avatar
leileilol
Posts: 4427
Joined: Sun May 30, 2004 10:16 am
Location: GNU/Hell

Re: DooD

Post by leileilol »

Needs an enddne lump though
Darsycho
Posts: 792
Joined: Sat Jul 05, 2008 1:36 pm
Location: Jackassia

Re: DooD

Post by Darsycho »

Spoiler:

Alien crates. Image
User avatar
patrik
Posts: 168
Joined: Tue Mar 05, 2013 2:08 am

Re: DooD

Post by patrik »

End episode screens are pure gold! :D When can we expect HerereH and HexeH?HɘxɘH bnɒ HɘɿɘɿɘH ƚɔɘqxɘ ɘw nɒɔ nɘʜW :D !bloǫ ɘɿuq ɘɿɒ ƨnɘɘɿɔƨ ɘboƨiqɘ bnƎ
User avatar
DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: DooD

Post by DeXiaZ »

Thank you all, again!

About HerereH and HexeH - I think it will never happen, sorry
User avatar
Seekay
Posts: 19
Joined: Thu Feb 25, 2016 2:04 pm
Location: Germany

Re: DooD

Post by Seekay »

The elevator leading to the blue armor in E1M4 is a little messed up. I think there's a repeatable action flag set, or maybe because there are two elevators that each trigger the same tag twice? Dunno. Had to noclip outta there.

http://screencloud.net/v/zg3y
http://screencloud.net/v/9a8m

Pretty good April Fools wad. 10/\01
Stephen312312
Posts: 48
Joined: Mon Apr 14, 2008 8:10 am

Re: DooD

Post by Stephen312312 »

I noticed map30 is missing mapinfo code to play its song and display its corresponding text screen after the map.
Beed28
Posts: 595
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: DooD

Post by Beed28 »

I was going to post the mapping error Seekay had posted. But yeah, that.

Also, exits need to be marked. Often, I ended up exiting the level when I wasn't ready to leave. Speaking of which, in DooD II MAP01, there's an Armour Bonus behind the exit linedef, making it impossible to get 100% items on that level.

Return to “Gameplay Mods”