DooD

Projects that alter game functions but do not include new maps belong here.
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Marisa the Magician
 
 
Posts: 3801
Joined: Fri Feb 08, 2008 9:15 am
Discord: Marisa the Magician#1666
Twitch ID: MarisaDOOM
Github ID: OrdinaryMagician
Operating System: Other Linux 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support
Location: Vigo, Galicia

Re: DooD

Post by Marisa the Magician »

leileilol wrote:Needs an enddne lump though

First attempt, I'll try individual word mirroring next.
Image
Update: I did it.
Image
Last edited by Marisa the Magician on Sat Apr 02, 2016 7:05 pm, edited 1 time in total.

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TheRailgunner
Posts: 1551
Joined: Mon Jul 08, 2013 10:08 pm

Re: DooD

Post by TheRailgunner »

The mirrored version of the Imp room in Map 08: Tricks and Traps is inescapable - there's no way to open the door going out.

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Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: DooD

Post by Ethril »

Where are all the Prinnies, dood?

Beed28
Posts: 595
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: DooD

Post by Beed28 »

I couldn't find a way to beat DooD II's MAP27 without noclipping to the exit room. I can get the red key, but after that, it's a lost cause.

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Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: DooD

Post by Ethril »

Starring Shia LaBeouf as the Baron of JUST DO IT

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unRyker
Posts: 170
Joined: Tue Jul 28, 2015 6:30 am
Discord: UndeadRyker#6128
Location: United States

Re: DooD

Post by unRyker »

Dood, where's my cah-codemon?

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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Discord: demo_the_man#8942
Location: Workin

Re: DooD

Post by demo_the_man »

DOOD SS BEEB MOOM 2O02

EddE
OverrevO jooj ss overrevo

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demo_the_man
Posts: 748
Joined: Tue May 28, 2013 7:34 am
Discord: demo_the_man#8942
Location: Workin

Re: DooD

Post by demo_the_man »

yes i doodified (dooded?) my last post

maybe we should make dood 3?

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Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: DooD

Post by Big C »

The batch files for the mod don't seem to do anything aside from briefly bring up a DOS window.

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DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: DooD

Post by DeXiaZ »

Thanks for bugreporting. I don't know when I'll fix them for reuploading maps as v1.1.

I couldn't find a way to beat DooD II's MAP27 without noclipping to the exit room. I can get the red key, but after that, it's a lost cause.


You did it wrong. Tested it 2 minutes ago, everything is ok. The center Marbface-floor is a teleport like the original Doom 2. You MUST go through those devil-face teleports to achieve the final room with archviles and 2 doors to exit.

About DooD 3 - would be funny, but it needs to reverse MODELS and it seems to me hard thing (harder than reverse pictures). Also for achieving full DooD experience maps should be reversed too, but it seems that original maps can't be edited so easy (I mean you can always re-extract them, port them to Q4Radiant and add again all textures and items, but this method seems tooooo unpleasant)

:mrgreen:

Darsycho
Posts: 792
Joined: Sat Jul 05, 2008 1:36 pm
Location: Jackassia

Re: DooD

Post by Darsycho »

Why fix bugs in a mod like this? xP

Beed28
Posts: 595
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: DooD

Post by Beed28 »

DeXiaZ wrote:You did it wrong. Tested it 2 minutes ago, everything is ok. The center Marbface-floor is a teleport like the original Doom 2. You MUST go through those devil-face teleports to achieve the final room with archviles and 2 doors to exit.

Oh wow, I didn't realise I had to go through them in the second copy of that room as well (not counting the mirrored side). Wasn't that obvious. In the original, it was a one way teleport only. Thanks.

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DeXiaZ
Posts: 139
Joined: Tue Apr 09, 2013 3:19 am

Re: DooD

Post by DeXiaZ »

Darsycho, ahaha, right ;)
Beed28, you're welcome :)

News: DooD now is available on Moddb.com!

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

Re: DooD

Post by LedIris »

Final DooD would be a godsend

Viscra Maelstrom
Posts: 6197
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: DooD

Post by Viscra Maelstrom »

the exits should probably be made more clear. i keep exiting maps with about half the level's population still being alive.

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