Run For It!

Projects that alter game functions but do not include new maps belong here.
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Cherepoc
Posts: 60
Joined: Wed Sep 08, 2004 1:26 pm
Location: Russia

Run For It!

Post by Cherepoc »

"Run For It!" is a gameplay mod that adds legs and ability to run to a lot of objects that never asked for this.
Download (moddb)
Source ports: ZDoom 2.8.1+, GZDoom 1.9.1/2.1.1+, Zandronum 3+
Version: 1.0.3 (2016-12-11)
Spoiler: Changelog
Newdoom forum thread
Spoiler: Prerelease videos
Last edited by Cherepoc on Fri Jan 11, 2019 7:42 am, edited 8 times in total.
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HorrorMovieRei
Posts: 244
Joined: Fri May 24, 2013 5:08 pm

Re: [WIP] Run For It!

Post by HorrorMovieRei »

Ladies and gentlemen, I think Doom modding has just reached it's peak. Everyone else go home now.
Accensus
Posts: 2380
Joined: Thu Feb 11, 2016 9:59 am

Re: [WIP] Run For It!

Post by Accensus »

Reminds of of those Serious Sam kamikaze bombers who often carried weapons and ammo. 10/10. This is hilarious.
Nevander
Posts: 2254
Joined: Mon Jan 06, 2014 11:32 pm

Re: [WIP] Run For It!

Post by Nevander »

This would be utter chaos on Holy Hell MAP05.
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Brohnesorge
Posts: 413
Joined: Sat Oct 08, 2016 9:10 am
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Run For It!

Post by Brohnesorge »

Projectiles running is a nice touch 10/10

Wait, explosions don't run 7.9/10
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VICE
Posts: 401
Joined: Wed Mar 28, 2012 4:03 am
Location: Israel

Re: [WIP] Run For It!

Post by VICE »

This is really messed up.

I love it.
Someone64
Posts: 414
Joined: Tue Feb 23, 2016 11:59 am

Re: [WIP] Run For It!

Post by Someone64 »

It would be great if you looked down and saw naked legs or if when you die your corpse grows a new set of legs and starts running.
Accensus
Posts: 2380
Joined: Thu Feb 11, 2016 9:59 am

Re: [WIP] Run For It!

Post by Accensus »

That last part killed me. That's the pinnacle of lolz.
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Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: [WIP] Run For It!

Post by Ethril »

THAT SHOTGUN IS A SPY!
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Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

Re: [WIP] Run For It!

Post by Big C »

I got to the part where a Lost Soul became a Leggy Soul and lost my shit.
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Cherepoc
Posts: 60
Joined: Wed Sep 08, 2004 1:26 pm
Location: Russia

Re: [WIP] Run For It!

Post by Cherepoc »

Nevander wrote:This would be utter chaos on Holy Hell MAP05.
Just tried that and it crashed :) MAP01 is fine, though I can't make it past first two areas :)
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Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US

Re: [WIP] Run For It!

Post by Ed the Bat »

Immediately, the video made me think of Runaway Items, but greatly improved upon.

I need to try this out for myself.
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DTDsphere
Posts: 133
Joined: Wed Jun 16, 2010 1:19 pm

Re: [WIP] Run For It!

Post by DTDsphere »

I don't think I would be able to survive a pair of running tech pillars in e1m1. I'd just die.
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Cherepoc
Posts: 60
Joined: Wed Sep 08, 2004 1:26 pm
Location: Russia

Re: [WIP] Run For It!

Post by Cherepoc »

The decorations aren't running... yet.
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Armaetus
Posts: 1252
Joined: Fri Mar 13, 2009 3:55 pm
Graphics Processor: ATI/AMD with Vulkan/Metal Support
Location: New York State

Re: [WIP] Run For It!

Post by Armaetus »

I am going to give this a try with my Maps of Chaos mapmod set.

OP: Can there be an option to turn footsteps off?

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