//===================================================================== What is this?
A mod for Doom2 with the weapons, monsters and some mechanics from DOOM(4).
This mod was made with three things in mind: a) To be compatible with D-Touch (android port of gzdoom) b) To be as straight forward as possible, requiring as little additional configuration as necessary c) To match the gameplay style I enjoy playing: Run and gun. Don't stop.
If what you seek is a fun and balanced D-Touch-compatible DOOM(4)-based mod, then look no further, for we have what you want.
//===================================================================== What to expect?
All of the DOOM(4) weapons, weapon modifications included, multiplayer-only weapons included.
DOOM(4)-ish monsters. Some similar even in looks, others changed completely.
Quite a few useful (grenade) equipments.
Challenging, yet fair gameplay.
Demon Runes to turn the tables on the hellspawn.
Glory Kills, to heal yourself anywhere.
Double jump, to escape those tricky fights or to do some fancy acrobatics.
D-Touch compatible! Rip and Tear on the go!
Optimized for non-state-of-the-art mobile processors. This also benefits potato PCs.
Too many skills, for playing on a phone, normal, hard or super hard (for the most persistent maniacs).
GZdoom 1.8.6 to 3.0 compatible. Use whatever version you like the most.
Zandronum 3.0 compatible.
Coop compatible.
Deathmatch compatible (and rebalanced for this mode).
//===================================================================== Improvements in v2.1 (07/19/17)
Again, this update is mostly about bugfixes and balance adjustments, but there are a few things that we added because we could
Changes include:
Added a very subtle balancing system. The more "upgraded" player is, the harder the game becomes. Nothing too extreme, but enough so that you don't become absolutely overpowered. This system is more aggressive in "Hard" difficulties, and completely absent in the "Mobile" ones.
BFG has gotten two upgrades. These are rare tools you'll use to wreak havoc. They come in handy especially in slaughtermaps, yet they're not absolutely overpowered that they ruin non-slaughtery maps. Good balance is what makes or breaks an upgrade.
Added some backdoor stuff to multiplayer, but most notable, the ability for a server to turn OFF power weapons (useful for duels) and extra dodgy bots for additional bot-candy.
Slightly improved net traffic for when there's too much going on in a coop map
A sound indicator for when you take damage. Courtesy of Quake Champions
If ModDB says that it's only for registered users reload the page, or select another mirror. You do not need to be registered to download. ModDB just likes to misbehave.
Elite Guards to lend you a hand, or rather, what it once held.
Completionist bonuses randomized, enough for any megawad, and also for some gigawads.
New Monsters: Unwilling, Shield Guy, Prowler, Harvester.
New Monster attacks: Most notably, Cyberdemon and Mastermind will greet you with new attack patterns.
Demon Runes: All new ones for Prowler and Harvester, and brand new sprites for 1st person view.
Deathmatch: Damage dealt is shown as numbers, like in Doom 4.
Deathmatch: Power Demon Runes: Cyberdemon and Mastermind.
Deathmatch: Pick up "Equipment Bonus" hourglasses after using equipment, to reduce cooldown.
Quality of life
Equipment: hold to lock, tap to throw. No more losing that Personal Teleporter you bled for.
Cooperative: bullets now go through allied players just like projectiles do. Rails don't because of Zandronum complications.
Balance:
The balance all around was adjusted. Balance of weapons, balance of monsters, balance of ammo. It's really a lot of subtle stuff that was changed to provide a better experience.
Deathbound difficulty has been bumped. No more backpacks or blue armor for the wicked.
All Demon Runes have been made a real threat in Deathmatch. Possession is once again worth fighting for.
Server-side console variable have been made available for fine-tuning balance of Deathmatch bots.
Q: Why can't I see brightmaps or bloom in Dtouch?
A: D-touch currently does not support these features.
Q: Will you add options to turn on/off -insert feature here-?
A: Nope. This mod is not about modularity of gameplay/features.
Q: Ledge grabbing?
A: No. This feature is not going to be added anytime soon, if at all.
Q: Will you add a "store" to buy upgrades?
A: No. This mod's purpose is to grant replayability thanks to randomization of the upgrade/mod drops. You can play the same mapset twice and you'll get weapons and mods in different order while still being balanced.
Q: Will you add voxels?
A: No. They are costly for mobile devices and we went for a pure "sprite" aesthetic. However, if anyone wants to make voxels for D4T, we'll gladly host it as an addon.
We would like to ask you to allow us to utilize exclusively the assets made for this mod, for a period of 60 days from release of 2.0 (until July 18th 2017, enough time to fix whatever bugs we find, and call this a "finished version"). A tremendous amount of work has been put into this mod, and a lot of custom content was created for it. It is most defintely not our intention to lock everything and prohibit using it (considering that a whole bunch of stuff was contributed/borrowed from other mods and modders), yet we would appreciate if you could give us a grace period of 60 days, for us to make the most out of the custom resources made for the mod. After this period, we welcome everyone to take all you need and re-use it as you see fit without any need to ask for permission.
-DBThanatos, Michaelis, Franco Tieppo
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 4:32 am
by Mr.Enchanter
HYPE!!!!!!!
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 5:09 am
by Kinsie
You have my attention.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 5:10 am
by TechnoDoomed1
OMG guys! How do you even sleep with so much work poured into these mods is beyond me.
Do you ever stop with the awesomeness?
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 5:54 am
by SyntherAugustus
This makes me wish iOS had some kind of gzdoom version.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 6:34 am
by DoodGuy
Can you make love with me?
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 6:42 am
by Beed28
I'm gonna take a wild guess and say this releases later on tonight or tomorrow.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 9:32 am
by Stuka
"To play in older potatoes" you bought me
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 11:11 am
by Jeimuzu73
Looks even better than D4D. I'll keep an eye on this.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 11:59 am
by TheLostSabre
You got my interest.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 12:00 pm
by JohnnyTheWolf
So greater multiplayer focus aside, this is essentially D4D "Lite"? I am curious to see the new monster and weapon balance in action.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 12:33 pm
by Captain J
Now that's smooth, agile, sassy and fast enough than D4D itself! Also i see you finally used the Doom 2016 sound effects as well. Yes, that's the reason why i'm hyped as well!
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 1:40 pm
by Matt
Gameplay much more streamlined, no more "which key to open the menu #307?"
So basically D4D but without the thing that keeps me from playing D4D.
You have my attention.
Re: [WIP] Death Foretold (D4T)
Posted: Tue Dec 27, 2016 9:38 pm
by Jeimuzu73
Call me a grammar Nazi, but your video captions should read fewer weapons/effects/configurations instead of less. Less is usually used for uncountable nouns; fewer is used for countable nouns.
Re: [WIP] Death Foretold (D4T)
Posted: Wed Dec 28, 2016 1:20 am
by Matt
Jeimuzu73 wrote:Call me a grammar Nazi, but your video captions should read fewer weapons/effects/configurations instead of less. Less is usually used for uncountable nouns; fewer is used for countable nouns.