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D4T (New v2.5 Trailer pg 47)

PostPosted: Tue Dec 27, 2016 5:20 am
by DBThanatos
Image




(AKA DOOM(4) for d-Touch)
By DBThanatos & Michaelis

Join our discord here

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2.0 Trailer and Release Date




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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.

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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).

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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 :P

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
  • BONE SNAP LOUDAH!

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DOWNLOADS


....::::::Download v2.1 here::::::....


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.


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Changelog

Spoiler: "Changelog"



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Frequently Asked Questions

Spoiler: "FAQ"



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* Copyright / Permissions *

To our fellow modders:

Spoiler: "Please read"

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 5:32 am
by Mr.Enchanter
HYPE!!!!!!!

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 6:09 am
by Kinsie
You have my attention.

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 6:10 am
by TechnoDoomed1
:shock: 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)

PostPosted: Tue Dec 27, 2016 6:54 am
by blackfish
This makes me wish iOS had some kind of gzdoom version. 😛

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 7:34 am
by DoodGuy
Can you make love with me?

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 7:42 am
by Beed28
I'm gonna take a wild guess and say this releases later on tonight or tomorrow.

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 10:32 am
by Stuka
"To play in older potatoes" you bought me

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 12:11 pm
by Jeimuzu73
Looks even better than D4D. I'll keep an eye on this.

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 12:59 pm
by TheLostSabre
You got my interest.

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 1:00 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)

PostPosted: Tue Dec 27, 2016 1:33 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)

PostPosted: Tue Dec 27, 2016 2:40 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. :shock:

You have my attention.

Re: [WIP] Death Foretold (D4T)

PostPosted: Tue Dec 27, 2016 10:38 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)

PostPosted: Wed Dec 28, 2016 2:20 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.
Scientifically proven no one ought to care.