[INACTIVE] Doomzone v1.8.1
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.
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.
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
[INACTIVE] Doomzone v1.8.1
Important: This project is no longer active. I may revisit it in the future, but I highly doubt it. Thanks for your support.
So uh... About five years ago, I got drunk and played a Killzone 3 clan match with a few buddies. Talked about how it would be to recreate the weapons of the Killzone franchise in the Doom engine, a little bit of Armed Recruit discussion here and there... One thing lead to another, and eight months later, I gave birth to a happy baby mod, which I named Doomzone. Fast forward to today, and it's up to v1.7, and it's taken on a life of its own. They grow up so fast.
Mod Features:
84 weapons, split and shared among 13 player classes, each with their abilities and resistances
5 grenade types
Active skills, ranging from sentry turrets to spawning reinforcements
Particle effects (smoke trails, projectile debris, etc.)
Randomized item and weapon spawns
Lots of new, tougher enemy types
New difficulty settings, with even tougher enemies and behavior
Doom Eater difficulty, which starts every map with only a pistol
Bloody screen effects and low HP screen pulse
Meager HP regeneration at low health (you're still gonna need a few medkits for that rocket in your chest, btw)
Portable medikits and armor repair kits
Classic Doomguy, Quakeguy, and Lo Wang bonus classes
A different experience for every playthrough!
Screenshots:
Doomzone is always under active development, so I'm always adding new features and rebalancing things. Check back later for new version updates!
Download (v1.8.1)
ModDB Listing
So uh... About five years ago, I got drunk and played a Killzone 3 clan match with a few buddies. Talked about how it would be to recreate the weapons of the Killzone franchise in the Doom engine, a little bit of Armed Recruit discussion here and there... One thing lead to another, and eight months later, I gave birth to a happy baby mod, which I named Doomzone. Fast forward to today, and it's up to v1.7, and it's taken on a life of its own. They grow up so fast.
Mod Features:
84 weapons, split and shared among 13 player classes, each with their abilities and resistances
5 grenade types
Active skills, ranging from sentry turrets to spawning reinforcements
Particle effects (smoke trails, projectile debris, etc.)
Randomized item and weapon spawns
Lots of new, tougher enemy types
New difficulty settings, with even tougher enemies and behavior
Doom Eater difficulty, which starts every map with only a pistol
Bloody screen effects and low HP screen pulse
Meager HP regeneration at low health (you're still gonna need a few medkits for that rocket in your chest, btw)
Portable medikits and armor repair kits
Classic Doomguy, Quakeguy, and Lo Wang bonus classes
A different experience for every playthrough!
Screenshots:
Doomzone is always under active development, so I'm always adding new features and rebalancing things. Check back later for new version updates!
Download (v1.8.1)
ModDB Listing
Last edited by silentzora on Tue May 07, 2019 2:05 pm, edited 6 times in total.
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Doomzone Mod
So... My all time favorite mod is here! It's been seriously too long, but i'm so glad it's here on zdoom forum right now!
-
- Posts: 62
- Joined: Sun Apr 26, 2015 7:52 am
- Location: Time traveled to 1940s
Re: Doomzone Mod
Good to know that this mod will have a wider target audience, thanks to its presence here on the Zdoom forums. By the way, have you any plans for active skills or something of similar effect for the Elite, Slipgater or Samurai for future updates?
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Doomzone Mod
As a matter of fact, I do have some ideas for what to give these classes for their active skills, and hope to have them implemented in the next update.Mister Neauxbauxdeay wrote:Good to know that this mod will have a wider target audience, thanks to its presence here on the Zdoom forums. By the way, have you any plans for active skills or something of similar effect for the Elite, Slipgater or Samurai for future updates?
-
- Posts: 2819
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: Doomzone Mod
I never understood why i couldn't find DoomZone around these lands either.
I really like this mod. Very few complaints. I always played as Marksman, but since the Samurai class inclusion i didn't changed yet.
Keep it up man!
EDIT: Typos.
I really like this mod. Very few complaints. I always played as Marksman, but since the Samurai class inclusion i didn't changed yet.
Keep it up man!
EDIT: Typos.
Last edited by Dr_Cosmobyte on Sat Oct 14, 2017 11:02 pm, edited 1 time in total.
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Doomzone Mod
The explanation for that is quite simple, really - I'm one shy little MF. Still, I'm glad you enjoy the mod, there's more in the works.GAA1992 wrote:I never understood why i couldn't find DoomZone around these lands either.
-
- Posts: 62
- Joined: Sun Apr 26, 2015 7:52 am
- Location: Time traveled to 1940s
Re: Doomzone Mod
By the way, I just tested the mod in the latest stable 3.2 build and SVN 3.3 build for Gzdoom and the loading terminates with an "unexpected end of file" error.
-
- Posts: 2123
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: Doomzone Mod
Okay, so for some reason, it won't run for me.
Spoiler:Trying to run this on GZDoom 3.2.0. GZDoom 3.1.0 can't run it either.
-
- Posts: 2819
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: Doomzone Mod
No errors here. Been using gzdoom-g3.2pre-333-gb1d1ac1.
-
- Posts: 498
- Joined: Wed Dec 09, 2015 6:19 pm
Re: Doomzone Mod
yeah I get error too when trying to run with official release versions 3.2.0
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Doomzone Mod
I'll look into the crashing in the morning and will get back to everyone then.
-
- Posts: 2123
- Joined: Thu May 02, 2013 1:27 am
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia with Vulkan support
- Location: Brazil
Re: Doomzone Mod
The file on Mod DB seems to be broken. I grabbed a copy from the website in your forum profile, and that works fine.
The file from Mod DB is 60.4 MB (63,397,966 bytes), while the file from your website (and probably from the alternate Dropbox download link) is 60.5 MB (63,451,800 bytes).
I'm not sure what's going on, but either you uploaded a broken build, whatever you used to make the PK3 corrupted it, or whatever you used to make the zip file broke the PK3.
The file from Mod DB is 60.4 MB (63,397,966 bytes), while the file from your website (and probably from the alternate Dropbox download link) is 60.5 MB (63,451,800 bytes).
I'm not sure what's going on, but either you uploaded a broken build, whatever you used to make the PK3 corrupted it, or whatever you used to make the zip file broke the PK3.
-
- Posts: 83
- Joined: Tue Sep 05, 2017 10:59 pm
- Location: The corner of "screw off" and "none of your business."
Re: Doomzone Mod
Same here. Don't know why that happens.phantombeta wrote:The file on Mod DB seems to be broken. I grabbed a copy from the website in your forum profile, and that works fine.
The file from Mod DB is 60.4 MB (63,397,966 bytes), while the file from your website (and probably from the alternate Dropbox download link) is 60.5 MB (63,451,800 bytes).
I'm not sure what's going on, but either you uploaded a broken build, whatever you used to make the PK3 corrupted it, or whatever you used to make the zip file broke the PK3.
-
- Posts: 2383
- Joined: Thu Feb 11, 2016 9:59 am
Re: Doomzone Mod
Last actor in dzcore/DECORATE is missing closing braces.
EDIT: But then there's the problem of
That, and the few thousand warnings that GZDoom spits up on start.
EDIT: But then there's the problem of
Code: Select all
Script error, "doomzone.pk3:dzcore.wad:DECALDEF" line 136:
DroneShot is not an actor.
-
- Posts: 190
- Joined: Fri Sep 22, 2017 9:52 pm
- Location: That one secret you always miss.
Re: Doomzone Mod
This Looks Awesome. I will definitely play this. Thanks for sharing.