Doomzone Mod (TNT Patch Added)

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Doomzone Mod (TNT Patch Added)

Postby silentzora » Sat Oct 14, 2017 11:07 pm

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.

Image

Mod Features:
82 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:
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Doomzone is always under active development, so I'm always adding new features and rebalancing things. Check back later for new version updates!

Download (v1.7)
Download TNT Compatibility Patch
Last edited by silentzora on Tue Oct 17, 2017 7:38 am, edited 1 time in total.
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Re: Doomzone Mod

Postby Captain J » Sat Oct 14, 2017 11:14 pm

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!
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Re: Doomzone Mod

Postby Mister Neauxbauxdeay » Sat Oct 14, 2017 11:26 pm

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?
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Re: Doomzone Mod

Postby silentzora » Sat Oct 14, 2017 11:28 pm

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?

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. :)
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Re: Doomzone Mod

Postby GAA1992 » Sat Oct 14, 2017 11:49 pm

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.
Last edited by GAA1992 on Sun Oct 15, 2017 12:02 am, edited 1 time in total.
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Re: Doomzone Mod

Postby silentzora » Sat Oct 14, 2017 11:54 pm

GAA1992 wrote:I never understood why i couldn't find DoomZone around these lands either.

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. :D
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Re: Doomzone Mod

Postby Mister Neauxbauxdeay » Sun Oct 15, 2017 12:00 am

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.
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Re: Doomzone Mod

Postby phantombeta » Sun Oct 15, 2017 12:00 am

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.
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Re: Doomzone Mod

Postby GAA1992 » Sun Oct 15, 2017 12:05 am

No errors here. Been using gzdoom-g3.2pre-333-gb1d1ac1.
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Re: Doomzone Mod

Postby mutator » Sun Oct 15, 2017 12:16 am

yeah I get error too when trying to run with official release versions 3.2.0
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Re: Doomzone Mod

Postby silentzora » Sun Oct 15, 2017 12:18 am

I'll look into the crashing in the morning and will get back to everyone then.
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Re: Doomzone Mod

Postby phantombeta » Sun Oct 15, 2017 12:27 am

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.
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Re: Doomzone Mod

Postby 0mrcynic0 » Sun Oct 15, 2017 4:10 am

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.


Same here. Don't know why that happens.
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Re: Doomzone Mod

Postby Lud » Sun Oct 15, 2017 4:19 am

Last actor in dzcore/DECORATE is missing closing braces.

EDIT: But then there's the problem of
Code: Select allExpand view
Script error, "doomzone.pk3:dzcore.wad:DECALDEF" line 136:
DroneShot is not an actor.


That, and the few thousand warnings that GZDoom spits up on start.
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Re: Doomzone Mod

Postby SomeOtherDoomGuy » Sun Oct 15, 2017 4:30 am

This Looks Awesome. I will definitely play this. Thanks for sharing.
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