ZPO'ed! v1.2 [09/10/2018]

Projects that alter game functions but do not include new maps belong here.
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.
Post Reply
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

2.png
2.png (37.58 KiB) Viewed 3348 times
Sup, ZDooM community.
Some time ago, I and my friend decided to make a mod, where the player controls Ox - protagonist of PO'ed. We tried to recreate all Ox's crazy arsenal and all his wacky enemies. I want to share with you the result of our joint efforts. This is a beta version. There are some bugs, and i'll be glad to see your bugreports.
I hope, you like it!
Known bugs:
MissileCam's projectile control does not work correctly (if someone can help with this problem - send me a private message, I'll be glad)
Download ZPO'ed : https://drive.google.com/open?id=1gtdXH ... qWuTvBil6s
Credits:
nailzx128 : Main DECORATE codding and sprites rip.
Armorum_Adamantium(don't have ZDOOM account) : DECORATE code and widescreen graphics.
SVKaiser : sprites rip and ACS code for some cool things.
DBThanatos : ACS code for Missile Cam.
Kinsie : Anti-Brutal Doom script

CHANGELOG:
Spoiler:
Last edited by Nailz the Ravager on Tue Oct 09, 2018 11:22 am, edited 8 times in total.
ronipunk
Posts: 7
Joined: Thu Jun 28, 2018 6:09 pm

Re: ZPO'ed (PO'ed for DooM) [W I P]

Post by ronipunk »

This is a great idea. I played this a lot when I was younger. It was not a great game but to play and build levels for this would be fun.
User avatar
Iron Droog
Posts: 14
Joined: Thu Aug 17, 2017 8:06 am

Re: ZPO'ed (PO'ed for DooM) [W I P]

Post by Iron Droog »

Thank you for making this mod and bringing PO'ed to DooM. Takes me back! Waaaay back. Good times.
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed (PO'ed for DooM) v1.1 [01/09/2018]

Post by Nailz the Ravager »

LINK UPDATED
CHANGELOG:
  1. changed Rocket Launcher animations
  2. added widescreen weapon sprites}
  3. fixed some bugs with monsters
  4. fixed HUD
  5. fixed Wailer tracers
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed (PO'ed for DooM) v1.2 [09/10/2018]

Post by Nailz the Ravager »

NEW VERSION!!!
So, here is the changelog, for peoples, who interested in this mod.
CHANGELOG:
  1. I'm recreated (or I tried to recreate?) original weapon animations.
  2. Now, MissileCam works good! I used the ACS code from DOOMSTORM for this. BTW, code belongs to DBThanatos.
    Code of MissileCam's zooming effect belong's to SVKaiser.
  3. Added animated items and pickup's (for this feature, i'm completed the PO'ed in third time)
  4. Now, some monsters are immune to certain weapons, like in original game (for this feature, i'm completed the game in fourth time)
  5. And many more, that i forgot to include in this damn list...
    LINK
    https://drive.google.com/open?id=1gtdXH ... qWuTvBil6s
Chloroxite
Posts: 50
Joined: Thu Jun 01, 2017 11:29 am

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Chloroxite »

"Anti Brutal Doom script" Well shit now you got me curious what happens if I try to run it with brutal doom.
FOR SCIENCE!
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

Chloroxite wrote:"Anti Brutal Doom script" Well shit now you got me curious what happens if I try to run it with brutal doom.
FOR SCIENCE!
*mad laugh* Well, try, my dude
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

Someone64
Posts: 417
Joined: Tue Feb 23, 2016 11:59 am

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Someone64 »

Those actually look more fun to fire than the originals!
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

Someone64 wrote:Those actually look more fun to fire than the originals!
Thanks. I'm glad to hear that)
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

New HUD. Much closer to original HUD, right? BTW, what do you think about weapon icons? Are they superfluous or not?
User avatar
QuakedoomNukem Cz
Posts: 235
Joined: Mon Nov 30, 2015 11:27 am
Location: Smržovka; Czech Republic

Re: ZPO'ed! v1.2 [09/10/2018]

Post by QuakedoomNukem Cz »

In my opinion, this is looking really good so far, even with all the updates you're making yourself. Though the Homing Missile Launcher still needs 16:9 friendly sprites, when firing it.
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

QuakedoomNukem Cz wrote:In my opinion, this is looking really good so far, even with all the updates you're making yourself. Though the Homing Missile Launcher still needs 16:9 friendly sprites, when firing it.
Thanks! My chum has already made widescreen sprites for MissileCam)
[imgur]https://i.imgur.com/gqcSTjs[/imgur]
Nailz the Ravager
Posts: 94
Joined: Tue Jun 12, 2018 12:29 pm
Graphics Processor: Not Listed

Re: ZPO'ed! v1.2 [09/10/2018]

Post by Nailz the Ravager »

Post Reply

Return to “Gameplay Mods”