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Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Fri Oct 01, 2021 6:35 pm
by kalensar
Just tested the Guns section because that was the area I adore even though this whole mod is awesome. Having a Doom styled Doom 3 mod is excellent.

My only real complaint is that the centered weapons are huge graphic downgrades from there original version q1.0 forms 😰
This applies mainly to the Pistol, shotgun, SSG, Rifle and Plasma rifle. I love the sprites for the Chaingun though. I enjoy those version 1.0 set so much that I'm building a custom version to satisfy my love of it.

All in all excellent job dude! I love your enthusiasm you show on this mod.

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Sun Oct 24, 2021 7:28 pm
by Nems
Took me longer to play through a megawad with this due to real life but here's some of my thoughts/critiques:

-I feel like the Plasma Rifle's rate of fire could be increased more. I remember Doom 3's Plasma Rifle having a pretty fast ROF, either about the same as the machine gun or a little below it.
-The BFG self-damage CVAR is very much welcomed. While it's still possible to kill yourself with a point-blank BFG blast even with self-damage turned off, the rays/balls coming from the main ball itself as it travels don't hurt/kill you, making it perfect for wiping out crowds of Hellspawn.
-The Blursphere spawn option is also very welcomed as in previous versions I had instances where the sentry bot unable to leave its spawn point. That and I find adrenaline more useful and fun. :P
-Huge kudos on being able to switch the Arch-Vile's behavior in the monster pack.
-Just a huge kudos in general for having all kinds of options. I'm a sucker for options in mods. :P

Haven't tried the Artifact yet but I'm gonna do that once I finish a playthrough I'm currently doing with a different mod. <3

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Wed Aug 03, 2022 1:46 pm
by Xim
Holy-moly, didn't intend to take so long for a new release but I feel like now's the time. Let me know if you find any errors, I added a lot of new features. Enjoy! Download link is in the first post.

Changes from last version

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Wed Aug 03, 2022 5:53 pm
by mamaluigisbagel
Just had this crash when using the vanilla flashlight and pressing the flashlight key twice in quick succession.

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Wed Aug 03, 2022 6:07 pm
by Xim
Aw darn it. Oddly enough the crash doesn't seem to happen with the vanilla Doom weapons, at least for me. I'll have to look more into that next week though. Got some stuff going on IRL.

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Wed Aug 03, 2022 9:41 pm
by armymen12002003
Loving this new update especially the demons and the cyberdemon being replaced in the secret levels. Also any chance of having an optional patch to replace the midi DOOM3 theme music with HiRez music?

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Thu Aug 04, 2022 1:58 am
by -Ghost-
Great update! Noticed one thing audio-wise, it kind of sounds like the pump shotgun's pump sound gets a little cut off, it's like it ends a second short.

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Thu Aug 04, 2022 11:02 am
by mamaluigisbagel
Fair enough, I am enjoying the update. Especially the ability to disable Trites, Ticks, and Cherubs. I still don't know why Trites don't scare me in Doom 3 but they do in classic Doom lol Arachnophobia is a bitch.

Re: Xim's GZDoom3 for Classic Doom (Update 10/1/21)

Posted: Tue Aug 09, 2022 5:26 pm
by Nems
Currently doing a playthrough of Doom 2 Reloaded with this and I have to say this is an awesome update. I've always been fond of Doom 3's implementation of Berserk so to see it recreated in this mod is a welcome treat. :D I also really like the option to have demons dissolve after killing them. Makes me wish there was a stand-alone/universal implementation of it. :P In general, I like how many options there are to tweak to your liking. Really kickass update. :)

I do have a question though: If I were to kill a Berserk Hunter before any of the other Hunters, am I supposed to get the Berserk and Helltime power ups for the Artifact or am I supposed to only be getting the Berserk powerup? I ran into a Berserk Hunter in my playthrough and killing it gave me both Helltime and Berserk. Don't know if that's a bug or not but I thought I'd bring it up.

I'll provide more thoughts and feedback as I play through Doom 2 Reloaded with this. :)

EDIT: Actually killing the Berserk Hunter gave me all three upgrades even though I had set the options to start me with zero upgrades when I did pick up the Artifact.

EDIT 2: Also experienced a crash. Imgur is being an ass so here's a Google Drive link to the screenshot I took. ... sp=sharing

EDIT 3: Some additional thoughts now that I've beaten Doom 2 Reloaded with GZDoom3:

-The teleportation graphic looks off with the black borders. It's not a game breaking thing but I feel like it could be translucent or something to look better. At the very least a CVAR to toggle vanilla teleportation graphics would be nice. :P
-Speaking of CVARs, I wish I was able to experience all of the different Specter variants in my playthrough like I'm able to experience all of the different Baron of Hell variants and different Arachnatron variants.
-Really dig the extra ZSec types. :D
-Not sure if this a Doom thing or a mod thing but when I was standing on a ledge over a lava floor I took massive damage out of nowhere. I wasn't even touching the floor.
-Hopefully one day we'll get to see a Doom 3-inspired Spider Mastermind added to the roster.

This mod is easily a keeper and one I keep an eye for when it comes to updates. Really good stuff. <3