Verdammnis

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Verdammnis

Postby Kollech87 » Sat Jan 12, 2019 12:09 pm

New Version 12.09.2019

Lastest Verdammnis Update 12.09.2019

visit Moddb for more infos or Read latest Post.
Check moddb Page for Detailed Credits.


Thanks to Audio Insurgency for Making an awesome new Soundtrack for Verdammnis
Please check the Homepage from this Guys and Support their Music
https://audioinsurgency.com/projects

For the Full changelog Visit Moddb

Download:
https://www.moddb.com/games/doom-ii/addons/verdammnis1
Last edited by Kollech87 on Thu Sep 12, 2019 2:42 pm, edited 19 times in total.
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Re: Verdammnis

Postby grouchbag » Sat Jan 12, 2019 7:32 pm

Guess you already know Verdammnis is a favorite of mine. Thank you! :D
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Re: Verdammnis

Postby Kollech87 » Sat Jan 12, 2019 9:15 pm

Yes I know =D and thank you very much
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Re: Verdammnis

Postby grouchbag » Sat Jan 12, 2019 10:18 pm

:D You're welcome!
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Re: Verdammnis

Postby Korell » Sun Jan 13, 2019 7:50 am

I was wondering why the ModDB download is 427 MB as that is pretty big for a Doom mod. When I downloaded it there appear to be three versions of the mod present inside the zip file.

Verdammnis_NoMod (181 MB)
Verdammnis_VANILLA (66.1 MB)
Verdammnis_Final (182 MB)

So what are the differences between these versions and wouldn't it be better to allow users to choose which version to download?
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Re: Verdammnis

Postby Kollech87 » Sun Jan 13, 2019 8:10 am

Ah thank you for reminding me totally forgot to put in readme file into the zip

NoMod is the game with monsters and without Weapons of saturn an Nashgore
Vanilla is with Monsters and the Mods
Final is the Original version with everything inside

i actually considering to removing NOMOD and VANILLA
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Re: Verdammnis

Postby Korell » Sat Jan 19, 2019 2:23 pm

Just played through the first two levels of episode 1 (using the Final version). Man, this is hard even on the easier difficulties, which is why I imagine you put in the regenerating health. Anyway, just posting to mention that I saw some exploding barrels near the end of the first level that use what looks like a Duke Nukem sprite, but when they explode they turn into Doom barrels for at least one frame.
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Re: Verdammnis

Postby Beezle » Sat Jan 19, 2019 7:04 pm

Kollech87 wrote:Ah thank you for reminding me totally forgot to put in readme file into the zip

NoMod is the game with monsters and without Weapons of saturn an Nashgore
Vanilla is with Monsters and the Mods
Final is the Original version with everything inside

i actually considering to removing NOMOD and VANILLA

Actually, I think it would be a great idea to at least keep the Vanilla version so people can play it with or without mods. So far I think this really decent map pack:)
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Re: Verdammnis

Postby Kollech87 » Tue Feb 12, 2019 5:25 am

Korell wrote:Just played through the first two levels of episode 1 (using the Final version). Man, this is hard even on the easier difficulties, which is why I imagine you put in the regenerating health. Anyway, just posting to mention that I saw some exploding barrels near the end of the first level that use what looks like a Duke Nukem sprite, but when they explode they turn into Doom barrels for at least one frame.


Thank you for your feedback :)
Yes it's due to the fact i'm using the extermination day resource pack from Sgt. Mark also i have to admit scripting isn't a thing for me... as hard as i try i don't get it...
I focus on making maps and some other small changes ^^
Regenerating health thank you for mentioning that i really thought about removing it because i never had feedback about the difficulty
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Re: Verdammnis

Postby Kollech87 » Tue Feb 12, 2019 5:33 am

Beezle wrote:
Kollech87 wrote:Ah thank you for reminding me totally forgot to put in readme file into the zip

NoMod is the game with monsters and without Weapons of saturn an Nashgore
Vanilla is with Monsters and the Mods
Final is the Original version with everything inside

i actually considering to removing NOMOD and VANILLA

Actually, I think it would be a great idea to at least keep the Vanilla version so people can play it with or without mods. So far I think this really decent map pack:)


mmmhhh ok then i need to update this :lol: at first i thought no one liked it so i decided to stop and focus on a version with all the monsters but without the Weapons of Saturn Mod.
At the Moment this versions is under development because it's easier for me then but everything back to Vanilla.

I don't want to say its dead yet but i consider to give the full vanilla thing a 2th chance somewhere in the future.
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Re: Verdammnis

Postby Kollech87 » Sat Sep 07, 2019 6:47 am

News about Verdammnis

The last couple days i was working on a version of Verdammnis that's totally Vanilla and compatibility to almost any Mod.
Right now there is a small version ready with about 20 levels done, await a update soon.

Also after a break from almost anything Doom related I feel ready to end Chapter 4 with Brand New levels.
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Re: Verdammnis

Postby vsonnier » Sat Sep 07, 2019 11:54 am

The last couple days i was working on a version of Verdammnis that's totally Vanilla and compatibility to almost any Mod.


Sounds great, looking forward to try this :)
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Re: Verdammnis

Postby Kollech87 » Sat Sep 07, 2019 6:07 pm

vsonnier wrote:
The last couple days i was working on a version of Verdammnis that's totally Vanilla and compatibility to almost any Mod.


Sounds great, looking forward to try this :)


Thank you for your comment also i want you and everybody else too know that the First Demo is Ready.
30 Levels + the 4 from episode 4
HellRealm will be converted in the next couple days.


Link : https://drive.google.com/file/d/11rGlmNti7SU1lkbfDKVh1ia3bK5fvv50/view?usp=sharing
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Re: Verdammnis

Postby ToxicMasculinity » Sun Sep 08, 2019 2:19 am

Heck yeah, thanks for sharing this. I really love the original mod, and it's awesome that it's going to get some much needed compatibility now too. Honestly, this mod has some of the most brutally aggressive enemies in any mod I've ever tried, and I absolutely frickin love it. I remember it took me about 20 minutes just to get past the first enemy encounter in E1M1, and I was smiling the entire time. The fun factor element was definitely not forgotten about when designing this mod. No matter how good any map is, the gameplay experience can still be boring as hell if it just feels like mobile Duck Hunt due to lazy enemy placement, AI, encounter design, etc. This mod suffers from none of that. Also, the soundtrack is probably one of the best that I've heard yet. I'm not sure where the songs are from, but they'd all seem right at home on the Doom 4 OST. Great job all around, and good luck finishing the project.
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Re: Verdammnis

Postby vsonnier » Sun Sep 08, 2019 11:10 am

Honestly, this mod has some of the most brutally aggressive enemies in any mod I've ever tried, and I absolutely frickin love it.


Yeah, about that... Is it possible to tone down the difficulty ? Playing some mods on top of that which ramp up the difficulty of their own, we got some some ridicoulously hard gameplay frustrating for shit players like me.
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