REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
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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.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING
I can't wait to try it.
Will it be playable in coop as well?
Will it be playable in coop as well?
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING
The mod is single-player only, sorry.Protagonist Corvus wrote: ↑Tue Jan 21, 2025 4:57 pm I can't wait to try it.
Will it be playable in coop as well?
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING
Hey, been following this for awhile - waiting to try 2.0 before starting a playthrough
got an estimate of when it's coming out today? really stoked to try it out
got an estimate of when it's coming out today? really stoked to try it out

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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Gentlemen, it is time.
Here it is, everybody! The (hopefully) final updated version of Reds Over World, which I like to call version 2.0! It fixes a LOT of bugs reported by people such as Tyrannotitan Fan and Tormentor667, and adds several quality-of-life improvements such as:
-Making the weapons more fun, by making the knife more damaging, increasing the speed of assault rifles (now they're actually firing like their IRL counterparts), removing the obnoxious double-scope of the SVD (didn't like it myself tbh), and fixing the fact that in a previous patch Milkor MGL literally was unable to run out of ammo; was honestly shocked by just how more fun the game felt even to myself with those increased speed and damage points
-Having the three assault rifles have three different ammo types, something much desired by players
-Making a few enemies a bit easier by slowing down their attack windup animations, giving the player a bigger margin of error and a bigger chance of dodging their attacks
-Removing the game-crashing bug caused by me not deleting a useless "A_FadeOut" from the PlayerPawn code
-Actually making the normal difficulty and hard difficulty differ. The hard difficulty is regular Reds Over World as it was (because well, people said it's hard so it's fitting), the normal difficulty lowers the enemy damage by a bit.
-Objectives such as crucial destroyable fire extinguishers, radios, etc., previously unmarked, now having "!" markers next to them, steam that damages you has a heat warning next to it, etc.
-Several less obvious puzzles/where-to-go-next moments now have clues added, relayed to you via your radio officers, f.e. E1M4 now includes an elevator tip
-Added a new cool addition to the HUD - now you can see if you have the bomb required in certain levels or not!
-Added automap door colors for the Bronze, Silver and Gold keys
-New cool music in some places in which the music was getting repetitive!
Full changelog is available here in "Version History":
https://reds-over-world.fandom.com/wiki/Reds_Over_World
GET IT HERE!
https://www.mediafire.com/file/spnxf7yl ... 0.rar/file
Here it is, everybody! The (hopefully) final updated version of Reds Over World, which I like to call version 2.0! It fixes a LOT of bugs reported by people such as Tyrannotitan Fan and Tormentor667, and adds several quality-of-life improvements such as:
-Making the weapons more fun, by making the knife more damaging, increasing the speed of assault rifles (now they're actually firing like their IRL counterparts), removing the obnoxious double-scope of the SVD (didn't like it myself tbh), and fixing the fact that in a previous patch Milkor MGL literally was unable to run out of ammo; was honestly shocked by just how more fun the game felt even to myself with those increased speed and damage points
-Having the three assault rifles have three different ammo types, something much desired by players
-Making a few enemies a bit easier by slowing down their attack windup animations, giving the player a bigger margin of error and a bigger chance of dodging their attacks
-Removing the game-crashing bug caused by me not deleting a useless "A_FadeOut" from the PlayerPawn code
-Actually making the normal difficulty and hard difficulty differ. The hard difficulty is regular Reds Over World as it was (because well, people said it's hard so it's fitting), the normal difficulty lowers the enemy damage by a bit.
-Objectives such as crucial destroyable fire extinguishers, radios, etc., previously unmarked, now having "!" markers next to them, steam that damages you has a heat warning next to it, etc.
-Several less obvious puzzles/where-to-go-next moments now have clues added, relayed to you via your radio officers, f.e. E1M4 now includes an elevator tip
-Added a new cool addition to the HUD - now you can see if you have the bomb required in certain levels or not!
-Added automap door colors for the Bronze, Silver and Gold keys
-New cool music in some places in which the music was getting repetitive!
Full changelog is available here in "Version History":
https://reds-over-world.fandom.com/wiki/Reds_Over_World
GET IT HERE!
https://www.mediafire.com/file/spnxf7yl ... 0.rar/file
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Nice. Been waiting for this one. Really hoping a lot of the signposting and obtuse progression issues are mended.

In the meantime, I've quickly cobbled up a preliminary update for ROWAn (viewtopic.php?t=78967) to match 2.0's release. Mostly tidying up the maps so they'll all in separate wads and then updating their stuff to match ROWAn's. Desolator's also been updated to have the altfire state. The whole thing's hasn't gotten through intense checks yet, so it's possible some things might end up hitting some hiccups. A quick skim did show no immediate crashes, so it should mostly work.
EDIT: Gone through 3 maps at the moment, and while some things have improved, I can't say that the signposting and obtuse progression issues have been entirely fixed. E1M1's switch under the table opening a door that's several rooms away with no smoke nor fire is going to get some folks circling around. Doesn't help that the new enemy spawns are put on the other end of the hallway instead of near the unlocked door. E1M2's last bit where you have to hit a switch and enter through a vent that's arbitrarily broken in the span of about 10 seconds before the room erupts in flames will still kill most first time players. E1M3's also got doors and switches that don't have unique textures or trims to indicate that you need a specific key for them, and the prolonged backtrack at the end is still not given any shortcuts. I recommend allowing the player to go out of the red door from inside instead of having them circle around the entire facility just to exfiltrate, especially since they already did that for one of the objectives.
Would generally recommend shortcuts for any prolonged backtracks after a mission is done so the player can choose whether to spend that while recovering supplies or just leaving immediately. Some missions already end immediately the moment all objectives are completed, without having the need to head to an extraction point, so keeping the pacing from getting too dull'll definitely be appreciated.
EDIT2: Finished EP1 so far. I'm genuinely glad to see better hints whenever they appear. Stuff like leading the player to the elevator in E1M4 springs to mind. Removing the damaging wires after the IPS fight was also a good move, considering players could be badly hurt in the battle and would not appreciate forced damage. I'm also noticing more health getting peppered around. Another appreciated move, though mainly 'cause I'm playing on Premier for the current replay. Not sure how other players'll fare in lower difficulties.

In the meantime, I've quickly cobbled up a preliminary update for ROWAn (viewtopic.php?t=78967) to match 2.0's release. Mostly tidying up the maps so they'll all in separate wads and then updating their stuff to match ROWAn's. Desolator's also been updated to have the altfire state. The whole thing's hasn't gotten through intense checks yet, so it's possible some things might end up hitting some hiccups. A quick skim did show no immediate crashes, so it should mostly work.
EDIT: Gone through 3 maps at the moment, and while some things have improved, I can't say that the signposting and obtuse progression issues have been entirely fixed. E1M1's switch under the table opening a door that's several rooms away with no smoke nor fire is going to get some folks circling around. Doesn't help that the new enemy spawns are put on the other end of the hallway instead of near the unlocked door. E1M2's last bit where you have to hit a switch and enter through a vent that's arbitrarily broken in the span of about 10 seconds before the room erupts in flames will still kill most first time players. E1M3's also got doors and switches that don't have unique textures or trims to indicate that you need a specific key for them, and the prolonged backtrack at the end is still not given any shortcuts. I recommend allowing the player to go out of the red door from inside instead of having them circle around the entire facility just to exfiltrate, especially since they already did that for one of the objectives.
Would generally recommend shortcuts for any prolonged backtracks after a mission is done so the player can choose whether to spend that while recovering supplies or just leaving immediately. Some missions already end immediately the moment all objectives are completed, without having the need to head to an extraction point, so keeping the pacing from getting too dull'll definitely be appreciated.
EDIT2: Finished EP1 so far. I'm genuinely glad to see better hints whenever they appear. Stuff like leading the player to the elevator in E1M4 springs to mind. Removing the damaging wires after the IPS fight was also a good move, considering players could be badly hurt in the battle and would not appreciate forced damage. I'm also noticing more health getting peppered around. Another appreciated move, though mainly 'cause I'm playing on Premier for the current replay. Not sure how other players'll fare in lower difficulties.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
I have updated the download link to a fixed version. It has come to my attention from a friend's playthrough that E2M2 contains a sequence that renders the map unbeatable - the Chinese spawn from both sides now during the Dushka sequence, and now it was unbeatable.
You don't have to re-download the game if you already did, just feel free to MDK/godmode your way through the Chinese Dushka section in E2M2. This, and the backtracking in E1M3 are the only things this "fixed" version corrects. I had to release it quickly, before 2.0 gains any further attention, because it was practically unbeatable.
I tested the game, I built up hype, I made a new trailer, I plastered download links everywhere, only to have my game suck again, even with a whole year worth of fixing all of the stuff in it. I am greatly embarassed by the fact that I worked a year on this version, and still, the game has issues, despite my efforts to fix everything people noticed, it's almost like new issues appear everytime I fix things people noticed. Things like these, and my inability to program good weapons, really make me think I am just not cut out for game development, but I won't give up.
I greatly apologize for ROW 2.0 not being good enough. I can at least hope you can forgive me for this blunder. Fixed version here:
https://www.mediafire.com/file/h5cr1etk ... D.rar/file
You don't have to re-download the game if you already did, just feel free to MDK/godmode your way through the Chinese Dushka section in E2M2. This, and the backtracking in E1M3 are the only things this "fixed" version corrects. I had to release it quickly, before 2.0 gains any further attention, because it was practically unbeatable.
I tested the game, I built up hype, I made a new trailer, I plastered download links everywhere, only to have my game suck again, even with a whole year worth of fixing all of the stuff in it. I am greatly embarassed by the fact that I worked a year on this version, and still, the game has issues, despite my efforts to fix everything people noticed, it's almost like new issues appear everytime I fix things people noticed. Things like these, and my inability to program good weapons, really make me think I am just not cut out for game development, but I won't give up.
I greatly apologize for ROW 2.0 not being good enough. I can at least hope you can forgive me for this blunder. Fixed version here:
https://www.mediafire.com/file/h5cr1etk ... D.rar/file
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Hey, man, don't beat yourself over that.
As someone who has been working as a programmer (on boring companies) for 12 years, welcome to software development, where most of the time things works but there's always things breaking down somewhere.
If errors, bugs, glitches and whatnot weren't to be expected, IDEs would not come with debuggers and patches would be something no one would know about it. "Failing" and fixing said failures are part of the job, hence the quotes. What really matters is that not only you got a kickass total conversion out of the gate almost clean of bugs, but also spent time to clean it, fix it and improve it.
That's way more than many people could say.
As someone who has been working as a programmer (on boring companies) for 12 years, welcome to software development, where most of the time things works but there's always things breaking down somewhere.
If errors, bugs, glitches and whatnot weren't to be expected, IDEs would not come with debuggers and patches would be something no one would know about it. "Failing" and fixing said failures are part of the job, hence the quotes. What really matters is that not only you got a kickass total conversion out of the gate almost clean of bugs, but also spent time to clean it, fix it and improve it.
That's way more than many people could say.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
No plan survives first contact, and I wouldn't say that the mod sucks, considering it got a place in the Cacowards. Rough patches can be mended, and if nothing else, it could be learning experiences for when you do your next project, be it still within Doom or out.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
If only AAA game makers, with budgets of millions and with hundreds of staff had the same attitude.WojtTheDoomer2K wrote: ↑Sat Jan 25, 2025 6:27 pm I tested the game, I built up hype, I made a new trailer, I plastered download links everywhere, only to have my game suck again, even with a whole year worth of fixing all of the stuff in it. I am greatly embarassed by the fact that I worked a year on this version, and still, the game has issues, despite my efforts to fix everything people noticed, it's almost like new issues appear everytime I fix things people noticed. Things like these, and my inability to program good weapons, really make me think I am just not cut out for game development, but I won't give up.
I greatly apologize for ROW 2.0 not being good enough. I can at least hope you can forgive me for this blunder. Fixed version here

You produced a fantastic game. It's a massive project. Stuff slips through. I get the frustration and disappointment from your side, but you've already fixed it and people will appreciate that. It's a non-issue now.
I was playing it last night and having a complete blast with it. It's very much the kind of game that I like playing and the whole scenario/setup is really interesting and unusual. Great maps, great gameplay, great enemies, great challenges, etc. etc.
My only minor gripe is that I personally really don't like having to reload weapons in Doom-based games. It has never felt natural to me (even though, obviously, it makes sense to have reloading - especially in a realistic-ish game like this). I always lose track of my ammo count and wander into firefights with no ammo loaded. For some reason, this happens far less often to me in more modern games. However, I totally understand that having reloading weapons was a conscious decision, and one that many people wanted.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Don't be too hard on yourself, friend. You're a lone developer doing this in their spare time. You've got a great foundation here and a lot of encouragement from the community, and personally I'm just excited to see this project Reach 2.0! We'd all love to see you keep going with this, but there's also nothing wrong with taking a break and coming back when you're feeling more confident. But just know that you've made something awesome, even if it's not perfect.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
each tim i shoot on a wall with the pistol the game crash. :/
(last mod version (2.0 fixed)) and last gzdoom versoin (4.14.0)
(last mod version (2.0 fixed)) and last gzdoom versoin (4.14.0)
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
Speaking of bugs, some reports after running through more maps.

- The humanzee's radius appears to be significantly lower than their sprites are. Changing the shooting height made trying to shoot these guys absolutely harder, forcing me to shoot at their legs everytime I see them. Addon being used to see actor radius is viewtopic.php?t=60804.
- Revolver ejects casing everytime it fires like a regular handgun instead of a revolver. Will probably need to move the eject bits to the reload state.
- Revolver has no in cylinder counter. Might wanna add another entry in the SBARINFO and have a check for RewolwerStrzelil. It's also still tagged as Colt1911, could conflict with weapon wheel addons that use those.
- A somewhat interesting side effect of changing the shooting height is that chest high walls now become easy positions to take cover behind and shoot enemies through without retaliation. It's already possible to shoot through a lot of 3D props because hitscans go through actors that don't have +SHOOTABLE on them, so it's another exploitable bit of vector for players to use.
- Speaking of 3D props, there's still many that don't have clipping at all, both actor-wise and map-wise, making poor cover when used in combat. E2M5 for instance has this jeep. I think E5M2's shelves after the meeting also have the same deal, with enemies walking through them if the player takes cover in the nearby hallway.

- It's still possible to fall down this bridge with the flame turrets in E2M5. Not enough invisible walls covering the outer rim. Putting instakill damagefloors could also be a solution, if a bit arbitrary.
- You can hop off this catwalk to a softlock in E4M4. See above.

- I recommend changing the HUD's Alpha number to be more opaque, the contrast makes reading the fonts hard in certain light and background conditions.
- I've already spoken about radio messages being unclear after finishing certain non-linear objectives in the ROWAn thread, but one thing I forgot to mention was Brocken being named Ivan all of the sudden in E6M3 after the whole thing blew up. I guess that means the Soviet radioguy defected as they were losing? Hohoh~
EDIT: The wall that's supposed to open here in E6M4 just... didn't. I remember talking about this in ROWAn and having a fix for that, the cause being the floor having the same height as the ceiling instead of actually being on the floor connecting the two rooms, so either it's the case where once again the last batch of episodes just weren't tested or maybe this bit isn't broken if I'm playing some ancient version of GZD or something.

- I'm not sure if anyone's mentioned it yet, but it's "been": https://www.merriam-webster.com/dictionary/been
- A lot of ladders aren't long enough. I'll spare the Spiderman joke to instead mention that this could accidentally mislead players into not spotting bits that they can climb on.


- The humanzee's radius appears to be significantly lower than their sprites are. Changing the shooting height made trying to shoot these guys absolutely harder, forcing me to shoot at their legs everytime I see them. Addon being used to see actor radius is viewtopic.php?t=60804.
- Revolver ejects casing everytime it fires like a regular handgun instead of a revolver. Will probably need to move the eject bits to the reload state.
- Revolver has no in cylinder counter. Might wanna add another entry in the SBARINFO and have a check for RewolwerStrzelil. It's also still tagged as Colt1911, could conflict with weapon wheel addons that use those.
- A somewhat interesting side effect of changing the shooting height is that chest high walls now become easy positions to take cover behind and shoot enemies through without retaliation. It's already possible to shoot through a lot of 3D props because hitscans go through actors that don't have +SHOOTABLE on them, so it's another exploitable bit of vector for players to use.
- Speaking of 3D props, there's still many that don't have clipping at all, both actor-wise and map-wise, making poor cover when used in combat. E2M5 for instance has this jeep. I think E5M2's shelves after the meeting also have the same deal, with enemies walking through them if the player takes cover in the nearby hallway.

- It's still possible to fall down this bridge with the flame turrets in E2M5. Not enough invisible walls covering the outer rim. Putting instakill damagefloors could also be a solution, if a bit arbitrary.
- You can hop off this catwalk to a softlock in E4M4. See above.

- I recommend changing the HUD's Alpha number to be more opaque, the contrast makes reading the fonts hard in certain light and background conditions.
- I've already spoken about radio messages being unclear after finishing certain non-linear objectives in the ROWAn thread, but one thing I forgot to mention was Brocken being named Ivan all of the sudden in E6M3 after the whole thing blew up. I guess that means the Soviet radioguy defected as they were losing? Hohoh~
EDIT: The wall that's supposed to open here in E6M4 just... didn't. I remember talking about this in ROWAn and having a fix for that, the cause being the floor having the same height as the ceiling instead of actually being on the floor connecting the two rooms, so either it's the case where once again the last batch of episodes just weren't tested or maybe this bit isn't broken if I'm playing some ancient version of GZD or something.

- I'm not sure if anyone's mentioned it yet, but it's "been": https://www.merriam-webster.com/dictionary/been
- A lot of ladders aren't long enough. I'll spare the Spiderman joke to instead mention that this could accidentally mislead players into not spotting bits that they can climb on.

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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
ZikShadow wrote: ↑Wed Jan 29, 2025 9:24 pm Speaking of bugs, some reports after running through more maps.
- The humanzee's radius appears to be significantly lower than their sprites are. Changing the shooting height made trying to shoot these guys absolutely harder, forcing me to shoot at their legs everytime I see them. Addon being used to see actor radius is viewtopic.php?t=60804.
- Revolver ejects casing everytime it fires like a regular handgun instead of a revolver. Will probably need to move the eject bits to the reload state.
- Revolver has no in cylinder counter. Might wanna add another entry in the SBARINFO and have a check for RewolwerStrzelil. It's also still tagged as Colt1911, could conflict with weapon wheel addons that use those.
- A somewhat interesting side effect of changing the shooting height is that chest high walls now become easy positions to take cover behind and shoot enemies through without retaliation. It's already possible to shoot through a lot of 3D props because hitscans go through actors that don't have +SHOOTABLE on them, so it's another exploitable bit of vector for players to use.
- Speaking of 3D props, there's still many that don't have clipping at all, both actor-wise and map-wise, making poor cover when used in combat. E2M5 for instance has this jeep. I think E5M2's shelves after the meeting also have the same deal, with enemies walking through them if the player takes cover in the nearby hallway.
- It's still possible to fall down this bridge with the flame turrets in E2M5. Not enough invisible walls covering the outer rim. Putting instakill damagefloors could also be a solution, if a bit arbitrary.
- You can hop off this catwalk to a softlock in E4M4. See above.
- I recommend changing the HUD's Alpha number to be more opaque, the contrast makes reading the fonts hard in certain light and background conditions.
- I've already spoken about radio messages being unclear after finishing certain non-linear objectives in the ROWAn thread, but one thing I forgot to mention was Brocken being named Ivan all of the sudden in E6M3 after the whole thing blew up. I guess that means the Soviet radioguy defected as they were losing? Hohoh~
EDIT: The wall that's supposed to open here in E6M4 just... didn't. I remember talking about this in ROWAn and having a fix for that, the cause being the floor having the same height as the ceiling instead of actually being on the floor connecting the two rooms, so either it's the case where once again the last batch of episodes just weren't tested or maybe this bit isn't broken if I'm playing some ancient version of GZD or something.
- I'm not sure if anyone's mentioned it yet, but it's "been": https://www.merriam-webster.com/dictionary/been
- A lot of ladders aren't long enough. I'll spare the Spiderman joke to instead mention that this could accidentally mislead players into not spotting bits that they can climb on.
![]()
I know what's wrong with E6M4; I checked the map files and I put a Door Raise in there instead of a Floor Lower To Nearest (the secret door is made using a floor, not a ceiling). I have no clue how that happened, because I distinctly remember playtesting that, and It worked. Sometimes I have a feeling the game's breaking the more I try to fix it.
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!
the crash is very random. happened twice again but on the 3rd try it didn't crash. it happenend both on the tutorial mission and right at the beginning of the 1st mission, when firing at the shed.
i noticed a bug:
the weapons doesn't show how much ammo you have left in your clip but count the number of shots fired instead. wierd.
i noticed a bug:
the weapons doesn't show how much ammo you have left in your clip but count the number of shots fired instead. wierd.
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