Enhancement mod for EDGE (updated)
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.
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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Enhancement mod (re-worked from ground up)
This mod has been/is being re-worked from the ground up and dubbed DOOM Forever, now a whole lot better since my experience and knowledge of what works and what doesn't has come a long way. See DW post here: http://www.doomworld.com/vb/wads-mods/6 ... most-done/
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Re: Enhancement mod for EDGE (new edition released)
Screenshots really don't do much justice, so I now release this new one but updates may and probably will be a reality.
http://www.mediafire.com/download/6y776 ... ever13.zip
It requires 3DGE (EDGE 1.36) which is included in the package, so don't sweat it. You may also need to adjust some settings in the sound options as this is pretty hefty in the sound department (there's over 400 sound effects total actually). And here are some gameplay tips/hints:
* Barrels can be moved around to set up strategic traps
* Knelled enemies can be pushed or kicked out of the way, or shot for that matter
* Fallen marines can be helpful even in death, hint hint
* Columns and large trees can be hidden behind for cover against enemy attacks, projectiles and shots won't pass through them
* All guns have a secondary melee attack in the form of a quick kick
* Keeping a distance between you and the enemy is vital since they do more damage up close
* Fire hurts as does ricocheting bullets
Enjoy!
http://www.mediafire.com/download/6y776 ... ever13.zip
It requires 3DGE (EDGE 1.36) which is included in the package, so don't sweat it. You may also need to adjust some settings in the sound options as this is pretty hefty in the sound department (there's over 400 sound effects total actually). And here are some gameplay tips/hints:
* Barrels can be moved around to set up strategic traps
* Knelled enemies can be pushed or kicked out of the way, or shot for that matter
* Fallen marines can be helpful even in death, hint hint
* Columns and large trees can be hidden behind for cover against enemy attacks, projectiles and shots won't pass through them
* All guns have a secondary melee attack in the form of a quick kick
* Keeping a distance between you and the enemy is vital since they do more damage up close
* Fire hurts as does ricocheting bullets
Enjoy!
Last edited by CeeJay on Sun Nov 10, 2013 11:27 pm, edited 1 time in total.
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Re: Enhancement mod for EDGE (new edition released)
Any screenshots?
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Re: Enhancement mod for EDGE (new edition released)
Mod sounds pretty cool, but I'm curious...
Why EDGE (well, 3DGE anyway)? Like, I don't know much about it, like how I don't know too much about Legacy or Vavoom. What draws you to 3DGE, not just in terms of modding (but including it) but in general?
Why EDGE (well, 3DGE anyway)? Like, I don't know much about it, like how I don't know too much about Legacy or Vavoom. What draws you to 3DGE, not just in terms of modding (but including it) but in general?
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Re: Enhancement mod for EDGE (new edition released)
http://imgur.com/a/b3IaV#9TheMightyHeracross wrote:Any screenshots?
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Re: Enhancement mod for EDGE (new edition released)
UPDATE
http://www.mediafire.com/download/6y776 ... ever13.zip
* Some "graphical garbage" on the chainsaw frames removed
* Special chainsaw deaths for the zombieman, sergeant, commando and imp re-instated (they were scrapped initially)
* An additional normal death for the zombieman re-instated
* Spurting blood for when enemies choke no longer makes splash sound, it was too noisy
* Flying shrapnel from a barrel exploding would sometimes "stick" in the air, hopefully the problem is now resolved
* Corrected a code error with the barrel explosion sequence. Wish EDGE would tell me these things.
* The BFG now has a separate firing sound, an added idling sound and a looping sound for when the projectile is in flight.
* Keycards are now slightly lit, so they can be seen in the dark
* Torture victims were moaning a little too often, corrected
* The imp claw (player weapon) is now affected by the berserk power-up along with some adjustments to its clawing attack
http://www.mediafire.com/download/6y776 ... ever13.zip
* Some "graphical garbage" on the chainsaw frames removed
* Special chainsaw deaths for the zombieman, sergeant, commando and imp re-instated (they were scrapped initially)
* An additional normal death for the zombieman re-instated
* Spurting blood for when enemies choke no longer makes splash sound, it was too noisy
* Flying shrapnel from a barrel exploding would sometimes "stick" in the air, hopefully the problem is now resolved
* Corrected a code error with the barrel explosion sequence. Wish EDGE would tell me these things.
* The BFG now has a separate firing sound, an added idling sound and a looping sound for when the projectile is in flight.
* Keycards are now slightly lit, so they can be seen in the dark
* Torture victims were moaning a little too often, corrected
* The imp claw (player weapon) is now affected by the berserk power-up along with some adjustments to its clawing attack
Last edited by CeeJay on Sun Nov 10, 2013 7:19 pm, edited 1 time in total.
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Re: Enhancement mod for EDGE (updated)
just a heads up, that link is invalid, doesnt work
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Re: Enhancement mod for EDGE (updated)
Download fixed
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Re: Enhancement mod for EDGE (updated)
I'm confused. If it can't run in ZDoom, does it really belong in the ZDoom Projects forum?
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Re: Enhancement mod for EDGE (updated)
This is awesome, though it would be awesomer on gzdoom.
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Re: Enhancement mod for EDGE (updated)
Does that really matter? Where's it supposed to go...Off-Topic? I don't see anyone posting mods in that section of this forum, anyway.Ed the Bat wrote:I'm confused. If it can't run in ZDoom, does it really belong in the ZDoom Projects forum?
Because G(Z)Doom doesn't have it's fill of weapons/enhancement mods, right? Just playing...but seriously, I think it suits 3DGE just fine.doomer1 wrote:This is awesome, though it would be awesomer on gzdoom.
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Re: Enhancement mod for EDGE (updated)
Perhaps any other forum than one specifically dedicated to ZDoom projects? Maybe Doomworld?corynne wrote:Does that really matter? Where's it supposed to go...Off-Topic?
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Re: Enhancement mod for EDGE (updated)
I do remember once, a long time ago, a statement being made that the projects thread was an acceptable place to post any Doom related project. I don't know if that has been overturned/superseded though.
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Re: Enhancement mod for EDGE (updated)
If that's so, then very well. But I had also been told here that it's okay to post Doom things here, so long as they actually work in ZDoom. Boom or vanilla, for example, would work in ZDoom, so it's fair game. But if it doesn't even work in ZDoom, it seems strange to post it as a ZDoom project.Enjay wrote:I do remember once, a long time ago, a statement being made that the projects thread was an acceptable place to post any Doom related project. I don't know if that has been overturned/superseded though.
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Re: Enhancement mod for EDGE (updated)
If that's the case, then I understand. It's just sort of closed-minded to shoo projects away because their engine is different. Would you guys turn them down because they only work in GZDoom and not Zdoom directly? Or is it the mentality that "it came from Zdoom's source so it's OK"? It's not like this project will confuse your 20 other variants, anyway. Just saying!Ed the Bat wrote:If that's so, then very well. But I had also been told here that it's okay to post Doom things here, so long as they actually work in ZDoom. Boom or vanilla, for example, would work in ZDoom, so it's fair game. But if it doesn't even work in ZDoom, it seems strange to post it as a ZDoom project.Enjay wrote:I do remember once, a long time ago, a statement being made that the projects thread was an acceptable place to post any Doom related project. I don't know if that has been overturned/superseded though.
And yes, we have a forum, but it's largely inactive since it's nested and not widely known, and the parent forum closed. It's not like we're cutting into any real-estate here.