[MOD] Final NeoDoom
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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.
[MOD] Final NeoDoom
http://www.moddb.com/mods/final-neodoom ... al-neodoom
Newer version, from May 2020:
https://www.moddb.com/mods/final-neodoo ... neodoom-14
Newer version, from May 2020:
https://www.moddb.com/mods/final-neodoo ... neodoom-14
Last edited by Daniel on Mon May 18, 2020 9:12 am, edited 1 time in total.
Re: [MOD] Final NeoDoom
Already played it and enjoyed it very much.Very beautiful as well as good gameplay.Thank you.
- Doomguy 2000
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Re: [MOD] Final NeoDoom
I started playing this on hard and when I got the pistol and used it, I would automatically switch back to my fist even though I had plenty of ammo to use it. Or is this supposed to be done on purpose to add artificial difficulty? This even happened to me when I tried again on easy.
Last edited by Doomguy 2000 on Tue Jul 21, 2015 8:49 am, edited 1 time in total.
- wildweasel
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Re: [MOD] Final NeoDoom
Isn't that a bit extreme? Why not start with, "Hey, I've got a bug to report..." instead of "This is worse"?Doomguy 2000 wrote:I wonder how a sequel to NeoDoom manages to become worse that what it should be?
Re: [MOD] Final NeoDoom
The pistol zombies can snatch your pistol out of your hand if you get up close, that's what's happening.
Anyway, NeoDoom was one of my favourite wads so I was really glad to see this. I'll play through it and try and get a review done for it.
Anyway, NeoDoom was one of my favourite wads so I was really glad to see this. I'll play through it and try and get a review done for it.
- chronoteeth
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Re: [MOD] Final NeoDoom
Im not gonna lie, whilst theres some improvements (the bigger later maps look gorgeous), its somehow worse than neodoom? The guns somehow feel worse than they did, and the mapping lacks a lot of the style and flair that they used to have. Sure they look better but they're not as fun and more forgettable
Re: [MOD] Final NeoDoom
It's always like that. This shows exactly why I was reluctant to disclose this mod in english-speaking forums. There are always those harsh comments from superficial evaluations that absolutely don't help in nothing, in which contrasts totally with the vast positive majority. This is not constructive criticism, and leads to think that it's personal. This time, I'll simply fade away.wildweasel wrote:Isn't that a bit extreme?
- The Ultimate DooMer
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Re: [MOD] Final NeoDoom
NeoDoom...wasn't that the Brazilian mapset with Duke city-style maps from a decade ago? It was pretty cool iirc...will have to check this out once the damn site comes back up. (why is every site down for maintenance when I want to get something?)
All ZDoom mapsets get the same treatment now, but it's still no reason to hide it...there are plenty of us here who like mapsets that are different. (not to mention there are virtually none being made nowadays thanks to the above)It's always like that. This shows exactly why I was reluctant to disclose this mod in english-speaking forums. There are always those harsh comments from superficial evaluations that absolutely don't help in nothing, in which contrasts totally with the vast positive majority. This is not constructive criticism, and leads to think that it's personal. This time, I'll simply fade away.
Re: [MOD] Final NeoDoom
Thanks to some people that everything is not lost yet
By the way, I liked pretty much your SoundFont collection blog. I put a comment about the Silverspring Soundfont, and offered you a "Doom Soundfont" that works pretty good trying to sound like the old OPL2 instrument tones from the original Doom music.
By the way, I liked pretty much your SoundFont collection blog. I put a comment about the Silverspring Soundfont, and offered you a "Doom Soundfont" that works pretty good trying to sound like the old OPL2 instrument tones from the original Doom music.
Re: [MOD] Final NeoDoom
It's not too often we get (G)ZDoom specific mapsets (compared to game play mods) so I look forward to trying it out.
Re: [MOD] Final NeoDoom
Hey Daniel, I remember NeoDoom being overall an enjoyable experience when I originally played it (some years ago now), aside from a few "dealbreakers" in only a select few levels. I'll play this and let you know what I think in due course. Don't let criticisms, however harsh, discourage you from doing what you love - simply see if they're worth taking on board at all and improving your work with them.
- Doomguy 2000
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Re: [MOD] Final NeoDoom
Your right, I apologize for making that stupid post. I guess I should of waited until the next or something to post my thoughts on why I felt this way.wildweasel wrote:Isn't that a bit extreme? Why not start with, "Hey, I've got a bug to report..." instead of "This is worse"?Doomguy 2000 wrote:I wonder how a sequel to NeoDoom manages to become worse that what it should be?
So that's why I keep losing my pistol? Maybe later tonight if I have time, I'll give this another shot and see if it's any better for me because I would like to personally enjoy this sequel to NeoDoom.Jblade wrote:The pistol zombies can snatch your pistol out of your hand if you get up close, that's what's happening.
Anyway, NeoDoom was one of my favourite wads so I was really glad to see this. I'll play through it and try and get a review done for it.
I would hope not, but then again I don't blame you with what I said which was a bit too harsh because like I said before, I wasn't thinking straight.Jblade wrote:It's always like that. This shows exactly why I was reluctant to disclose this mod in english-speaking forums. There are always those harsh comments from superficial evaluations that absolutely don't help in nothing, in which contrasts totally with the vast positive majority. This is not constructive criticism, and leads to think that it's personal. This time, I'll simply fade away.
Re: [MOD] Final NeoDoom
Love the mod, very reminiscent of 3D Realms' work, but dislike the fact that it automatically switches loadout to bare fist/chainsaw when an enemy is extremely close
Re: [MOD] Final NeoDoom
Wow, nice to see that one of my hero mods from the past has come back again!
Gotta download and try it again ASAP when I get home. I'm really curious to see what has changed...
Gotta download and try it again ASAP when I get home. I'm really curious to see what has changed...
Re: [MOD] Final NeoDoom
Cool, Daniel is back and one of the all time classic mods, NeoDoom is back too. Excellent stuff. Downloading...