[3DGE] Doom Forever (happy new year!)

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
VGA
Posts: 506
Joined: Mon Mar 28, 2011 1:56 am

Re: DOOM Forever (updated for 3DGE 2.0.1)

Post by VGA »

Nice to see that the bullet deflections have been toned down, that used to sap my health in some maps. I see you've added powerup cooldowns as well, that's cool :-D
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated for 3DGE 2.0.1)

Post by CeeJay »

VGA wrote:Nice to see that the bullet deflections have been toned down, that used to sap my health in some maps. I see you've added powerup cooldowns as well, that's cool :-D
I wanted some kind of indicator allowing the player to see how much was left of the powerup. This is very useful and it surprises me that it hasn't been thought of all that much. Took quite some time and lot of trial and error to get one that both looked good, made sense and was functional. End results are not perfect, mind you.
User avatar
RUNSABER
Posts: 282
Joined: Thu Apr 02, 2015 8:42 pm

Re: DOOM Forever (updated for 3DGE 2.0.1)

Post by RUNSABER »

I played this the latest 3DGE iteration and this is one of the best Doom weapon gameplay mods available for 3DGE at this time. Your works of Wolf3DGE are BEYOND impressive. I feel this mod could use some maps to go along with it - maybe some Oblige canvas heavily modified for a playable experience! If you plan to add more weapons that are random drops on top of the originals, it would be awesome to get ahold of an auto-shotgun and grenade launcher alongside the 3 secret weapons ;)
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated for 3DGE 2.0.1)

Post by CeeJay »

CeeJay wrote:Tested with:
Ultimate DOOM, DOOM II: Hell on Earth, Final DOOM: TNT Evolution, Final DOOM: Plutonia Experiment, DOOM the Way id Did, DOOM II the Way id Did, DOOM the Way id Did - The Lost Episodes, Brutalized DOOM & DOOM 2 levels, Requiem, Memento Mori, Memento Mori 2, BF_Thud!.wad (ChrisK DOOM), Path of a Fallen Angel, Invaders, The Darkening, The Evil Unleashed, 99 Ways to Die, 2002 A DOOM Odyssey, Epic 2, DOOM 2 In Name Only, DOOM 2 Reloaded, DOOM 32, Perdition's Gate
There is no shortage of DOOM maps out there, the game should be entered into the Guinness Book of World Records for the game with the most enduring fan community and mods made for it. It is basically compatible with any vanilla/boom map that doesn't replace sprites. This, in its nature, increases replay value and flexibility.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated)

Post by CeeJay »

Updated 08/19/2015

* Improved fire death along with a new smoke effect
* New death frames for the revenant
* A few sprite replacements
* Quite a few new and replaced sounds
* Berserk pack now gives health instantly upon pickup
* Dynamic lighting was tweaked around a little, mostly for enemy projectiles
* A new death for the Hell Knight
* New plasma gun sprites

Download: http://www.mediafire.com/download/bpnjo ... ver126.zip

Recommended add-ons:
DOOM Metal Soundtrack: http://www.tdgmods.net/smf/viewtopic.php?f=26&t=208
Hi-res texture replacement: http://www.tdgmods.net/smf/viewtopic.php?f=26&t=207
User avatar
cem26
Posts: 124
Joined: Wed Jan 07, 2015 3:34 pm
Location: i will ask somebody ''where i am?!''

Re: DOOM Forever (updated)

Post by cem26 »

why its name ''doom forever'' is it means: here after everyones loves that mod also get mod favorites ?
User avatar
zZaRDoZz
Posts: 70
Joined: Sat Apr 14, 2012 7:04 am

Re: DOOM Forever (updated)

Post by zZaRDoZz »

Loving the new death/pain animations!
The reloading code is working the way I think it should, but it needs more testing of course. As for the derth of alt/shield corpses, is that intentional?
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated)

Post by CeeJay »

zZaRDoZz wrote:Loving the new death/pain animations!
The reloading code is working the way I think it should, but it needs more testing of course. As for the derth of alt/shield corpses, is that intentional?
Come again?
Skrell
Posts: 367
Joined: Mon Mar 25, 2013 11:47 am

Re: DOOM Forever (updated)

Post by Skrell »

Can you please post an updated video?
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated)

Post by CeeJay »

I am unable to record/edit videos personally since my computer isn't very powerful. I have tried it before and shall never try it again, at least not until I get a new computer. The videos I have posted were recorded and uploaded by other users.
User avatar
zZaRDoZz
Posts: 70
Joined: Sat Apr 14, 2012 7:04 am

Re: DOOM Forever (updated)

Post by zZaRDoZz »

CeeJay wrote:
zZaRDoZz wrote:Loving the new death/pain animations!
The reloading code is working the way I think it should, but it needs more testing of course. As for the derth of alt/shield corpses, is that intentional?
Come again?
Judging from your response I have my wires crossed somewhere. Ahh, I've mixed up immoral conduct2 action shotty issues with reloading in doomed forever.

Just wheel me down the hall where they keep the doomers with Alzheimers.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated)

Post by CeeJay »

No worries.

The new version of Immoral Conduct 2 is almost finished now. Some additional contents and a butt-load of spit-n-polish is what to be expected.
User avatar
cortlong50
Posts: 753
Joined: Mon Jun 24, 2013 7:12 pm
Location: UT-WA

Re: DOOM Forever (updated)

Post by cortlong50 »

ceejay. this mod still rules.

glad to see youre still hacking away at it.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

Re: DOOM Forever (updated)

Post by CeeJay »

Thank you very much.
User avatar
Wiw
Posts: 769
Joined: Thu Jun 11, 2015 1:58 am
Graphics Processor: nVidia with Vulkan support
Location: Everywhere and nowhere.

Re: DOOM Forever (updated)

Post by Wiw »

Playing it right now - I've just noticed that you can loot pre-existing corpses for ammo when you press use above them. THAT'S IT, THIS IS THE BEST MOD EVER, trumps Brutal by a country mile!!
Post Reply

Return to “Gameplay Mods”