D4T (New v2.5 Trailer pg 47)

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.
Post Reply
User avatar
DBThanatos
Posts: 3101
Joined: Fri Apr 14, 2006 3:17 pm
Location: in "the darkness that lurks in our mind"
Contact:

D4T (New v2.5 Trailer pg 47)

Post by DBThanatos »

Image




(AKA DOOM(4) for d-Touch)
By DBThanatos & Michaelis

Join our discord here

//=====================================================================

2.0 Trailer and Release Date




//=====================================================================
What is this?

A mod for Doom2 with the weapons, monsters and some mechanics from DOOM(4).

This mod was made with three things in mind:
a) To be compatible with D-Touch (android port of gzdoom)
b) To be as straight forward as possible, requiring as little additional configuration as necessary
c) To match the gameplay style I enjoy playing: Run and gun. Don't stop.

If what you seek is a fun and balanced D-Touch-compatible DOOM(4)-based mod, then look no further, for we have what you want.

//=====================================================================
What to expect?
  • All of the DOOM(4) weapons, weapon modifications included, multiplayer-only weapons included.
  • DOOM(4)-ish monsters. Some similar even in looks, others changed completely.
  • Quite a few useful (grenade) equipments.
  • Challenging, yet fair gameplay.
  • Demon Runes to turn the tables on the hellspawn.
  • Glory Kills, to heal yourself anywhere.
  • Double jump, to escape those tricky fights or to do some fancy acrobatics.
  • D-Touch compatible! Rip and Tear on the go!
  • Optimized for non-state-of-the-art mobile processors. This also benefits potato PCs.
  • Too many skills, for playing on a phone, normal, hard or super hard (for the most persistent maniacs).
  • GZdoom 1.8.6 to 3.0 compatible. Use whatever version you like the most.
  • Zandronum 3.0 compatible.
  • Coop compatible.
  • Deathmatch compatible (and rebalanced for this mode).
//=====================================================================
Improvements in v2.1 (07/19/17)

Again, this update is mostly about bugfixes and balance adjustments, but there are a few things that we added because we could :P

Changes include:
  • Added a very subtle balancing system. The more "upgraded" player is, the harder the game becomes. Nothing too extreme, but enough so that you don't become absolutely overpowered. This system is more aggressive in "Hard" difficulties, and completely absent in the "Mobile" ones.
  • BFG has gotten two upgrades. These are rare tools you'll use to wreak havoc. They come in handy especially in slaughtermaps, yet they're not absolutely overpowered that they ruin non-slaughtery maps. Good balance is what makes or breaks an upgrade.
  • Added some backdoor stuff to multiplayer, but most notable, the ability for a server to turn OFF power weapons (useful for duels) and extra dodgy bots for additional bot-candy.
  • Slightly improved net traffic for when there's too much going on in a coop map
  • A sound indicator for when you take damage. Courtesy of Quake Champions
  • BONE SNAP LOUDAH!
//=====================================================================


//=====================================================================
DOWNLOADS


....::::::Download v2.1 here::::::....


If ModDB says that it's only for registered users
reload the page, or select another mirror. You do not need to be registered to download. ModDB just likes to misbehave.


//=====================================================================
Changelog
Spoiler: Changelog

//=====================================================================
Frequently Asked Questions
Spoiler: FAQ

//=====================================================================
* Copyright / Permissions *

To our fellow modders:
Spoiler: Please read
Last edited by DBThanatos on Mon Nov 11, 2019 2:30 pm, edited 44 times in total.
User avatar
Mr.Enchanter
Posts: 481
Joined: Sat Mar 21, 2015 3:22 pm
Location: USA

Re: [WIP] Death Foretold (D4T)

Post by Mr.Enchanter »

HYPE!!!!!!!
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [WIP] Death Foretold (D4T)

Post by Kinsie »

You have my attention.
TechnoDoomed1
Posts: 89
Joined: Fri Jul 29, 2016 12:36 pm
Location: Spain

Re: [WIP] Death Foretold (D4T)

Post by TechnoDoomed1 »

:shock: OMG guys! How do you even sleep with so much work poured into these mods is beyond me.

Do you ever stop with the awesomeness?
User avatar
SyntherAugustus
Posts: 970
Joined: Tue Jul 15, 2003 5:43 pm

Re: [WIP] Death Foretold (D4T)

Post by SyntherAugustus »

This makes me wish iOS had some kind of gzdoom version. 😛
DoodGuy
Posts: 28
Joined: Sat Dec 03, 2016 5:37 am

Re: [WIP] Death Foretold (D4T)

Post by DoodGuy »

Can you make love with me?
User avatar
Beed28
Posts: 598
Joined: Sun Feb 24, 2013 4:07 pm
Location: United Kingdom

Re: [WIP] Death Foretold (D4T)

Post by Beed28 »

I'm gonna take a wild guess and say this releases later on tonight or tomorrow.
User avatar
Stuka
Posts: 38
Joined: Mon Oct 31, 2016 2:45 pm
Location: Argentina

Re: [WIP] Death Foretold (D4T)

Post by Stuka »

"To play in older potatoes" you bought me
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [WIP] Death Foretold (D4T)

Post by Jeimuzu73 »

Looks even better than D4D. I'll keep an eye on this.
User avatar
TheLostSabre
Posts: 13
Joined: Fri Jun 17, 2016 6:45 am

Re: [WIP] Death Foretold (D4T)

Post by TheLostSabre »

You got my interest.
JohnnyTheWolf
Posts: 1145
Joined: Mon Oct 05, 2015 8:37 am

Re: [WIP] Death Foretold (D4T)

Post by JohnnyTheWolf »

So greater multiplayer focus aside, this is essentially D4D "Lite"? I am curious to see the new monster and weapon balance in action.
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: [WIP] Death Foretold (D4T)

Post by Captain J »

Now that's smooth, agile, sassy and fast enough than D4D itself! Also i see you finally used the Doom 2016 sound effects as well. Yes, that's the reason why i'm hyped as well!
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [WIP] Death Foretold (D4T)

Post by Matt »

Gameplay much more streamlined, no more "which key to open the menu #307?"
So basically D4D but without the thing that keeps me from playing D4D. :shock:

You have my attention.
User avatar
Jeimuzu73
Posts: 1661
Joined: Sun Jul 03, 2011 8:44 pm
Location: Dropping today in Station Square.

Re: [WIP] Death Foretold (D4T)

Post by Jeimuzu73 »

Call me a grammar Nazi, but your video captions should read fewer weapons/effects/configurations instead of less. Less is usually used for uncountable nouns; fewer is used for countable nouns.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [WIP] Death Foretold (D4T)

Post by Matt »

Jeimuzu73 wrote:Call me a grammar Nazi, but your video captions should read fewer weapons/effects/configurations instead of less. Less is usually used for uncountable nouns; fewer is used for countable nouns.
Scientifically proven no one ought to care.
Post Reply

Return to “Gameplay Mods”