
Doom Encounter Assault Recon- upd Jun 2 25
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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.
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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- Posts: 55
- Joined: Sat May 30, 2020 1:51 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Germany
Re: Doom Encounter Assault Recon- v2 demo
I don't understand the negative critics you recieved honestly, people act like you are developing a triple-A game. I even say that the first version of this mod was better than the new angled one, because it felt something different to me. To be honest, every gameplay mod I play is equally has jankiness in them, some lacks the good gameplay loops, some lacks a good progression system etc. etc. except the ones made by Tango (supercharge, minicharge etc.), the ones made by Combine_Kegan, the ones made by Skelegant, Walpurgis, Heretical DooM and some doom enhancement mods (EVP, Smooth Doom etc.), those are flawless.
I think that you don't have to change your mod critically just to satisfy other people. Your mods, I'll admit there are some jankiness in them, but they have their unique vibes I think. Which is minimalist, simple and what if doom modding existed in 90's types of mods with the palettes you include and simple mechanics. I even had fun while playing Doomed Over Zelda, hud is only a little bit off but like I said, you are just one person who wants to try something different with his favourite video game. And they are not that bad. You keep doing your work and eventually you will be better.

- kalensar
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Re: Doom Encounter Assault Recon- v2 demo
Here, I'll help you out, or anyone else that wants them.combolynch wrote: ↑Wed Feb 05, 2025 8:43 pm I don't understand the negative critics you recieved honestly, people act like you are developing a triple-A game. I even say that the first version of this mod was better than the new angled one, because it felt something different to me. To be honest, every gameplay mod I play is equally has jankiness in them, some lacks the good gameplay loops, some lacks a good progression system etc. etc. except the ones made by Tango (supercharge, minicharge etc.), the ones made by Combine_Kegan, the ones made by Skelegant, Walpurgis, Heretical DooM and some doom enhancement mods (EVP, Smooth Doom etc.), those are flawless.I think that you don't have to change your mod critically just to satisfy other people. Your mods, I'll admit there are some jankiness in them, but they have their unique vibes I think. Which is minimalist, simple and what if doom modding existed in 90's types of mods with the palettes you include and simple mechanics. I even had fun while playing Doomed Over Zelda, hud is only a little bit off but like I said, you are just one person who wants to try something different with his favourite video game. And they are not that bad. You keep doing your work and eventually you will be better.
1. KD1MB- Kals Doom 1 Meg Beast-- The original base for DEAR== Its barely over 1 mb in the form of a pk7. https://www.moddb.com/mods/kals-duke3d- ... tupd-11124
2. The original V1 of DEAR. https://drive.google.com/file/d/1AA6cHS ... sp=sharing
I appreciate the kind words!
There are past social reasons that I am not liked that much but thats all dry water under a bridge. As for criticism! Negative criticism can be as helpful as positive criticism.
The funny one for me is that I know my stuff is janky. The reason that it is janky is because I am highly experimental in the sense of replicating/rewriting effects that I find written in ZSC or ACS and I translate it into pure decorate or Decorate + KeyConf. That specific thing you witness in DEAR with the Grenades and Jump KIck always switches to the pistol instead of the previous gun (this grenade code build first appeared in my Brutal Freedoom v4). Its not that I don't know how to write or edit ZSC, I can just whip out ideas faster into Decorate with far less chance of crashing GZDoom.
I also have a good number of Zandronum projects these days too, so thats also part of the reason for the Pure Decorate experiment shenanigans. But yeah, Experimentalism is the reason for any jankiness on my side, and this can get really silly in stuff that I fully author/ modify over 90% like say the Brutal FreeDoom monsters, or the vast chunks of DOZVX( Doom1 e3m8 3 phase boss fight+ Heretic e3m8 4 phase boss fight being the crowns), or DR4GON being the most recent examples. BY Author, I mean the code. I do minor artwork stuff, but mainly its just ZDoom code that I am referring to
3. Brutal Freedoom v4-- https://www.moddb.com/mods/brutal-freed ... reedoom-v4
4. DOZVX-- https://www.moddb.com/mods/lttd-link-to ... r-zelda-vx
5. DR4GON-- https://www.moddb.com/mods/kals-duke3d- ... -nostalgia
- kalensar
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Re: Doom Encounter Assault Recon- v2 demo
New Update. FIxed main post with updated download link.
1.Got the SPAS 12 that is the awesome version. Franchii SPAS 12 from Realm 667 and retooled for the mod. THis thing is PERFECT.
2.Biggest update is Modern HOLD-Zoom firing on all guns. This was geared for an XBox controller in mind. Use the ALT FIRE setting in GZDoom, Usually Right Mouse button or Left Trigger on a controller.
3.Reworked firing timings on most guns to flow better and with the hold-Zoom mechanic in mind.
4.Added Player Classes to expand starting options: mp5 start, Shotgun Start, Sniper Start, Pistol Start
5.Pancor JackHammer now fires faster. goodbye SSG. You have served us well.
6.AUG Rifle, has no kick. Triple Burst+ Full auto on hip fire. Single fire and Full auto on Scope. Still basically a Chaingun with no clip involved.
7.Sniper Rifle hits harder.
8.Penetrator has its more appropriate looking shot.
9.ULTP Splashes have been Fixed so the gigantic arse splashes are gone.
10.Updated the Weapons Only file for the new weapons.
11.Put the D64 HUD as the Default HUD in the FULL file. ASHTON HUD variation is still in the ZIP if you prefer that instead.
12.All monsters have remain unchanged.
1.Got the SPAS 12 that is the awesome version. Franchii SPAS 12 from Realm 667 and retooled for the mod. THis thing is PERFECT.
2.Biggest update is Modern HOLD-Zoom firing on all guns. This was geared for an XBox controller in mind. Use the ALT FIRE setting in GZDoom, Usually Right Mouse button or Left Trigger on a controller.
3.Reworked firing timings on most guns to flow better and with the hold-Zoom mechanic in mind.
4.Added Player Classes to expand starting options: mp5 start, Shotgun Start, Sniper Start, Pistol Start
5.Pancor JackHammer now fires faster. goodbye SSG. You have served us well.
6.AUG Rifle, has no kick. Triple Burst+ Full auto on hip fire. Single fire and Full auto on Scope. Still basically a Chaingun with no clip involved.
7.Sniper Rifle hits harder.
8.Penetrator has its more appropriate looking shot.
9.ULTP Splashes have been Fixed so the gigantic arse splashes are gone.
10.Updated the Weapons Only file for the new weapons.
11.Put the D64 HUD as the Default HUD in the FULL file. ASHTON HUD variation is still in the ZIP if you prefer that instead.
12.All monsters have remain unchanged.
- kalensar
- Posts: 491
- Joined: Sun Mar 21, 2021 9:40 pm
- Preferred Pronouns: He/Him
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- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Doom Encounter Assault Recon- upd Jun 2 25
Video demo right here of the update and also on the main post.
- kalensar
- Posts: 491
- Joined: Sun Mar 21, 2021 9:40 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): linux mint 21
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: Doom Encounter Assault Recon- upd Jun 2 25
Minor Bump but noteworthy enough. FIxed a small bug in the Weapons Only Version. and expanded the compatibility to LZDoom and GZDoom 4.8.2(the last version that had the SoftPoly renderer). The Mod is also entirely Software Render friendly on True Color SW Render.
LZDoom is on Delta Touch so just in case the GZDoom version on there has any fits( lots of bloodmist deaths proccing on Replica or Imps dying is the usual cause) you can now enjoy it all the same on LZDoom instead.
LZDoom is on Delta Touch so just in case the GZDoom version on there has any fits( lots of bloodmist deaths proccing on Replica or Imps dying is the usual cause) you can now enjoy it all the same on LZDoom instead.