Lizard Squad: A cartoony ZDoom mod - Version 5.2b release!
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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.
- armymen12002003
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
okay maybe i'm out of it but lol when did the pokemon come to fill in for the nazis
Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
It's a reference towards one of LC's older / first mods, I think, where you fought Nazi Pokemon.Vaecrius wrote:okay maybe i'm out of it but lol when did the pokemon come to fill in for the nazis
- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
Yeah, that's exactly right. It's a reference to my really old Wolfenstein 3D mod.
- TheLightBad96
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
I played that mod at my friends house a month ago.lizardcommando wrote:Yeah, that's exactly right. It's a reference to my really old Wolfenstein 3D mod.
Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
Dude, that is Maro-whack.
...I'm sorry.
...I'm sorry.
- Captain J
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
Oh Crap, Pokesteins! my ol' times!lizardcommando wrote:hey guys, I'm not dead. i've just been slowly (VERY slowly) replacing the default Doom 2 textures:
[image]
you know, all of my classic modded fps games in my childhood is always founded at this forum.
and that's really how i love it.

- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
What's that mean?Kate wrote:Dude, that is Maro-whack.
...I'm sorry.
- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
A pun on Marowak, the evolved form of Cubone.
- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
Oooh haha. I can't believe I didn't see that. I read that as Mario Wack for some reason.
- Captain J
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!


finished part of custom sprites when my 1 bottle of caffeines is gone.
got any news about your texture pack LC?
- Sgt. Shivers
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
Woah Captain J, those look awesome. You gotta finish them!
- Captain J
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
gah, i'd love to but 1 bottle of caffeines and request drewing! 

- lizardcommando
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Re: Lizard Squad: A cartoony ZDoom mod - Version 4 release!
Oh my god! Those are awesome! I can't believe I didn't see them until now!Captain J wrote:
finished part of custom sprites when my 1 bottle of caffeines is gone.
got any news about your texture pack LC?
Oooh, I've got better news than that my friend! ...I've got a new version of Lizard Squad available now!
I have to give a huge shoutout to Ed the Bat for going through and fixing a lot of the major bugs in this mod. Thanks dude, you rock!
Here are the changes and bugfixes in this mod:
- -The Rideable ROD-309 and LV Armor now have stepping sounds!
-There are few additional tweaks to some of the weapons (increased the explosion radius for the player ARMOR PIERCER! rounds for the Metal Slug Tank and the Player Micro Missiles' explosion radius for the ROD-309)
*MAJOR BUGFIXES!*
-Weapons have been given nametags. Useful in case someone wants to do HUD stuff.
-HUD icons for keys now use TEXTURES for better quality icons that will reflect whatever key graphics the IWAD/PWAD uses (for example, keys in Freedoom).
-Token for checking presence of Akimbo SMG now inherits from Ammo, so IDFA cheaters will receive it.
-Machine Pistol can now fire one bullet at a time. With an odd-sized magazine, there was no way to empty it cleanly; firing at one round would initiate reload, which may not always be desired.
-The Charge Blaster altfire accounts for available ammo, and will not shoot a bigger shot than the ammo pool can afford.
-Shotgunners now use A_SPosAttackUseAtkSound to enforce the defined AttackSound -- should function the same in normal conditions.
-Revised player's ROD-309 to animate more like the enemy variant.
-Minor visual bugs in cast call (caused by engine's inability to handle Jump states properly) fixed.
-Having a mech destroyed while driving it will eject the player safely, like in Metal Slug games, instead of killing the player driving.
-Mech weapons now restricted to mechs, to prevent IDFA from giving them to players.
There are also some bugs listed in the Readme that no longer seem to apply:
-GL scaling seems to work correctly; I presume this bug references an older version of the GL renderer
-IDFA no longer gives default Doom weapons, so the Plasma Gun would not appear when running out of ammo
-Weapons and items from random spawnpoints now respawn properly in multiplayer
-Charge Blaster no longer shoots charged shots without ammo (as mentioned above)
http://files.drdteam.org/index.php/file ... uad-v4.zip
Last edited by lizardcommando on Mon Mar 25, 2013 1:08 pm, edited 1 time in total.
- Ed the Bat
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Re: Lizard Squad: A cartoony ZDoom mod - Version 3 release!
Glad you're happy with the revisions. As always, I'm happy to contribute! 
By the way, this one's just some real quick food-for-thought: Depending on how strongly you feel auto-aim and auto-switch-on-pickup should be disabled, have you considered giving the weapons the corresponding DECORATE flags to enforce those? I know it can be a touchy area, when it comes to overriding user preferences, but when they're deemed necessary/appropriate, I see no problem with it. It's your call.
EDIT: Whoop! Got a little conflict there. Looks like v4 has foregone the auto-eject for destroyed player vehicles, but the feature list advertises it.

By the way, this one's just some real quick food-for-thought: Depending on how strongly you feel auto-aim and auto-switch-on-pickup should be disabled, have you considered giving the weapons the corresponding DECORATE flags to enforce those? I know it can be a touchy area, when it comes to overriding user preferences, but when they're deemed necessary/appropriate, I see no problem with it. It's your call.
EDIT: Whoop! Got a little conflict there. Looks like v4 has foregone the auto-eject for destroyed player vehicles, but the feature list advertises it.
Last edited by Ed the Bat on Mon Mar 25, 2013 12:59 pm, edited 1 time in total.