NeoDoom "Gold Edition"
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.
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.
NeoDoom "Gold Edition"
Hi people,
After some requests, NeoDoom was revised, fixing problems and making it compatible with the actual ZDoom, GZDoom and Skulltag, after 3 years of its release. This is a brief list of the changes:
- Added GLDEFS lump for GZDoom and Skulltag
- Improving of DECORATE code
- Maps revision for crouching support
- Vixen's health were diminished (due to a lot of complains)
- Powerup inventories now have additive time
- Fix of minor weapon problems
Download link:
http://www.brdoom.com/daniel/arq/NeoDoom.pk3
This wad is my biggest contribution to the Doom game, so I hope you have a lot of fun with it.
Bye!
After some requests, NeoDoom was revised, fixing problems and making it compatible with the actual ZDoom, GZDoom and Skulltag, after 3 years of its release. This is a brief list of the changes:
- Added GLDEFS lump for GZDoom and Skulltag
- Improving of DECORATE code
- Maps revision for crouching support
- Vixen's health were diminished (due to a lot of complains)
- Powerup inventories now have additive time
- Fix of minor weapon problems
Download link:
http://www.brdoom.com/daniel/arq/NeoDoom.pk3
This wad is my biggest contribution to the Doom game, so I hope you have a lot of fun with it.
Bye!
Re: NeoDoom "Gold Edition"
Haha!
Good news!
Good news!

Re: NeoDoom "Gold Edition"
Does it still have those Vixens?
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: NeoDoom "Gold Edition"
Well...Mr.Green wrote:Does it still have those Vixens?
Although I hate these Vixens it's still good to know that they don't have such a insane amount of energy as they used to have in the previous version.- Vixen's health were diminished (due to a lot of complains)
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: NeoDoom "Gold Edition"
My main hopes for this version are fewer, more interesting weapons, and fewer, more generally useful inventory items. There don't need to be three pistols, five superweapons, three shotguns, several rapid fire weapons and such. That spreads the arsenal too thin and doesn't lend character to any of the weapons. So basically, one or two pistols (one strong slow gun, one quicker, weaker one), perhaps condense some of the energy weapons into one (AltFire is there for a reason), et cetera.
I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.
I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.
- Siggi
- Posts: 3288
- Joined: Sun Oct 03, 2004 8:57 am
- Preferred Pronouns: They/Them
- Location: South Africa
Re: NeoDoom "Gold Edition"
Awesome!
Ok... And now for NeoDoom 2.
Ok... And now for NeoDoom 2.

Re: NeoDoom "Gold Edition"
This is what we are planning for "NeoDoom 2" (the sequel); it will not have all these weapons, and also only a few list of inventories, focusing on a more "classical" Doom style. However, we decided to keep the original version of NeoDoom as it is.wildweasel wrote:I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.
Actually, the "super-ultra-mega" health of the Vixen were done by a bug on its coding, making it eventually invulnerable. This was removed.
- Viscra Maelstrom
- Posts: 6200
- Joined: Thu Dec 04, 2008 1:14 am
- Location: plergleland
Re: NeoDoom "Gold Edition"
Ah sweet, can't wait!Daniel wrote:This is what we are planning for "NeoDoom 2" (the sequel); it will not have all these weapons, and also only a few list of inventories, focusing on a more "classical" Doom style. However, we decided to keep the original version of NeoDoom as it is.wildweasel wrote:I've always wanted to play through Neodoom at some point, but the huge weapon list and total deluge of inventory items is just too daunting.
Actually, the "super-ultra-mega" health of the Vixen were done by a bug on its coding, making it eventually invulnerable. This was removed.





- Cutmanmike
- Posts: 11352
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Re: NeoDoom "Gold Edition"
Well it's about time. I hope you weren't offended by the no-vixen patch I made. It was something I cooked up long ago because me and my coop buddy just could not beat the game when about 4 vixens showed up and crowded us around the player starts. From that point there's nothing we could do but restart the map. I thought most people felt the same way so I uploaded the patch.
Glad to hear they've finally been nerfed, and that Neodoom 2 is on the way
Glad to hear they've finally been nerfed, and that Neodoom 2 is on the way

Re: NeoDoom "Gold Edition"
Good to see this. I've always enjoyed NeoDoom.
A minor housekeeping question - why did you just throw 2 WADs into the zip instead of using the pk3 directory structure properly?
A minor housekeeping question - why did you just throw 2 WADs into the zip instead of using the pk3 directory structure properly?
Re: NeoDoom "Gold Edition"
Hopefully this removes the bugginess from an otherwise very enjoyable project. Vixen nerfing is something I might accept, depending on how well it's done.
-
- Posts: 710
- Joined: Wed Jul 30, 2008 4:45 pm
- Location: Hell, 9th level.
Re: NeoDoom "Gold Edition"
Very impressive. I'll be sure to grab this and do a run through again.
Glad you fixed some issues.
Glad you fixed some issues.
-
- Posts: 84
- Joined: Mon Jul 06, 2009 10:56 pm
- Location: Just laying around trying to look alive
Re: NeoDoom "Gold Edition"
Nice mod!
I'm enjoying it very much so far
Great job Daniel
Edit: When I tried to change the Rocket Launcher for the Grande Launcher my game freezed. It may be my crap comp or something. I was using the latest official ZDoom version
I'm enjoying it very much so far

Great job Daniel

Edit: When I tried to change the Rocket Launcher for the Grande Launcher my game freezed. It may be my crap comp or something. I was using the latest official ZDoom version
Re: NeoDoom "Gold Edition"
Yes, It was intentional. But, a lot of people thought it was a bug, so I changed it by the major opinionsdoomhunter_175 wrote:![]()
Really
![]()
I thought it was intentional...

I didn't realize the Grenade Launcher problem, sorry.JustGabriel wrote: by JustGabriel » Sun Dec 06, 2009 3:14 pm
I'll take a look at it further, but it doesn't seem to get any problem yet, at least on my comp.
Good to see you're interested on the update

I'll work on the sequel soon! Hope you enjoy it too.
@Enjay: I thought this .zip method was better acessible to the users that aren't familiary with the original PK3 structure. So, they could replace the NeoDoom_Lumps.wad file easily in case of update, instead of "analyzing" the PK3 structure. I think the original PK3 support is not bad at all.
Bye!
Re: NeoDoom "Gold Edition"
However, in the PK3 directory structure, the decorate lump would be a file just sitting there waiting to be edited by anyone who knows how to access a text file inside a zip file. Surely that's easier than opening the PK3, then opening the WAD inside it?Daniel wrote:@Enjay: I thought this .zip method was better acessible to the users that aren't familiary with the original PK3 structure. So, they could replace the NeoDoom_Lumps.wad file easily in case of update, instead of "analyzing" the PK3 structure. I think the original PK3 support is not bad at all.

Anyway, regardless of that, I'm having a blast playing through NeoDoom again.
