ScoreDoom 2.9Beta Release
Forum rules
The Projects forums are ONLY for YOUR 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 are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are ONLY for YOUR 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 are perfectly acceptable here too.
Please read the full rules for more details.
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Davidos
- Posts: 329
- Joined: Mon Aug 29, 2005 2:52 am
Re: ScoreDoom 2.7 Release
Am I the only one that runs out of ammo already in map02 with the addon on nightmare? >.>:
I can't remember ever running out of ammo with any mod in the VANILLA doom 2 map set...
Apart from having a peashooter ofcourse, which does f*#@%ing nothing against any of the addon enemies and I'm not going to waste my time using it.
I can't remember ever running out of ammo with any mod in the VANILLA doom 2 map set...
Apart from having a peashooter ofcourse, which does f*#@%ing nothing against any of the addon enemies and I'm not going to waste my time using it.
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BilboHicks
- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom 2.7 Release
SD is not meant to be played in Nightmare. When Using the Add-on Pack, even in UV, there will be extra health, ammo & artifact drops which should sort you out.Davidos wrote:Am I the only one that runs out of ammo already in map02 with the addon on nightmare? >.>:
I can't remember ever running out of ammo with any mod in the VANILLA doom 2 map set...
Apart from having a peashooter ofcourse, which does f*#@%ing nothing against any of the addon enemies and I'm not going to waste my time using it.
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dljosef
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: ScoreDoom 2.7 Release
I found another use for the BFG's alt-fire, for quickly getting those final levels with the icon of sin over with. (if the blast doesn't take out the romero head, the flames will)
Now that I finished Hell on Earth yet again, take on Evilution and Plutonia... again.
Edit: At least the BFG's alt-fire will definitely make map32 of Plutonia a little easier.
Now that I finished Hell on Earth yet again, take on Evilution and Plutonia... again.
Edit: At least the BFG's alt-fire will definitely make map32 of Plutonia a little easier.
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BilboHicks
- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom 2.7 Release
I'm going to release a patch release (yet again!! lol) fairly soon. There are some minor add-on pack tweaks with the new content I want to add as well as buffing up the primary damage of the nuke.dljosef wrote:I found another use for the BFG's alt-fire, for quickly getting those final levels with the icon of sin over with. (if the blast doesn't take out the romero head, the flames will)
Now that I finished Hell on Earth yet again, take on Evilution and Plutonia... again.
Edit: At least the BFG's alt-fire will definitely make map32 of Plutonia a little easier.
But most importantly, I'm going to finally implement something I've wanted to add for a long time. For Baron, Cyber & Spid Mastermind special levels (like E1M8, E2M8, E3M8), Instead of 1 or 2 bosses, you will need to fight through a series of bosses per boss, before the level is over. Killing each boss, spawns more ammo and health, but spawns another different boss to fight. Once the last spawned boss(es) are killed the level ends.
This doesnt have to be used just for special levels either. This can be used to replace any monster.
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dljosef
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: ScoreDoom 2.7 Release
A boss rush? Cool, I'll definitely look forward to that.BilboHicks wrote:But most importantly, I'm going to finally implement something I've wanted to add for a long time. For Baron, Cyber & Spid Mastermind special levels (like E1M8, E2M8, E3M8), Instead of 1 or 2 bosses, you will need to fight through a series of bosses per boss, before the level is over. Killing each boss, spawns more ammo and health, but spawns another different boss to fight. Once the last spawned boss(es) are killed the level ends.
This doesnt have to be used just for special levels either. This can be used to replace any monster.
Edit: I wonder if the boss rush will affect the par time, though.
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BilboHicks
- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom 2.7v2 Release
Release 2.7v2 Out
*********************
New feature: Boss-Rush. When playing with the Add-On Pack on Ultimate Doom maps E1M8,E2M8,E3M8,E4M8,
you will need to finish off a series of bosses before the episode completes.
Beefed up the Nuke to be more commensurate with ammo consumed.
Other minor add-on pack tweaks.
*This release requires that the gzscoredoom.pk3 also be updated*
*****
@dljosef: Good point re: partime. Scoredoom will increase par time for these levels when playing with the add-on pack to compensate. Killing each boss gives various pickup drops etc... as well.
*********************
New feature: Boss-Rush. When playing with the Add-On Pack on Ultimate Doom maps E1M8,E2M8,E3M8,E4M8,
you will need to finish off a series of bosses before the episode completes.
Beefed up the Nuke to be more commensurate with ammo consumed.
Other minor add-on pack tweaks.
*This release requires that the gzscoredoom.pk3 also be updated*
*****
@dljosef: Good point re: partime. Scoredoom will increase par time for these levels when playing with the add-on pack to compensate. Killing each boss gives various pickup drops etc... as well.
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dljosef
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: ScoreDoom 2.7v2 Release
I just finished Episode 1 of Ultimate Doom with the Addon Pack, and man was that boss rush hard. (I'll be having fun taking down the other three episodes.)
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BilboHicks
- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom 2.7v2 Release
Hey thanks for the feedback. Im glad it was hard, it was meant to be!dljosef wrote:I just finished Episode 1 of Ultimate Doom with the Addon Pack, and man was that boss rush hard. (I'll be having fun taking down the other three episodes.)
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dljosef
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: ScoreDoom 2.7v2 Release
After plowing my way through episodes 2 and 3, I found that the cyberdemon and spider mastermind boss rushes were considerably tougher. (even though I usually save that nuke alt-fire for the really annoying bosses among them. (Such as the Scourge)
Sometime later, I'll finish up Ultimate Doom.
Edit: Would the boss rush depend on what megawad UDoom is played with? I'm just wondering to be sure.
Sometime later, I'll finish up Ultimate Doom.
Edit: Would the boss rush depend on what megawad UDoom is played with? I'm just wondering to be sure.
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Enjay
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- Posts: 27602
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: ScoreDoom 2.7v2 Release
Arrrgghhhhh! this takes me ages to download on my slow connection and for some reason my work, where I could get it quickly, blocks filefront. 
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NovaDragon
- Posts: 192
- Joined: Sat Sep 20, 2008 9:11 pm
- Location: Somewhere under the weather...not sure where yet.
Re: ScoreDoom 2.7v2 Release
Haha that sounds awsome! Ill have to redownload so i can try out and see how the boss rush thing is.
Ive been playing JTH lately with the recent version (not the newest just released) and im having alot of fun checking
out the new enemies especially the boss resource wad ones. So far I have not found anything game breaking in terms
of bugs or anything either so thats definatly a good thing.
Just for future terms, you could check out the original monster resource wad as well. While most of them are on the beastiary enhanced and what not, there are a few that you could add like the scorpion mastermind, and the mealstrom.
Either way im having a load of fun with this version and as soon as im done fooling around, ill give an easy megawad a try like maybe rebirth or something.
Ive been playing JTH lately with the recent version (not the newest just released) and im having alot of fun checking
out the new enemies especially the boss resource wad ones. So far I have not found anything game breaking in terms
of bugs or anything either so thats definatly a good thing.
Just for future terms, you could check out the original monster resource wad as well. While most of them are on the beastiary enhanced and what not, there are a few that you could add like the scorpion mastermind, and the mealstrom.
Either way im having a load of fun with this version and as soon as im done fooling around, ill give an easy megawad a try like maybe rebirth or something.
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Davidos
- Posts: 329
- Joined: Mon Aug 29, 2005 2:52 am
Re: ScoreDoom 2.7v2 Release
I don't suppose there's a way to turn off the timer thingy for those of us that have other purposes in mind of scoring.
Lol I just had this random Contra/metal slug idea.
... not that I'll ever get the time to get back into modding ever again.
Lol I just had this random Contra/metal slug idea.
... not that I'll ever get the time to get back into modding ever again.
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BilboHicks
- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom 2.7v2 Release
@Davidos: No, the timer is a core part of the scoring mechanism.
@NovaDragon: will check out that other wad.
@Enjay: I really dont know where else to host it. Filefront always seems ok for me, relative to other sites. The add-on pack is pretty massive at nearly 84 megs.
@dljosef: Thats great news. Glad it was a challenge, but doable. No, the boss chain order is independent of wads played. Its possible to create your own chains if you are knowledgeable with decorate.
In the config file you'll now see
[BaronChainReplacements]
BaronChain1A=1
BaronChain1B=1
[CyberChainReplacements]
CyberChain1=1
[SpiderChainReplacements]
SpiderChain1=1
These are the names of the chains. You can even use these to replace other monsters like the spider & cyb in map 20 doom 2. The hi score server doesnt support that configuration though.
@NovaDragon: will check out that other wad.
@Enjay: I really dont know where else to host it. Filefront always seems ok for me, relative to other sites. The add-on pack is pretty massive at nearly 84 megs.
@dljosef: Thats great news. Glad it was a challenge, but doable. No, the boss chain order is independent of wads played. Its possible to create your own chains if you are knowledgeable with decorate.
In the config file you'll now see
[BaronChainReplacements]
BaronChain1A=1
BaronChain1B=1
[CyberChainReplacements]
CyberChain1=1
[SpiderChainReplacements]
SpiderChain1=1
These are the names of the chains. You can even use these to replace other monsters like the spider & cyb in map 20 doom 2. The hi score server doesnt support that configuration though.
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dljosef
- Posts: 765
- Joined: Fri Aug 12, 2005 2:59 pm
- Location: Deep underground
Re: ScoreDoom 2.7v2 Release
I'm not really surprised that two of the following monsters weren't added: Cyberfiend and Disciple of D'sparil. (Even though I find the latter pretty annoying.)
Now that the boss rush is added, I'll beat all of the supported Doom I Megawads before I go back to the doom II ones.
Now that the boss rush is added, I'll beat all of the supported Doom I Megawads before I go back to the doom II ones.
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BilboHicks
- Posts: 251
- Joined: Sun Jul 22, 2007 6:40 pm
Re: ScoreDoom 2.7v2 Release
which wads are they in? I'm always collecting. I usually end up tweaking the decorate anyways to fit into with the rest.dljosef wrote:I'm not really surprised that two of the following monsters weren't added: Cyberfiend and Disciple of D'sparil. (Even though I find the latter pretty annoying.)
Now that the boss rush is added, I'll beat all of the supported Doom I Megawads before I go back to the doom II ones.