Cool mods people might have missed.

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
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wildweasel
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Re: Selaco - a new boomer shooter on GZDoom

Post by wildweasel »

Is this your project?
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Redneckerz
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Re: Selaco - a new boomer shooter on GZDoom

Post by Redneckerz »

wildweasel wrote:Is this your project?
Its not. I should have made that more clear (snd pethaps posted it in a different place.) If it has to be moved, please do so, and spologies.
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Lagi
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Re: Cool mods people might have missed.

Post by Lagi »

this selaco buy me with the granade throw particles. However it looks like abandoware.
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krutomisi
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Re: Cool mods people might have missed.

Post by krutomisi »

any good pistol mods that give infinite ammo but require reloading? looking basically for a standalone version of final doomer's doom2 pistol haha
Artman2004
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Re: Cool mods people might have missed.

Post by Artman2004 »

Doomed Again was an attempt to create a remake of Doom 1 & 2 in the EDGE engine, adding new content and overhauling the aesthetic to a more sci-fi horror look, with high resolution sprites for all the weapons and monsters. The site hasn't been updated since 2009, but videos of the mod are still up. Looking at the videos, it seems like a pretty good mod, albeit with some rather claustrophobic and semi-Wolf 3D level design.

https://sites.google.com/site/doomedagain/da_home
thewolfman00001
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Re: Cool mods people might have missed.

Post by thewolfman00001 »

If anyone is looking for a balance mod that removes damage RNG from weapons and enemies and provides a plethora of changes to weapons, enemies, items, and difficulty scaling, then look no further than Wolfman's Gameplay Modifications: Revamped.

viewtopic.php?f=43&t=72200
fcas3t
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Re: Cool mods people might have missed.

Post by fcas3t »

If you want more enemies, even many more enemies, for any Doom map, I made two mods worth checking out:

Dynamic Enemy Reinforcements does an excellent job of spawning extra enemies in an unpredictable manner throughout the course of a map. It has console variables to configure it to your liking, including one that controls the overall intensity; this makes it quick to adjust if things get too rough or too easy.

Clone Enemies is a simpler mod that clones certain types of enemies when starting a map. The enemy types are determined by the sliders in the Options menu.

There are other important details to be aware of, which are documented in the threads.

These were passion projects for me. I made the mods I wanted and am very pleased with the results, especially Dynamic Reinforcements. I've used it for all of my own gameplay since its creation (at times dialing down the intensity to almost zero) and it's provided me many hours of run-and-gun fun, punctuated by ultra-intense fights and numerous jump scares. These days I sometimes use Cloning as a supplement, since it provides extra grunts to frag and extra spawn points for Reinforcements.

I figure now is a good time to post this here, since it's unlikely I'll update either mod again.
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CherubCorps
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Re: Cool mods people might have missed.

Post by CherubCorps »

Currently digging bydofied by Captain J. Version 1.0 dropped about a month ago and I'm surprised it hasn't gotten more recognition. It's a really fun gameplay mod.

viewtopic.php?f=43&t=74293
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Angel-Neko_X
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Re: Cool mods people might have missed.

Post by Angel-Neko_X »

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AmissaAnima
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Re: Cool mods people might have missed.

Post by AmissaAnima »

This mod has a lot of potential viewtopic.php?t=72996 and i urge people to check it out already if they haven't already done so.
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Marisa the Magician
 
 
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Re: Cool mods people might have missed.

Post by Marisa the Magician »

I've seen many people stream it. It definitely is a must-check for sure.

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