Enhancement mod for EDGE (updated)

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CeeJay
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Enhancement mod (re-worked from ground up)

Post by CeeJay »

This mod has been/is being re-worked from the ground up and dubbed DOOM Forever, now a whole lot better since my experience and knowledge of what works and what doesn't has come a long way. See DW post here: http://www.doomworld.com/vb/wads-mods/6 ... most-done/
CeeJay
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Re: Enhancement mod for EDGE (new edition released)

Post by CeeJay »

Screenshots really don't do much justice, so I now release this new one but updates may and probably will be a reality.

http://www.mediafire.com/download/6y776 ... ever13.zip

It requires 3DGE (EDGE 1.36) which is included in the package, so don't sweat it. You may also need to adjust some settings in the sound options as this is pretty hefty in the sound department (there's over 400 sound effects total actually). And here are some gameplay tips/hints:

* Barrels can be moved around to set up strategic traps

* Knelled enemies can be pushed or kicked out of the way, or shot for that matter

* Fallen marines can be helpful even in death, hint hint

* Columns and large trees can be hidden behind for cover against enemy attacks, projectiles and shots won't pass through them

* All guns have a secondary melee attack in the form of a quick kick

* Keeping a distance between you and the enemy is vital since they do more damage up close

* Fire hurts as does ricocheting bullets

Enjoy!
Last edited by CeeJay on Sun Nov 10, 2013 11:27 pm, edited 1 time in total.
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TheMightyHeracross
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Re: Enhancement mod for EDGE (new edition released)

Post by TheMightyHeracross »

Any screenshots?
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Triple S
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Re: Enhancement mod for EDGE (new edition released)

Post by Triple S »

Mod sounds pretty cool, but I'm curious...

Why EDGE (well, 3DGE anyway)? Like, I don't know much about it, like how I don't know too much about Legacy or Vavoom. What draws you to 3DGE, not just in terms of modding (but including it) but in general?
CeeJay
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Re: Enhancement mod for EDGE (new edition released)

Post by CeeJay »

TheMightyHeracross wrote:Any screenshots?
http://imgur.com/a/b3IaV#9
CeeJay
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Re: Enhancement mod for EDGE (new edition released)

Post by CeeJay »

UPDATE

http://www.mediafire.com/download/6y776 ... ever13.zip

* Some "graphical garbage" on the chainsaw frames removed

* Special chainsaw deaths for the zombieman, sergeant, commando and imp re-instated (they were scrapped initially)

* An additional normal death for the zombieman re-instated

* Spurting blood for when enemies choke no longer makes splash sound, it was too noisy

* Flying shrapnel from a barrel exploding would sometimes "stick" in the air, hopefully the problem is now resolved

* Corrected a code error with the barrel explosion sequence. Wish EDGE would tell me these things.

* The BFG now has a separate firing sound, an added idling sound and a looping sound for when the projectile is in flight.

* Keycards are now slightly lit, so they can be seen in the dark

* Torture victims were moaning a little too often, corrected

* The imp claw (player weapon) is now affected by the berserk power-up along with some adjustments to its clawing attack
Last edited by CeeJay on Sun Nov 10, 2013 7:19 pm, edited 1 time in total.
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chronoteeth
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Re: Enhancement mod for EDGE (updated)

Post by chronoteeth »

just a heads up, that link is invalid, doesnt work
CeeJay
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Re: Enhancement mod for EDGE (updated)

Post by CeeJay »

Download fixed
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Ed the Bat
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Re: Enhancement mod for EDGE (updated)

Post by Ed the Bat »

I'm confused. If it can't run in ZDoom, does it really belong in the ZDoom Projects forum?
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Crudux Cruo
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Re: Enhancement mod for EDGE (updated)

Post by Crudux Cruo »

This is awesome, though it would be awesomer on gzdoom.
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Coraline
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Re: Enhancement mod for EDGE (updated)

Post by Coraline »

Ed the Bat wrote:I'm confused. If it can't run in ZDoom, does it really belong in the ZDoom Projects forum?
Does that really matter? Where's it supposed to go...Off-Topic? I don't see anyone posting mods in that section of this forum, anyway.
doomer1 wrote:This is awesome, though it would be awesomer on gzdoom.
Because G(Z)Doom doesn't have it's fill of weapons/enhancement mods, right? ;) Just playing...but seriously, I think it suits 3DGE just fine.
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Ed the Bat
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Re: Enhancement mod for EDGE (updated)

Post by Ed the Bat »

corynne wrote:Does that really matter? Where's it supposed to go...Off-Topic?
Perhaps any other forum than one specifically dedicated to ZDoom projects? Maybe Doomworld?
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Enjay
 
 
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Re: Enhancement mod for EDGE (updated)

Post by Enjay »

I do remember once, a long time ago, a statement being made that the projects thread was an acceptable place to post any Doom related project. I don't know if that has been overturned/superseded though.
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Ed the Bat
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Re: Enhancement mod for EDGE (updated)

Post by Ed the Bat »

Enjay wrote:I do remember once, a long time ago, a statement being made that the projects thread was an acceptable place to post any Doom related project. I don't know if that has been overturned/superseded though.
If that's so, then very well. But I had also been told here that it's okay to post Doom things here, so long as they actually work in ZDoom. Boom or vanilla, for example, would work in ZDoom, so it's fair game. But if it doesn't even work in ZDoom, it seems strange to post it as a ZDoom project.
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Coraline
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Re: Enhancement mod for EDGE (updated)

Post by Coraline »

Ed the Bat wrote:
Enjay wrote:I do remember once, a long time ago, a statement being made that the projects thread was an acceptable place to post any Doom related project. I don't know if that has been overturned/superseded though.
If that's so, then very well. But I had also been told here that it's okay to post Doom things here, so long as they actually work in ZDoom. Boom or vanilla, for example, would work in ZDoom, so it's fair game. But if it doesn't even work in ZDoom, it seems strange to post it as a ZDoom project.
If that's the case, then I understand. It's just sort of closed-minded to shoo projects away because their engine is different. Would you guys turn them down because they only work in GZDoom and not Zdoom directly? Or is it the mentality that "it came from Zdoom's source so it's OK"? It's not like this project will confuse your 20 other variants, anyway. Just saying! :P

And yes, we have a forum, but it's largely inactive since it's nested and not widely known, and the parent forum closed. It's not like we're cutting into any real-estate here.

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