Nice map but open areas feel little too empty
map is playable in singleplayer but if you do not start with powerfull weapons getting mainternace clearance is a must to actualy have a chance of win (cyberdemon near comms)
nice building interiors, unlike outdoors they are detailed without making navigating harder
place with comm squad look wierd just like big c said
looking forward for more
fun fact: in hideous destructor i managed to overheat zm66 in semiauto
DOOM RECON: missions for hideous destructor 18/Jun/2015
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.
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
I loved this map, I wish there was a Megawad like this, just for Hideous Destructor. However, searching for the keys themselves is boring though. Had to cheat to get the blue key. Otherwise, if the keys were in places a little more obvious (like director desks or places you would generally place keys in) it would've been more enjoyable. I do agree that the map is way too big though. If the map was smaller, maybe the searching for keys wouldn't be as frustrating as it is.
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
This is a nasty problem with hideous destructor in general kinda, the keys are smaller, don't glow, and arent as brightly colored. Makes it VERY easy to miss them, compared to vanilla.gabrieloup wrote:I loved this map, I wish there was a Megawad like this, just for Hideous Destructor. However, searching for the keys themselves is boring though. Had to cheat to get the blue key. Otherwise, if the keys were in places a little more obvious (like director desks or places you would generally place keys in) it would've been more enjoyable. I do agree that the map is way too big though. If the map was smaller, maybe the searching for keys wouldn't be as frustrating as it is.
Also I did beat this (alone, sadly, as I have nobody local to play with) and its a nice map, but a bit TOO expansive. guess with buddies it wouldn't be bad but 80% of gameplay is just walking around, and if you mess up by not grabbing a key, missing the hazard suit, or something else, it only makes it worse. Don't believe there was any exit either, but it was nice. Would love to see more maps like this, though perhaps with a bit less walking, if possible.
Also, cyberdemons are pretty much impossibe if you don't have a HEAT rocket + rocket launcher.... hmmn...
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
what should I load for the latest version, I tried loading hd, dr_mission.wad, and DR_mission_1_obj_map in that order but no matter what I just get warning symbols where enemies would spawn
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
Doom Recon was made for an old version of HD.
I have modified it a while back to work with the newest versions.
Open the DR_mission.pk7 file as a zip, change loot.txt and jumping_spawners.txt file extension into .dec and just drag and drop them into the zip, then just load DR_mission with just HD.
Not sure how good it is, but I'm fairly certain I replaced every old actor name with the new ones.
Also rereading your post, it seems that you only extracted the .wad files from the .pk7 file.
You need to load the entire .pk7 file for it to work, with of course the modified loot.txt and jumping_spawners.txt files.
I have modified it a while back to work with the newest versions.
Open the DR_mission.pk7 file as a zip, change loot.txt and jumping_spawners.txt file extension into .dec and just drag and drop them into the zip, then just load DR_mission with just HD.
Not sure how good it is, but I'm fairly certain I replaced every old actor name with the new ones.
Also rereading your post, it seems that you only extracted the .wad files from the .pk7 file.
You need to load the entire .pk7 file for it to work, with of course the modified loot.txt and jumping_spawners.txt files.
You do not have the required permissions to view the files attached to this post.
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
Can't play. Using GZDoom v.4.7.1 with the same HD ver. Error I get: Script error, "DR_mission_1_1.1.pk7:jumping_spawners.dec" line 163:
Parent type 'DragonGuard' not found in AmbushChaingunGuy
Parent type 'DragonGuard' not found in AmbushChaingunGuy
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
https://cdn.discordapp.com/attachments/ ... _Recon.zipAlpha wrote:Can't play. Using GZDoom v.4.7.1 with the same HD ver. Error I get: Script error, "DR_mission_1_1.1.pk7:jumping_spawners.dec" line 163:
Parent type 'DragonGuard' not found in AmbushChaingunGuy
Here you go. This works.
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Re: DOOM RECON: missions for hideous destructor 18/Jun/2015
It is not starting. Error is "1 errors while parsing DECORATE scripts".
I started gzdoom 4.10 with
My load order is
[imgur]https://i.imgur.com/VxnGsYn.png[/imgur].
I started gzdoom 4.10 with
My load order is
[imgur]https://i.imgur.com/VxnGsYn.png[/imgur].