[WIP]Doom 24 V2 - Cybie's revenge

Projects that alter game functions but do not include new maps belong here.
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.
User avatar
TheSkyBug
Posts: 125
Joined: Mon Mar 09, 2015 4:58 am

[WIP]Doom 24 V2 - Cybie's revenge

Post by TheSkyBug »

No logo for now, because I'm a lazy ass

I guess, everyone here knows about the new incoming Doom game, and there were many mods that are simulates the new Doom gameplay and features.
But one good day I asked myself: "What will be, if I combine the old good classic with things that were shown in the trailer?".
And so, after a months of part-time work, I could show you what done so far.

At this moment, that little mod include:
-Completely redone arsenal, partially based at new Doom weapons;
-New monsters, also partially based on new Doom beasts! Currently done: Zombieman, Sergeant, Imp, Pinky, Spectre, Baron, Cacodemon, Lostsoul, Cyberdemon, Chaingunner (So the first and the second episodes of The Ultimate Doom is fully playable now);
-Weapon upgrade system: you can find the upgrades for your weapons and unlock the additional fire modes (Currently only for shotgun and rifle);
-Grenade throwing ability (They are VERY powerfull and quite rare, so think twice before using them);
-Melee combo system! (Usefull when you out of ammo, or just want to save it for another time, obviously "Upgradeable" with berserk);
-Revenant morph rune! (Rarely spawns instead of blur sphere. Carefull: you can't pickup anything in revenant form. Press the "Weapon special" button to unmorph.);
-A new gore system for replaced monsters!;
-Some weapons has second, and even third fire mod (For example: you can detonate your rockets from RL in the air with alt-fire).

IMPORTANT: This thing was tested only at dev. builds of GZDoom. Compability with other ports/versions is not guaranteed!

Future plans:
Spoiler:
If you want to help me:
Spoiler:
Credits (I REALLY need your help here)
Spoiler:
Some screenies:
Spoiler:
Download:
Main link: http://www.mediafire.com/file/7440j1puf ... M24.v2.zip
Version without monsters (If you want to play in it with some custom monsters): http://www.mediafire.com/file/gb0mgv5cm ... nsters.zip

P.S.: I'm so sorry for my horrible English =(
Last edited by TheSkyBug on Mon Dec 19, 2016 6:00 pm, edited 14 times in total.
User avatar
Doomguy5th
Posts: 397
Joined: Mon Dec 23, 2013 12:49 pm
Location: Somewhere you shouldn't be

Re: [WIP](Something like alpha) Doom 24

Post by Doomguy5th »

This is definitely one mod I'll be using with a walkthrough of Equinox for sure! Really enjoy what you got here son, keep it up!

EDIT: You don't mind if I use some of the explosion effects from your mod with credits right?
User avatar
chronoteeth
Posts: 2665
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [WIP](Something like alpha) Doom 24

Post by chronoteeth »

To make it easier, here's the confirmed weapons:

Chainsaw
Pistol/Magnum
Shotgun
Supershotgun
Chaingun
Rocket Launcher
Plasma Rifle
BFG 9000
----Newer----
Heavy Assault Rifle
Repeater
Static Cannon
Gauss Cannon
Arc Cannon
Vortex Rifle
Lightning Gun
"Mancubus Gland"( Prolly like just a torn off mancubus arm like a flamethrower)
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: [WIP](Something like alpha) Doom 24

Post by YukiHerz »

Or mayne Mancubus Gland just refered to the Mancubus Player's weapon, since he was confirmed to be a playable demon.
User avatar
TheSkyBug
Posts: 125
Joined: Mon Mar 09, 2015 4:58 am

Re: [WIP](Something like alpha) Doom 24

Post by TheSkyBug »

DoomCraft wrote:This is definitely one mod I'll be using with a walkthrough of Equinox for sure! Really enjoy what you got here son, keep it up!

EDIT: You don't mind if I use some of the explosion effects from your mod with credits right?
Of course! No problems with this.
chronoteeth wrote:To make it easier, here's the confirmed weapons:

Chainsaw
Pistol/Magnum
Shotgun
Supershotgun
Chaingun
Rocket Launcher
Plasma Rifle
BFG 9000
----Newer----
Heavy Assault Rifle
Repeater
Static Cannon
Gauss Cannon
Arc Cannon
Vortex Rifle
Lightning Gun
"Mancubus Gland"( Prolly like just a torn off mancubus arm like a flamethrower)
To be honest, I don't want to recreate EVERY weapon that will be in new Doom (For example Repeater would be almost useless, and just occupies the weapon slots). But in future plans I'm going to add some new weapons (Vortex rifle and Gauss cannon will be 100% added, now sure about other).
User avatar
chronoteeth
Posts: 2665
Joined: Wed Sep 08, 2004 1:29 pm
Preferred Pronouns: It/Its

Re: [WIP](Something like alpha) Doom 24

Post by chronoteeth »

Some how being able to do the static cannon would be impressive, because the weapon gets better the more you move/run with it equipped
User avatar
gabrieloup
Posts: 71
Joined: Thu Sep 03, 2015 9:05 am
Location: Faggotry Land

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by gabrieloup »

Woah. This looks awesome! However, I do think that the revenant rune should be a complete replacement of the Berserker Pack. I'm not sure, but I think Doom 4 doesn't even have the Berserk Pack in the first place. On top of that, it's been confirmed that Doom 4 will have other playable monsters as well, and not just the revenant. On top of that, only the Chainsaw, Pistol, Heavy Assault Rifle, Shotgun, Super Shotgun, Chaingun, Rocket Launcher and Plasma Rifle are the main singleplayer weapons. The BFG9000 isn't even a "weapon" per see in Doom 4; it's more like a panic powerup assigned to a totally different button, kinda like Rage of the Gods in God of War and so on. And nobody's even sure how it works in Doom 4, unless you kidnap one of the developers, torture him until you get some information. The rest, like the Repeater, Static Cannon, Gauss Cannon, Arc Cannon, Vortex Rifle and Lightning Gun are all multiplayer exclusive weapons. Should you include them as well? Certainly, but for Zandronum multiplayer matches only, so that some of the weapons replace Skulltag weapons such as the minigun, railgun and grenade launcher.

And note that all of these weapons have upgrades and extra features that we don't even know about, let alone how the hell do they work. We only know some of them, primarily from the Doom 4 Alpha, but now it's only a question of time to know about the rest. Such as the scope in the assault rifle, which is actually an upgrade you find. And the mini rocket launcher for the assault rifle.

Please continue this project, but keep in mind what I said. Finally there's a Doom 4-esque mod for Doom 2 that doesn't use horrid sprites made with a photoshopped screencap of random Doom 4 gameplay. I think that a total Doom 4 conversion for Doom 2 is going to be impossible before Doom 4 releases, so I do think that all the hasty work of screencapping images and stuff is just ridiculously out of the place, since you get sort-of HD quality Doom 4 weapons with bad muzzle flashes with Doom 1 enemies. It feels weird as fuck and I'm better off playing Real Guns Hardcore. The weapons here look SO much more natural and in touch with Doom games. And what about gore in this mod? Does it work the same as in Brutal Doom or does it use something else? I'm interested about the gore :3
User avatar
TheSkyBug
Posts: 125
Joined: Mon Mar 09, 2015 4:58 am

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by TheSkyBug »

gabrieloup wrote:Woah. This looks awesome! However, I do think that the revenant rune should be a complete replacement of the Berserker Pack. I'm not sure, but I think Doom 4 doesn't even have the Berserk Pack in the first place. On top of that, it's been confirmed that Doom 4 will have other playable monsters as well, and not just the revenant. On top of that, only the Chainsaw, Pistol, Heavy Assault Rifle, Shotgun, Super Shotgun, Chaingun, Rocket Launcher and Plasma Rifle are the main singleplayer weapons. The BFG9000 isn't even a "weapon" per see in Doom 4; it's more like a panic powerup assigned to a totally different button, kinda like Rage of the Gods in God of War and so on. And nobody's even sure how it works in Doom 4, unless you kidnap one of the developers, torture him until you get some information. The rest, like the Repeater, Static Cannon, Gauss Cannon, Arc Cannon, Vortex Rifle and Lightning Gun are all multiplayer exclusive weapons. Should you include them as well? Certainly, but for Zandronum multiplayer matches only, so that some of the weapons replace Skulltag weapons such as the minigun, railgun and grenade launcher.

And note that all of these weapons have upgrades and extra features that we don't even know about, let alone how the hell do they work. We only know some of them, primarily from the Doom 4 Alpha, but now it's only a question of time to know about the rest. Such as the scope in the assault rifle, which is actually an upgrade you find. And the mini rocket launcher for the assault rifle.

Please continue this project, but keep in mind what I said. Finally there's a Doom 4-esque mod for Doom 2 that doesn't use horrid sprites made with a photoshopped screencap of random Doom 4 gameplay. I think that a total Doom 4 conversion for Doom 2 is going to be impossible before Doom 4 releases, so I do think that all the hasty work of screencapping images and stuff is just ridiculously out of the place, since you get sort-of HD quality Doom 4 weapons with bad muzzle flashes with Doom 1 enemies. It feels weird as fuck and I'm better off playing Real Guns Hardcore. The weapons here look SO much more natural and in touch with Doom games. And what about gore in this mod? Does it work the same as in Brutal Doom or does it use something else? I'm interested about the gore :3
Well, my task is to combine the Doom 2 and Doom 4, not making the TC, so there will be some (A lot) difference between this two games.

Currently my task is to recreate all arsenal of new Doom (It will be randomized at first, but then, I guess, I'll sort it somehow). Next I'm going to make monsters, similar to Doom 4 ones (Lazer shooting zombies and mancubus, flying revenant, BFG cyberdemon with shitload of attacks etc.) + add a special gore and dismemberment (Not BD-like. You shoot imp from shotgun at close range - it lost his arm and died) for them (It's a big question, because I'm a very poor spriter, and have no friends that do the spriting work). The gore here is inspired by Brutal Doom, and uses it's resourses, but it's a bit different, and all it's code were written from 0 (Only the models code were stolen from BD, because I'm noob in it), the main difference will be in the gore itself.

I know that BFG is not the separate weapon, but, how I said above, I'm not going to make this 100% identically to new Doom.

I'm not going to remove the berserk, because it's some sort of melee upgrade. Maybe later I'll add the upgrades for character, but it's also a big question.

I know about the other playable demons, but I'm not going to add them untill I don't know at least something about them.

Some weapons already upgradeable, but I'm not going to do them all, if they'll be useless, or break maps.

Thanks you for your feedback, and sorry for my bad English.
User avatar
gabrieloup
Posts: 71
Joined: Thu Sep 03, 2015 9:05 am
Location: Faggotry Land

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by gabrieloup »

TheSkyBug wrote:
gabrieloup wrote:Woah. This looks awesome! However, I do think that the revenant rune should be a complete replacement of the Berserker Pack. I'm not sure, but I think Doom 4 doesn't even have the Berserk Pack in the first place. On top of that, it's been confirmed that Doom 4 will have other playable monsters as well, and not just the revenant. On top of that, only the Chainsaw, Pistol, Heavy Assault Rifle, Shotgun, Super Shotgun, Chaingun, Rocket Launcher and Plasma Rifle are the main singleplayer weapons. The BFG9000 isn't even a "weapon" per see in Doom 4; it's more like a panic powerup assigned to a totally different button, kinda like Rage of the Gods in God of War and so on. And nobody's even sure how it works in Doom 4, unless you kidnap one of the developers, torture him until you get some information. The rest, like the Repeater, Static Cannon, Gauss Cannon, Arc Cannon, Vortex Rifle and Lightning Gun are all multiplayer exclusive weapons. Should you include them as well? Certainly, but for Zandronum multiplayer matches only, so that some of the weapons replace Skulltag weapons such as the minigun, railgun and grenade launcher.

And note that all of these weapons have upgrades and extra features that we don't even know about, let alone how the hell do they work. We only know some of them, primarily from the Doom 4 Alpha, but now it's only a question of time to know about the rest. Such as the scope in the assault rifle, which is actually an upgrade you find. And the mini rocket launcher for the assault rifle.

Please continue this project, but keep in mind what I said. Finally there's a Doom 4-esque mod for Doom 2 that doesn't use horrid sprites made with a photoshopped screencap of random Doom 4 gameplay. I think that a total Doom 4 conversion for Doom 2 is going to be impossible before Doom 4 releases, so I do think that all the hasty work of screencapping images and stuff is just ridiculously out of the place, since you get sort-of HD quality Doom 4 weapons with bad muzzle flashes with Doom 1 enemies. It feels weird as fuck and I'm better off playing Real Guns Hardcore. The weapons here look SO much more natural and in touch with Doom games. And what about gore in this mod? Does it work the same as in Brutal Doom or does it use something else? I'm interested about the gore :3
Well, my task is to combine the Doom 2 and Doom 4, not making the TC, so there will be some (A lot) difference between this two games.

Currently my task is to recreate all arsenal of new Doom (It will be randomized at first, but then, I guess, I'll sort it somehow). Next I'm going to make monsters, similar to Doom 4 ones (Lazer shooting zombies and mancubus, flying revenant, BFG cyberdemon with shitload of attacks etc.) + add a special gore and dismemberment (Not BD-like. You shoot imp from shotgun at close range - it lost his arm and died) for them (It's a big question, because I'm a very poor spriter, and have no friends that do the spriting work). The gore here is inspired by Brutal Doom, and uses it's resourses, but it's a bit different, and all it's code were written from 0 (Only the models code were stolen from BD, because I'm noob in it), the main difference will be in the gore itself.

I know that BFG is not the separate weapon, but, how I said above, I'm not going to make this 100% identically to new Doom.

I'm not going to remove the berserk, because it's some sort of melee upgrade. Maybe later I'll add the upgrades for character, but it's also a big question.

I know about the other playable demons, but I'm not going to add them untill I don't know at least something about them.

Some weapons already upgradeable, but I'm not going to do them all, if they'll be useless, or break maps.

Thanks you for your feedback, and sorry for my bad English.
I have a better idea.

How about just forgetting about randomized spawns all together, and add a loadout system similar to Doom 4's multiplayer? Instead of making things complicated, how about having weapon upgrades from the start, at the player's will? For example, normally in the game you'd NEVER have a shotgun upgrade, BUT, at the title screen, if you choose a certain loadout (or even the individual weapon itself) and assign it as one of the 2 weapons in your loadout, you'd get the upgrade for the shotgun, say the charge shot. So, when you begin the game, you spawn with the shotgun with the charged shot, another weapon of your choice, and the pistol (default across all loadouts, and cannot be upgraded or found in the main game). Then you'd also select another equipment of your choice, just like in Doom 4, like teleportation, frag nades and other things.

The loadout system would look like this :
Primary Weapon (pick ONE of them) : Plasma Rifle, Repeater, Rocket Launcher, Super Shotgun, Vortex Rifle, Static Cannon
Secondary Weapon (pick ONE of them) : Heavy Assault Rifle, Chaingun, Chainsaw and Shotgun
Item (pick ONE of them) : Frag Grenade or Personal Teleporter

Any weapon you select automatically gains all upgrades available. So, if you choose the Heavy Assault Rifle, you'll get the mini-rocket launcher and the scope. If you choose the Plasma Rifle, you'll get the stun bomb. And so on.

The only weapons you cannot get from the get go is the BFG9000. Pretty obvious why.

The pistol, again, is default to ALL classes, and it's your main backup weapon in case you fuck up in your loadout selection. It cannot be removed and is not found anywhere else in the game.

And don't think that the loadout system would unbalance the gameplay, it won't. Choosing the Rocket Launcher, Chaingun and Personal Teleporter doesn't mean you'll win the game easily in any difficulty. Just because you start with a Rocket Launcher in Doom 2 MAP01 doesn't guarantee that you'll win in MAP14. You waste ammo like a fucking idiot (especially if you use upgrades) and you'll be left with a pistol to defend against mancubi. Boo hoo. So there's a tactical aspect when choosing weapons. More interesting is that it would affect how each and every wad is played. If there's a WAD that relies on long range fights, you'd get the Vortex Rifle, Heavy Assault Rifle and Personal Teleporter. If the WAD has lots of close quarters fighting (Terry WADs, anyone?) you'd get the Rocket Launcher, Chaingun (the Chaingun with all upgrades acts as a triple minigun with a turret ability) and the Personal Teleporter.

Just suggesting, not complaining. I just believe in the idea that the maps themselves should stay consistent so that they don't mess up for players who are playing on high difficulties, so you're not going to find a shitty upgrade instead of a more useful backpack (like in Project Brutality), for example. Or a Belphagor instead of a Cyberdemon, when you're already low at ammo. Just saying. You could add those, but then again, it wouldn't be true to neither Doom 2 or Doom 4, which don't have randomized enemies and weapons. In fact, in Doom 4, even their death drops are always the same no matter what.
User avatar
TheSkyBug
Posts: 125
Joined: Mon Mar 09, 2015 4:58 am

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by TheSkyBug »

gabrieloup wrote:
TheSkyBug wrote:
gabrieloup wrote:Woah. This looks awesome! However, I do think that the revenant rune should be a complete replacement of the Berserker Pack. I'm not sure, but I think Doom 4 doesn't even have the Berserk Pack in the first place. On top of that, it's been confirmed that Doom 4 will have other playable monsters as well, and not just the revenant. On top of that, only the Chainsaw, Pistol, Heavy Assault Rifle, Shotgun, Super Shotgun, Chaingun, Rocket Launcher and Plasma Rifle are the main singleplayer weapons. The BFG9000 isn't even a "weapon" per see in Doom 4; it's more like a panic powerup assigned to a totally different button, kinda like Rage of the Gods in God of War and so on. And nobody's even sure how it works in Doom 4, unless you kidnap one of the developers, torture him until you get some information. The rest, like the Repeater, Static Cannon, Gauss Cannon, Arc Cannon, Vortex Rifle and Lightning Gun are all multiplayer exclusive weapons. Should you include them as well? Certainly, but for Zandronum multiplayer matches only, so that some of the weapons replace Skulltag weapons such as the minigun, railgun and grenade launcher.

And note that all of these weapons have upgrades and extra features that we don't even know about, let alone how the hell do they work. We only know some of them, primarily from the Doom 4 Alpha, but now it's only a question of time to know about the rest. Such as the scope in the assault rifle, which is actually an upgrade you find. And the mini rocket launcher for the assault rifle.

Please continue this project, but keep in mind what I said. Finally there's a Doom 4-esque mod for Doom 2 that doesn't use horrid sprites made with a photoshopped screencap of random Doom 4 gameplay. I think that a total Doom 4 conversion for Doom 2 is going to be impossible before Doom 4 releases, so I do think that all the hasty work of screencapping images and stuff is just ridiculously out of the place, since you get sort-of HD quality Doom 4 weapons with bad muzzle flashes with Doom 1 enemies. It feels weird as fuck and I'm better off playing Real Guns Hardcore. The weapons here look SO much more natural and in touch with Doom games. And what about gore in this mod? Does it work the same as in Brutal Doom or does it use something else? I'm interested about the gore :3
Well, my task is to combine the Doom 2 and Doom 4, not making the TC, so there will be some (A lot) difference between this two games.

Currently my task is to recreate all arsenal of new Doom (It will be randomized at first, but then, I guess, I'll sort it somehow). Next I'm going to make monsters, similar to Doom 4 ones (Lazer shooting zombies and mancubus, flying revenant, BFG cyberdemon with shitload of attacks etc.) + add a special gore and dismemberment (Not BD-like. You shoot imp from shotgun at close range - it lost his arm and died) for them (It's a big question, because I'm a very poor spriter, and have no friends that do the spriting work). The gore here is inspired by Brutal Doom, and uses it's resourses, but it's a bit different, and all it's code were written from 0 (Only the models code were stolen from BD, because I'm noob in it), the main difference will be in the gore itself.

I know that BFG is not the separate weapon, but, how I said above, I'm not going to make this 100% identically to new Doom.

I'm not going to remove the berserk, because it's some sort of melee upgrade. Maybe later I'll add the upgrades for character, but it's also a big question.

I know about the other playable demons, but I'm not going to add them untill I don't know at least something about them.

Some weapons already upgradeable, but I'm not going to do them all, if they'll be useless, or break maps.

Thanks you for your feedback, and sorry for my bad English.
I have a better idea.

How about just forgetting about randomized spawns all together, and add a loadout system similar to Doom 4's multiplayer? Instead of making things complicated, how about having weapon upgrades from the start, at the player's will? For example, normally in the game you'd NEVER have a shotgun upgrade, BUT, at the title screen, if you choose a certain loadout (or even the individual weapon itself) and assign it as one of the 2 weapons in your loadout, you'd get the upgrade for the shotgun, say the charge shot. So, when you begin the game, you spawn with the shotgun with the charged shot, another weapon of your choice, and the pistol (default across all loadouts, and cannot be upgraded or found in the main game). Then you'd also select another equipment of your choice, just like in Doom 4, like teleportation, frag nades and other things.

The loadout system would look like this :
Primary Weapon (pick ONE of them) : Plasma Rifle, Repeater, Rocket Launcher, Super Shotgun, Vortex Rifle, Static Cannon
Secondary Weapon (pick ONE of them) : Heavy Assault Rifle, Chaingun, Chainsaw and Shotgun
Item (pick ONE of them) : Frag Grenade or Personal Teleporter

Any weapon you select automatically gains all upgrades available. So, if you choose the Heavy Assault Rifle, you'll get the mini-rocket launcher and the scope. If you choose the Plasma Rifle, you'll get the stun bomb. And so on.

The only weapons you cannot get from the get go is the BFG9000. Pretty obvious why.

The pistol, again, is default to ALL classes, and it's your main backup weapon in case you fuck up in your loadout selection. It cannot be removed and is not found anywhere else in the game.

And don't think that the loadout system would unbalance the gameplay, it won't. Choosing the Rocket Launcher, Chaingun and Personal Teleporter doesn't mean you'll win the game easily in any difficulty. Just because you start with a Rocket Launcher in Doom 2 MAP01 doesn't guarantee that you'll win in MAP14. You waste ammo like a fucking idiot (especially if you use upgrades) and you'll be left with a pistol to defend against mancubi. Boo hoo. So there's a tactical aspect when choosing weapons. More interesting is that it would affect how each and every wad is played. If there's a WAD that relies on long range fights, you'd get the Vortex Rifle, Heavy Assault Rifle and Personal Teleporter. If the WAD has lots of close quarters fighting (Terry WADs, anyone?) you'd get the Rocket Launcher, Chaingun (the Chaingun with all upgrades acts as a triple minigun with a turret ability) and the Personal Teleporter.

Just suggesting, not complaining. I just believe in the idea that the maps themselves should stay consistent so that they don't mess up for players who are playing on high difficulties, so you're not going to find a shitty upgrade instead of a more useful backpack (like in Project Brutality), for example. Or a Belphagor instead of a Cyberdemon, when you're already low at ammo. Just saying. You could add those, but then again, it wouldn't be true to neither Doom 2 or Doom 4, which don't have randomized enemies and weapons. In fact, in Doom 4, even their death drops are always the same no matter what.
Oh, my... That sounds really interesting, but too complexy for this mod. I really don't want to do so strong changes to gameplay. I want to left it as it was in classical Doom - just you, your guns, and monsters.

Also that loadout system seems to be the feature only for multiplayer in new Doom, the singleplayer still the same as in classic (I just hope so).
User avatar
NullWire
Posts: 270
Joined: Fri Dec 18, 2015 4:48 pm

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by NullWire »

If you want to add more monsters check out the Project Brutality ones and this file:

http://www.mediafire.com/download/fbxpo ... roject.rar

the monster cast
User avatar
TheSkyBug
Posts: 125
Joined: Mon Mar 09, 2015 4:58 am

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by TheSkyBug »

NullWire wrote:If you want to add more monsters check out the Project Brutality ones and this file:

http://www.mediafire.com/download/fbxpo ... roject.rar

the monster cast
Thanks, but I want to do all mosnters by myself.
But, I guess, I'll add the brutal doom and project brutality compability in the future (Since PB's monsters took a lot of features from new Doom).
User avatar
EddieMann
Posts: 524
Joined: Sun May 18, 2014 7:25 pm
Location: Arizona

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by EddieMann »

Hey, could you try making it compatible with Zdoom? I've got the latest version, and it doesn't work with it.
User avatar
Crudux Cruo
Posts: 1172
Joined: Mon Apr 10, 2006 8:43 pm
Location: California

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by Crudux Cruo »

So much awesome in such a little package! moar please. oh and smoke is a fps killer, less of it please.

[youtube]https://www.youtube.com/embed/jOJ-nUtA1yw[/youtube]
User avatar
TheSkyBug
Posts: 125
Joined: Mon Mar 09, 2015 4:58 am

Re: [WIP](Something like alpha) Doom 24 - Hybrid of Doom 2 a

Post by TheSkyBug »

EddieMann wrote:Hey, could you try making it compatible with Zdoom? I've got the latest version, and it doesn't work with it.
Well.. I could try, but i'm not sure if it's possible without losing any cool feature.
Crudux Cruo wrote:So much awesome in such a little package! moar please. oh and smoke is a fps killer, less of it please.

[youtube]https://www.youtube.com/embed/jOJ-nUtA1yw[/youtube]
Already working on smoke optimization. Maybe I'll add the CVAR that makes it simplier and less fps eating.

Return to “Gameplay Mods”