(WIP) Mortal Kombat II for zandronum (released beta 2.8)

For Total Conversions and projects that don't otherwise fall under the other categories.
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.
Post Reply
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

(WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by DOOMERO-21 »

A total conversion for zandronum and gzdoom 1.8.10. Mortal Kombat DooM: is like to play mortal kombat II, but in DooM.

Video here:



download link (edited: new update)

https://allfearthesentinel.net/zandronu ... .7fix9.pk3

website:

https://www.moddb.com/mods/mortal-komba ... -zandronum (contain another download link with more instructions: information about how execute stages fatalities and unlock secret chars)

Advanced engine needed : zandronum or gzdoom 1.8.10
Primary purpose : Single and multiplayer


Title : Mortal Kombat DooM
Version : 2.7
Filename : MKDOOM.rar
Release date : December 6 2019
Author : DooMero
Email Address : doomero21@gmail.com
Description : A total conversion for zandronum and gzdoom 1.8.10.
Mortal Kombat DooM: is like to play mortal kombat II, but in DooM.

New levels : yes
Sounds : yes
Music : yes
Sprites : Yes
Demos : No
Other files required : doom2.wad and zandronum or GZDooM 1.8.10


Game : doom2
Single Player : Yes
Cooperative 2-4 Player : Yes (recommended)
Deathmatch 2-4 Player : Yes

Base : old versions of mortal kombat doom.
Build Time : around 9 years (1 year for this version).
Editor(s) used : Xwe, Slade, able batch converter, mspaint, prohotoshop, adove image.
May Not Run With... : run with problems since GZDooM 2.3.2 and exist Incompatibility with
the lastest GZDooM.

IMPORTANT: You must have doom2.wad and zandronum or GZDooM 1.8.10

Once you have the mod installed properly in your GZDoom (or zandronum) folder, extract the
file MKDOOM.rar and run the .bat file called "Mortal Kombat DooM-zandronum" (if you are
using zandronum) or "Mortal Kombat DooM-gzdoom" (if you are using gzdoom), included with
this file. If this does not work, just drag the mkii2.7fix8.pk3 to the gzdoom (or zandronum)
exe.

Credits:
Spoiler:
Remember, this mod is not compatible with the last version of gzdoom, try gzdoom 1.8.6 or 1.8.10
Last edited by DOOMERO-21 on Wed Feb 26, 2020 11:13 am, edited 2 times in total.
User avatar
Deybar_TECH
Posts: 163
Joined: Wed Dec 26, 2018 3:36 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 7
Graphics Processor: Not Listed
Location: El Alto - La Paz - BOLIVIA
Contact:

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by Deybar_TECH »

Guau. debió ser difícil hacer esto. :o

just in case, some character can do new things
like throwing the (projectile: BFGball)
or the game wants to be the closest thing to the original source.
User avatar
MentzWolf
Posts: 48
Joined: Wed May 25, 2016 6:47 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Contact:

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by MentzWolf »

After seeing this, we DEFINITELY need a fighting game mod for Doom :yup:
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by DOOMERO-21 »

Deybar_TECH wrote:Guau. debió ser difícil hacer esto. :o

just in case, some character can do new things
like throwing the (projectile: BFGball)
or the game wants to be the closest thing to the original source.
The new things were added: subzero can freeze on the air and jax can do the same with his fireball, and my intention is not to emulate this mod like the original, that is hard. This mod needs its own label to make it different from the original, although obviously it must have certain similarities in terms of gameplay.
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by theroguemonk »

you are crazy how in the world id you make this work hahaha
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by DOOMERO-21 »

theroguemonk wrote:you are crazy how in the world id you make this work hahaha
It's called trial and error and also: patience.
User avatar
Caleb377
Posts: 53
Joined: Tue Jan 28, 2020 2:54 pm

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by Caleb377 »

I've seen arcades made into the doom engine like "Doom Hunt" a clone of duck-hunt on the NES.
But this is great, even as proof that such a thing is possible.

Great job!
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by DOOMERO-21 »

Caleb377 wrote:I've seen arcades made into the doom engine like "Doom Hunt" a clone of duck-hunt on the NES.
But this is great, even as proof that such a thing is possible.

Great job!

thank you! i released another update, go to the first post.
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Graphics Processor: nVidia (Modern GZDoom)
Contact:

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by theroguemonk »

DOOMERO-21 wrote:
theroguemonk wrote:you are crazy how in the world id you make this work hahaha
It's called trial and error and also: patience.
i am not gay but i would merry you!

you are amazing!

i wish i could help you after all this to make our own fighting game based on doom assets ... or other projects
User avatar
DOOMERO-21
Posts: 1423
Joined: Wed Jan 02, 2008 10:02 pm
Location: Chile

Re: (WIP) Mortal Kombat II for zandronum (released beta 2.8)

Post by DOOMERO-21 »

no problem.
Post Reply

Return to “TCs, Full Games, and Other Projects”