Endless Madness - Released v1.2.2

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RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Endless Madness - Released v1.2.2

Post by RaveYard »

A jokewad/slaughterwad/power fantasy for Doom2 + GZDoom.

Featuring:
  • An adventure full of chaos and destruction.
  • Russians and hackers!
  • The coolest 360° noscoping medieval knights with SSG.
  • Ghosts and ghouls! Wow! Spooky!
  • Submarines with regular/nuclear ballistic missiles!!!
  • Fun arsenal of overpowered weapons to face the hordes of overpowered enemies!
  • And other things I won't spoil... :wink:


Download 1.2.2: http://www.mediafire.com/file/j7c0ww73av9ejd1/file (requires GZDoom 4.3.0 or higher)

More videos about this are on my channel if you're interested.
Feel free to join my Discord server: https://discord.gg/VTgj9qf
Last edited by RaveYard on Tue Sep 01, 2020 11:51 am, edited 8 times in total.
skdursh
Posts: 176
Joined: Wed Jul 03, 2019 10:17 am

Re: Endless Madness

Post by skdursh »

Doesn't look quite like my idea of slaughter, but it does look pretty fun. Hopefully the April 1st release date is more than just a meme.
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Matt
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Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Endless Madness

Post by Matt »

This looks delightfully silly.
AlphaSoraKun
Posts: 406
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Preferred Pronouns: He/Him
Graphics Processor: nVidia (Modern GZDoom)

Re: Endless Madness

Post by AlphaSoraKun »

I think this is absolutely bonkers.
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness

Post by RaveYard »

For anyone interested in testing this before the official release:

You can find testing build here: https://discord.gg/VTgj9qf

Yes I'm just basically adveritising my Discord server here... :P
Last edited by RaveYard on Tue Jul 14, 2020 9:55 am, edited 1 time in total.
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skyrish10
Posts: 570
Joined: Sat Apr 02, 2011 3:52 am
Location: Deling City

Re: Endless Madness

Post by skyrish10 »

RaveYard wrote:A jokewad/slaughterwad/power fantasy for Doom2 + GZDoom.

Release date: April, 1st

More videos about this are on my channel if you're interested.
Please if it's a April Fools joke or something.
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released

Post by RaveYard »

Release is here: https://www.mediafire.com/file/9kcz2gs3 ... s.pk3/file (not a prank, promise)

I don't want to spoil more of what is inside, because the "OH SH.." experience is part of the game.

You'll be totally blown away (by nukes)! :P
skdursh
Posts: 176
Joined: Wed Jul 03, 2019 10:17 am

Re: Endless Madness - Released

Post by skdursh »

I already know I'm going to love this.
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YukesVonFaust
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Joined: Mon Feb 09, 2015 9:00 am
Location: why the hell did they remove custom titles for this?

Re: Endless Madness - Released

Post by YukesVonFaust »

This nearly killed my PC from this mod.

You are awesome.


(please, a sequel raveyard, a sequel)

(i wanna kill my pc with this)
Jarewill
Posts: 1349
Joined: Sun Jul 21, 2019 8:54 am

Re: Endless Madness - Released

Post by Jarewill »

Just played it.... And it was.... Oh my....
Spoiler:
This was an amazing ride. Grand job with this!
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released

Post by RaveYard »

I'm glad you guys like it :D

New download in the first post. Fixed two bugs:
  • Accidentally forgot to set A_NoBlocking on a dead tank.
  • Grenade launcher's aim assist doesn't freeze the game when hitting water anymore.
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Clownman
Posts: 872
Joined: Fri Oct 07, 2011 6:35 pm
Location: USA

Re: Endless Madness - Released

Post by Clownman »

Really fun yet insane mod. Only real complaint I have is in "BronyVille" as you call it - You kind of went overboard with Archviles. I was swarmed by a horde of them and it honestly got outright annoying and near unplayable that I actually had to use the kill command just to get past it. And it happens pretty early on in the level, too. I'd honestly rather fight dozens of Revenants over those pricks.
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released

Post by RaveYard »

Clownman wrote:Really fun yet insane mod. Only real complaint I have is in "BronyVille" as you call it - You kind of went overboard with Archviles. I was swarmed by a horde of them and it honestly got outright annoying and near unplayable that I actually had to use the kill command just to get past it. And it happens pretty early on in the level, too. I'd honestly rather fight dozens of Revenants over those pricks.
True, I admit it's probably the most frustrating part of the mod, but you can actually...
Spoiler: secrets
RaveYard
Posts: 186
Joined: Fri Apr 12, 2013 10:51 am

Re: Endless Madness - Released v1.1

Post by RaveYard »

Update: v1.1 released.
https://www.mediafire.com/file/ki4eu14m ... 0.pk3/file

Code: Select all

New nuclear explosions
Submarines now sway in the water
Nuclear submarines get aggressive if you carry RaveGun... (can fire up to 5 nukes per attack cycle, boom!)
Tanks are now more visible and are less noisy overall
Tanks deal slightly less damage
Tanks have slightly more health
Tanks slightly swing forward and backwards based on their acceleration.
Tanks can now drop from higher ledges and should move around bit more.
Rocket explosions are less loud overall (the explosion cuts out faster)
EM04 has been improved (new water, slightly different sky)
Conscripts now actually have sprites with AK47
Ubercyberdemons are now red and their altfire is now a nuke instead of a laggy mirv rocket.
EM07's archviles were mostly replaced with revenants.
And possibly more changes that I can't recall...
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comet1337
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Location: elsewhere

Re: Endless Madness - Released v1.1

Post by comet1337 »

this is nutso in my gutso

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