Doosk, aka Dusk weapons rip. Multiplayer maps available now!

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AlphaEnt
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Doosk, aka Dusk weapons rip. Multiplayer maps available now!

Post by AlphaEnt »

Last updated: February 14th, 2022.


Hi! I'm AlphaEnt2 and i've been modding Doom for the past +12 years.
Almost never post on these forums, mostly because language barrier.

That being said, I kinda want to show in here a mod that's about to receive a major update and i've been working on it the past year and a half.
And it was also sort of "blessed" by NewBlood and the creator of Dusk himself.








But, what is Doosk?
In a nutshell, it's a mod that takes most of the elements from the game Dusk, like weapons and movement mechanics and ports them into Doom.



Ok, so it's basically a weapons mod, gotcha.


But what can I expect from this mod on its current state?
Well:

* All current weapons from dusk sdk (yup, including the cigar)
* Most weapons mechanics were recreated, like rivetjump, mortar altfire, crossbow going through walls and sickles deflection.
* Optional high resolution sprites for weapons. (360p/720p sprites)
* Compatibility with several sourceports (GZDoom>1.8.6/LZDoom/Zandronum 3.0/D-Touch)
* An accurate recreation of the HUD from dusk. Works on several aspect ratios.
* Optional achievements, for the sake of extra challenge and bragging rights.
* A flashlight, so you can see in the dark. There are 2 variants, based on which version of the sourceport you're using.
* An optional intruder mode, so you can pistol start all maps. Plus, several other mutators that modifies the way the game is played.
* Throwable explosive/wood barrels. Soap can be trown too, if you manage to find one. There are random chaces to appear, soap can only be used inside the level it was found.
* A cool recreation of the Dusk movement mechanics for modern sourceports, made by Ivory Duke.
* Custom powerups, like stackable fast fire totems, and blistering heat (aka superhot powerup, the last one also made by Ivory Duke)
* Optional Dusk (and some original) cheats that works when written on the console. it's a gimmick, but still a nice touch.
* Compatiblity with Heretic. Because Doom wasn't enough.
* Compatibility with Zandronum/Multiplayer and qcde mappack. Enjoy the frenzy with friends.
* Custom bots with dialogue written for the mod. Some of them are even cameos =P
* Optional Dusk ambience music, to enhace the mood. Tracks can be played at random but you can also pick the one you want to repeat on each map.
* Weapons and monsters were balanced akin to Doom, so weapons won't feel too op on vanilla monsters and viceversa.
This approach also helps to keep the standalone monsters balanced. (more info below)
* Alternate download with pk3 files only, for those who have issues loading the mod with batch files.

* Custom monsters ripped from Dusk, ported into Doom, made for this mod. (+25 monsters. Quite an experience)
* A separate Standalone versions of the monsters, so you can play with them without Doosk.
* An accurate gore behaviour, akin to dusk. Heavily influenced by Nashgore.
* Optional models for monsters and pickups. NewBlood gave me the tools to extract the models directly from Unity, so I have to convert them into something usable for GZDoom. (additional modeldefs help for some monsters by JD-513)
* Additional skill settings, so you can select between regular Doom and Dusk monsters from main menu.


* The biggest John you've ever seen yet!

And more!







Overall, a pretty solid experience. But would you believe me when I say that despite all that, the mod isn't over yet!

This is a list of some of the upcoming features planned for the future:
(Click on the show button to reveal info)
Spoiler:




Ok, I'm in. Where's the download link?
Well, here they are:
Download Doosk (Current version: Manteinance update 03 V0.94)
Alternate link: Files only

Optional standalone monsters to play with vanilla doom/heretic and other mod's

And the optional hi res weapons for those with better computers: Pick only one...
Optional 360p weapon sprites
Optional 720p weapon sprites



I hope you enjoy this mod as much as I've enjoyed making it. AlphaEnt2.

PS: Monsters updates should come anytime soon. Feel free to wait until next update to give the mod a try. Or try it now and replay it again once monsters are out =P



Bonus track:
Spoiler:
Last edited by AlphaEnt on Sun Feb 13, 2022 11:18 pm, edited 12 times in total.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Captain J »

About damn time someone would make dusk mod for doom! Going to enjoy this!
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by NotAPortalKit »

oh hey i heard of this mod a while back!

Based. Great game as far as reviews go.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Captain J »

So i played it for a while and it seems only relies on GZDoom version 1.8.06, which is 6 years older than the latest version, 4.4.2. I tried to run the mod with the said version, but it ended up being weird. I mean if that's how you play it, i don't really mind. But i'm just curious.

Anyway the mod itself is very accurate and cool. I love the fact that i can kill the enemies by spinning any kind of weapon. And speaking of which...
Spoiler:
Last edited by Captain J on Sat Oct 24, 2020 10:45 pm, edited 1 time in total.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Ferretmanjcdenton »

Aaaawwwwweeesome....I love it ...when can we get our hands on the monster update ?
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by AlphaEnt »

Ferretmanjcdenton wrote:Aaaawwwwweeesome....I love it ...when can we get our hands on the monster update ?
Hopefully sometime within 2020. Worst case scenario, delayed to february.

I have 5 monsters left to do, then after that, some polishing to improve their behaviour.
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AlphaEnt
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by AlphaEnt »

Captain J wrote:So i played it for a while and (...)
Spoiler:

Oh hai Captain J! I've been offline for few days, so allow me to reply to previous message in one big comment:

Although the mod was designed to be compatible with several sourceports (mostly the zdoom derivate sourceports), you can still play the mod with modern versions of gzdoom (which weren't added on the mod to save filesize). Just replace the old gzdoom from the sourceport folder with a new version and load the mod from the batch file.

Spoiler:
I hope that solved your previous questions. Anything else, just ask, i'll reply next time i'm back online (don't have internet atm, so i borrow someone's wifi once in a while)

-Alphaent.

Ps: how can I add a preview image on the post? It looks like a broken icon to me.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Captain J »

Thanks for the reply and the explanation. And...
Ps: how can I add a preview image on the post? It looks like a broken icon to me.
The preview for the thread, or any other image can be easily added with the help of [img] tag. Go to the editor, click on img button, and then put the image URL in between of generated [img] tags. But remember that the preview only shows the first image. Also it only works after you grant yourself an access of using the tag.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Kinsie »

You can also use the [thumb] tag to specify a specific image.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Linz »

Hopefully I could add some cut monsters and weapons from the dusk SDK once implemented into the actual game.
Cut weapons you say?

I wonder what they could be
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Captain J »

Kinsie wrote:You can also use the [thumb] tag to specify a specific image.
Is that so? I didn't even know such tag was existed but the preview icon at the thread section is still broken on my end.
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Kinsie »

Captain J wrote:
Kinsie wrote:You can also use the [thumb] tag to specify a specific image.
Is that so? I didn't even know such tag was existed but the preview icon at the thread section is still broken on my end.
Probably because it's pointing to a Google Image Search result page instead of an actual image file!
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by AlphaEnt »

Linz wrote:
Cut weapons you say?

I wonder what they could be
There is a dark claw, an older version of the shotgun, a hammer and a totem.

Dark claw and totem are practically the same, so i'll consider what i'll do with them. That being said they were the true plasmagun equivalent from dusk, so those cut weapons would be quite a deal.

I have access to the pickup models, but not the animations.

Still no true bfg equivalent on dusk.
Well, the soap kills everything with one throw, but still, not a true bfg.
Kinsie wrote:Probably because it's pointing to a Google Image Search result page instead of an actual image file!
That was the same issue I was having. It is fixed now, thanks! :P
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by Linz »

Well, the soap kills everything with one throw, but still, not a true bfg.
Pfft,who needs a BFG when you got a rapid fire rocket launcher and the power of clean on your side?
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Re: Doosk, aka Dusk weapons rip. Monsters update WIP (2020)

Post by EddieMann »

Sure hope this becomes fleshed out like Lambda.pk3!

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