The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*
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: The Legend of DOOM (v1.1.0)
Does multiplayer coop work at all on this? I haven't seen it mentioned anywhere so I'm guessing no? I know gzdoom mods that use a lot of special scripting without multiplayer in mind end up not working in multiplayer mode. I really wish more of the cool TCs like this supported coop though.
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Re: The Legend of DOOM (v1.1.0)
Multiplayer is not enabled on this mod. Its built to be like the NES game for single player.ryoshenron wrote:Does multiplayer coop work at all on this? I haven't seen it mentioned anywhere so I'm guessing no? I know gzdoom mods that use a lot of special scripting without multiplayer in mind end up not working in multiplayer mode. I really wish more of the cool TCs like this supported coop though.
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Re: The Legend of DOOM (v1.1.0)
Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
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Re: The Legend of DOOM (v1.1.0)
That's a good idea. I also need to add some indicator that the boomerang is always available as the alt-fire.tsukiyomaru0 wrote: ↑Sat Nov 12, 2022 3:52 am Here's an UI idea: add the "Weapon Numbers", along with passive items on the UI so we can tell what we have.
Are you aware that the list of what you have is available on the Pause screen? I feel like a lot of people are unaware of this since I moved the item/triforce display from the automap to the pause screen.
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Re: The Legend of DOOM (v1.1.0)
Wow. Being able to circle strafe makes dealing with the enemies WAY easier.
This is fun!
This is fun!
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Re: The Legend of DOOM (v1.1.0)
Picked up 1.1.0, still have the issue where you can use multiple keys on a single door on accident.
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Re: The Legend of DOOM (v1.1.0)
Figured it's probably an easy fix. Took me a bit initially to figure out what was happening. Every now and then I'd just not have enough keys, and be confused about it.
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Re: The Legend of DOOM (v1.1.0)
I hope this isn't against the rules/I hope you're okay with this, but I wish to submit my own sprites to use for the mugshot to help further make the WAD look consistent across the board.
https://drive.google.com/file/d/16kXQ-V ... p=drivesdk
I tried to name them properly; under 8 characters.
For example:
_ [Color] _ _ _[Hurt vers.]
_ _ _v _ _ _ _ _v
_ _ _GR FACE 0 0
_ _ _ _ _ ^ _ _ _ _ ^
_ _ [Action] _ _ _ [Angle (looking/hurt)]
(Sorry for all the underscores; the preview showed all the spaces get deleted)
I also added damage frames for something neat I hope would be neat to add to spruce up the HUD. It's only two frames each, but I think it's enough.
I hope to be able to submit more eventually, like a replacement for the Hyrulean Shield sprite you used, only because it uses more colors than the NES can use for a single sprite, plus it has an outline where no other sprite does.
https://drive.google.com/file/d/16kXQ-V ... p=drivesdk
I tried to name them properly; under 8 characters.
For example:
_ [Color] _ _ _[Hurt vers.]
_ _ _v _ _ _ _ _v
_ _ _GR FACE 0 0
_ _ _ _ _ ^ _ _ _ _ ^
_ _ [Action] _ _ _ [Angle (looking/hurt)]
(Sorry for all the underscores; the preview showed all the spaces get deleted)
I also added damage frames for something neat I hope would be neat to add to spruce up the HUD. It's only two frames each, but I think it's enough.
I hope to be able to submit more eventually, like a replacement for the Hyrulean Shield sprite you used, only because it uses more colors than the NES can use for a single sprite, plus it has an outline where no other sprite does.
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Re: The Legend of DOOM (v1.1.0)
Seems like a cool idea
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Re: The Legend of DOOM (v1.1.0)
I love playing this so much! having played LoZ and Doom, it's a fresh take on LoZ1! It's not as easy anymore since instead of X, Y coordinates and lining attacks up, Now I have a 3rd dimension of depth to add to it, and making sure I'm aiming at what I wanna hit!
Can't wait for any future updates to this TC!
Can't wait for any future updates to this TC!
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Re: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*
Thanks for all of the feedback and bug reports. I've posted a 1.2.0 update with a download link in the top thread post. Enjoy!
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Re: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*
This is a fantastic MOD! I had downloaded the LegendOfDoom-1.1.0 last year and played through it only noticing one issue- anytime I try to touch a Armo to reveal a secret passageway, it does not either create an armo OR reveal the passageway. For instance, to obtain the blue ring, the shop cannot be accessed because the armo will not move.
Burning bushes and bombing walls will allow for the shop to be found, but Armos will not move from what I can tell. Going back to my playthrough last year, I believe I recall that I could not get the four stones to open and reveal the warp stairs.
I LOVE the fact that you can turn on "Fly" and basically fly around the map.
I have also encountered something odd- even though I have a key, I cannot unlock the first door in the dungeon for lvl 1.
Great work overall!
Burning bushes and bombing walls will allow for the shop to be found, but Armos will not move from what I can tell. Going back to my playthrough last year, I believe I recall that I could not get the four stones to open and reveal the warp stairs.
I LOVE the fact that you can turn on "Fly" and basically fly around the map.
I have also encountered something odd- even though I have a key, I cannot unlock the first door in the dungeon for lvl 1.
Great work overall!
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- Joined: Tue May 11, 2021 6:20 pm
Re: The Legend of DOOM (v1.2.0-beta1) *updated 2025.1.20*
Thanks for the great reporting and feedback!
Edit: I think it's because I'm utilizing the `Use` button as "push". There's still a case for changing the armos behavior though, because unlike blocks in dungeons I don't think you have to push them to reveal, only touch. This did inspire me to put a note about Use == Push on the new F1 help screen though.
This is because the Armos blocking hidden passages are triggered like doors (with the 'use' button) instead of by touch. It's been some years now since I did the bulk of the coding - I don't remember why this decision was made, but I can imagine you are not the only one with this experience. I will take a look at this implementation.I try to touch a Armos to reveal a secret passageway, it does not either create an armos OR reveal the passageway
Edit: I think it's because I'm utilizing the `Use` button as "push". There's still a case for changing the armos behavior though, because unlike blocks in dungeons I don't think you have to push them to reveal, only touch. This did inspire me to put a note about Use == Push on the new F1 help screen though.
I'll keep an eye out for others who might have the same issue. I was unable to reproduce this behavior after loading a new game, running into lvl 1, grab the key from the bat room, and opening the door.I have also encountered something odd- even though I have a key, I cannot unlock the first door in the dungeon for lvl 1.
Me too! I've honestly spent so much time just kind of running and flying around the overworld - I love it.I LOVE the fact that you can turn on "Fly" and basically fly around the map.