<![CDATA[Mods & Resources Latest Topics]]>https://www.doomworld.com/forum/80-mods-resources/enKD1MB- Kal's Doom 1 Meg Beasthttps://www.doomworld.com/forum/topic/142672-kd1mb-kals-doom-1-meg-beast/ use GZDoom or LZDoom with any Doom IWAD and almost any custom maps. 

 

Despite what this says, its actually for any Doom IWAD. This silly little project was inspired from multiple sources: Brutal, boredom, procrastination and NIghtmare Logic.
I pounded this out in an afternoon since its been on my to do list for awhile, a Brutal Doom style mod that was under 1 megabyte in size. This little guy weighs in at 991kb.

 

DOWNLOAD: https://www.moddb.com/mods/kals-duke3d-weapons-mods/downloads/kd1mb-kals-doom-1-meg-beastupd-11124 

 

Basically this little guy is designed to pack a lot of visual punch and combat fun into as small of a size as possible. Monsters are less the vanilla but use vanilla art. Complementary Halo style shield built in for a class choice if you want to take it easy or tackle some slaughter 

 

Its pretty straightforward in its aim for simple and fast play bind a reload key and a grenade button. I played it with my XBOX controller.
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KD1MB

A tiny experiment of making a tiny Brutal Doom style clone under 1 megabyte in size.

This little dude is designed to bring as much bang as possible in Brutal Styled combat, special effects like water splashes, enhanced AI, explosions, reloading, grenades, and sounds. Please note that there is zero Brutal Doom involved in this and is only a proper description for the combat pacing.

All Enemies have vanilla health, but have changed AI on them.

Bind a reload key and a grenade button(default set to G)

Halo style armor class that regens Armor and Health for those times you want to play it easier.

One added Difficulty that is experimental which randomizes and can increase spawns of Imps, Zombiemen and SHotgunners, base UV and inspired by LZDoom UNholy Massacre difficulty.

 

Requires GZDoom or LZDoom currently. Have not started a back port to Zandronum yet. 



Credits:

Complete list in the Mod DB page description.

 

Video

Spoiler

 

 

Screenie

Spoiler

1562738520_Screenshotfrom2024-01-0716-15-04.png.990005c210178ab789d7b76f7d1f9e5b.png

 

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142672Mon, 08 Jan 2024 00:29:04 +0000
Share Your Sprites!https://www.doomworld.com/forum/topic/73426-share-your-sprites/Well I could of swore we had a place on here to share sprites. I just wanted to make something for folks to share their works and ideas myself included. Also remember there's no need to quote images ;)

My contributions a Goldeneye/Brutal Doom Edit


and a Corridor 7 Edit (It's bad I know XD)

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73426Sat, 27 Jun 2015 08:42:41 +0000
Fury's Sky: Vagabond (AKA Fury's Sky 2 - GZ-based flight action game)https://www.doomworld.com/forum/topic/141045-furys-sky-vagabond-aka-furys-sky-2-gz-based-flight-action-game/ FSVAGALogo.png.5e3339611c062631e39091ed73bd7541.png

 

Greetings and salutations! Welcome to the development thread for Fury's Sky: Vagabond, the successor to my older GZ-based flight game, Fury's Sky.

 

Screenshot_FurySkyVagabond_20240101_194008.png.c66028855f5bd41221e3ade43257deec.png

 

---

 

FAQ

 

Q1. Why a new game? Why not just finish the old one?

A1. There are a couple reasons for this. A large part of it was that the code base for FS1 was an unmaintainable mess of spaghetti that was only going to cause problems and induce aggravation going forward. This is largely because, when I started work on FS, I had been seriously programming for less than a year. Mistakes and bad practices were bound to happen. While I'm overall pleased with the work I did, especially considering my lack of experience, it was time to move on. Another reason was to just start from the drawing board creatively and come up with newer, more interesting scenarios and gameplay.

 

Q2. What's gonna be different about Vagabond?

A2. Vagabond will be a vast improvement on the FS concept in terms of gameplay and feel. Even in it's relatively early state, it still has a number of unique features such as an auto-targeting system that reveals enemy health and provides a target for lock-on weapons, a more in-depth and streamlined weapon system for easy development and prototyping of aircraft weaponry, improved controls and handling, and, like I was aiming for, a more streamlined codebase. Further down the line I'm gunning for a more non-linear mission structure, multiple plane classes, and a LOT of weapons.

 

Q3. What are some returning features in Vagabond from the original?

A3. A lot of the basic controls and gameplay functions are still the same. Steering is still done with the mouse, throttle is still manually controlled, players can still somersault and barrel roll by holding Shift and tapping one of the WASD keys, and the airbrake is as functional as ever, with the energy shield and all.

 

Q4. Are there any playable builds available?

A4. As of this writing, not yet. Vagabond is still in a very early stage and it will be a while before a single mission is even in the game. Good news is, the game is progressing quickly, and I might just have a build out sooner than I think. In the meantime, follow this thread for development news and check out some early screenshots.

 

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ThumbEnforcer.png.dc17237dbff48b09eb9a3ac4c77fa309.png

Model: F/I-8 Enforcer

Default Weapons:

1. Force Cannon: A rapid-fire pulse weapon that can shred opponents in the hands of a skilled pilot.

2. Force Missile: A powerful lock-on pulse that requires a target in order to fire.

Equippable Weapon Types:

Primary: Cannon.

Secondary: Missile.

Top Speed: 65 UPT

Maneuverability: 0.5 deg/T

Health: 120 units

Energy: 200 units

 

ThumbTaurus.png.c585526b305636ba8ce6caea098932b9.png

Model: F/A-22 Taurus

Default Weapons: 

1. Scatter Pulse: A spreadshot weapon that deals heavy damage if all shots connect.

2. Homing Darts: A launcher that fires 4 darts in a cone, which home in on a target after a delay.

Equippable Weapon Types:

Primary: Pulse.

Secondary: Missile.

Top Speed: 60 UPT

Maneuverability: 0.4 deg/T

Health: 150 units

Energy: 250 units

ThumbAries.png.fd464f5b32e7d5a48773b298070a6972.png

 

 

Model: B-9 Aries

Default Weapons: 

1. Flak Shards: A spread of homing, explosive pulses is launched to ensnare and obliterate a target.

2. Flak Bolt: A small, yet powerful, explosive pulse is launched forward at a respectable fire rate.

Equippable Weapon Types:

Primary: Bomb.

Secondary: Bomb.

Top Speed: 50 UPT

Maneuverability: 0.35 deg/T

Health: 200 units

Energy: 300 units

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Screenshots and media: 

 

 

Screenshot_FurySkyVagabond_20231130_201823.png.d5c18c03486b7d9cd5332d91b671d8fd.pngScreenshot_FurySkyVagabond_20231130_202140.png.2af4e34682feceaa8d8c910bcb332c42.png248250960_GZDoomg4_11.364-bit(2023-10-2615_18_50-0400)11_30_20238_23_48PM.png.0ab1b51b67df81f518823936466d5ec5.png

Screenshot_FurySkyVagabond_20231130_202412.png.e5c4bc0201210e0895a1347709982abe.pngScreenshot_FurySkyVagabond_20231130_202417.png.df720e298f6e391b709b885330b62968.pngScreenshot_FurySkyVagabond_20231130_202423.png.53da9600219f00a87f173fee60e981a2.png

Screenshot_FurySkyVagabond_20231130_202448.png.e94748893df611d3be6fab2d3b19a416.pngScreenshot_FurySkyVagabond_20231130_202508.png.b5745b36fde9a3c051d709f2b2b1cb39.png

Screenshot_FurySkyVagabond_20231130_202635.png.830a69d0d0cfe483fd59f132fc6dc61a.png

]]>
141045Mon, 23 Oct 2023 19:55:34 +0000
Better vanilla weaponshttps://www.doomworld.com/forum/topic/142842-better-vanilla-weapons/ A little vanilla-compatible weapons wad that I slapped together in half an hour while I was bored. Basically it remakes (almost) all of the stock vanilla weapons with Dehacked, making them more powerful and badass (and also broken). I might even make a monster replacement wad to go with this is you guys like it.

The weapons:

 

 

PUNGC0.png.ddddc56260673526c662e1005f409d19.png
Fist: Just a sprite change. That's it.

 

PISGA0.png.a3a7abf649084e85ee545722354ab6c6.png

Pistol: No sprite changes, although it fires three times as fast, making it less accurate but laughably easy to shred any of the lesser enemies.


shtga0.png.7630d5bec9aa858b58a946827e0333fe.png
Shotgun: Ok, maybe I overdid this one. Its fully automatic, making short work of practically anything given that you have enough shell ammo. Also ejects shell casings while firing.

 

sht2a0.png.1afb92abb60f490d27f2384c90d6d531.png

Super shotgun: No sprite changes, but it fires like a pump action shotgun. Reverse engineered from the SSG from Rowdy Rudy: Powertrip.
CHGGA0.png.63f6e0aedd224d2a100344e627dde240.png

Chaingun: An edit of the chaingun sprites from Wolfhound (I don't recall seeing them anywhere else). Fires in fast bursts, eating up ammo quickly but also able to stunlock almost everything. Also ejects bullet casings.

 

MISGA0.png.878b4b5e0502ffe22b080627438de57b.png

Rocket launcher: Slightly faster fire speed, combined with sprites shamelessly stolen from NoSP3. I initially wanted to make it into a grenade launcher, but it isn't the same without the grenades, and there is no way to make that in vanilla.

 

image.png.333c74d82c4953bd34de805de8e1a60f.png 

Plasma rifle: The iconic plasma rifle from Wolfhound (originally it was from some random-ass Brutal Doom addon from moddb). Fires in slavos slightl faster than in vanilla, and with a better animation.

 

BFG: There is no BFG replacement. I got to lazy to make it, but I guess you could say that there is nothing better than the (vanilla) BFG.

Also the wad includes Brutal Doom style gore and blood splats, but for some reason they stay where they are, for example if you shoot something on a platform that's going, down the blood will stay floating in the air (Although it does look like the gore is on the wall if the thing you shot was near a wall at the moment).

 

Wad and external dehacked patch available here:
StockWeaponsv11.zip

 

]]>
142842Wed, 17 Jan 2024 21:04:42 +0000
Walpurgis- 0.98A (For Doom, Heretic, Hexen) [0.98A Hotfix!!!]https://www.doomworld.com/forum/topic/111766-walpurgis-098a-for-doom-heretic-hexen-098a-hotfix/ 7xQnGh2.png

----------------------------------

Walpurgis is a Gameplay Mod that works with Doom, Heretic, and Hexen!

It is for the latest version of GZDoom (ONLY).

 

!!~GET IT HERE~!! (Version 0.98A) on MEGA


Googledrive Mirror

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Discord Channel Invite: https://discord.gg/4XyyQtUqHU

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Walpurgis is...

  • A gameplay mod that works with Doom, Hexen and Heretic, straight out of the Box!
  • Focused on giving everything three fire-modes without needing any extra resources, just balancing them around standard blue and green mana/ammo consumption.
  • Upgrades for each of those afformentioned fire-modes (think Trailblazer).
  • Strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual.
  • Gothically medieval, with a taste of moderate-high fantasy. Magic is meant to semi-common in the world, whether through artifacts, or mystical items.
  • Based around play where you get used to using both your arsenal and your inventory items in tandem. Flechettes and Discs of Repulsion are really useful now; so use them!
  • Rigorously playtested with custom doom, heretic, and hexen wads to get a feel for how it plays with them; and to see if I can find reason to switch between my arsenal all the time (which is the sign of a good arsenal, in my opinion).
  • Is named this way because... well, "Hexen" are witches from germanic folklore. Walpurgisnacht is a grand festival for witches in general. So as a festival of new content for Hexen related shenanigans; its doubly relevant.

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Click the Spoiler to see details of the four characters!

Spoiler

TT9Ddhb.png
sg8vqed.png
VwlzFaC.png
OqAH58K.png

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MORE VIDEOS (YOUTUBE PLAYLIST)

-----------------------------------


Watch more videos of it on this YOUTUBE PLAYLIST!!

A list of Thematic Megawads I recommend (though it really works with anything!)
----------------------------------

Thanks for checking out Walpurgis!

 

When I was a kid, and still now, I've always been a fantasy nerd, so Hexen was always one of my favourite Doom spinoffs: I've long wanted to create something for it, something similar to what Heretical did for Heretic, but the initial step forwards was always something I was lethargic about. After all, I'm not much of a natural coder; my skills lie in spriting and writing by default.

 

Walpurgis was originally based on a now discontinued mod called 'HexArcana' by 4page, of which I did a fork for my own personal usage. Since then it spiralled massively out of control, and it turned gradually from a spinoff into full-fledged mod of its own. It now shares very little with HexArcana as its been gradually shaped by my vision of what I wanted in a Hexen mod, like upgraded weapons, lots of fire modes, and universal game compatibility.

 

I'm not exactly the best Doom player in the box, so my design philosophy is strong and fun, but balanced. Extra care has been put into making everything have punch and impact and be fun to use but not the level of overkill. I'm a mad perfectionist when I get going; so repeatedly testing something over and over whilst I tweak values is not unusual.

 

Most recent changelog

Spoiler

 [0.98]
'Blood of the Earth'
--------------------
28/05/2023
+New!:    The Myrmidon gets his alternate in-slot (3) weapon, the Bardiche, Alastor!
        The Bardiche specialises in close-combat area damage in contrast to the
        mid/long range of the Hammer.
        ------------------------------------------------------------------------
        > [Primary Fire] swings the bardiche. It has a wide arc and will hit
          ALL enemies in a wide frontal AoE slash for good damage. Slightly slow
          but the hits will usually cause pain and knockback.
          >> Upgrading this will improve the damage and area of the swings that
             the Bardiche makes.
          >> Mutating this will make each swing also fire off a slash made of
             blood. It has infinite range and penetrates foes, but has fairly
             low damage overall.
        ------------------------------------------------------------------------
        > [Secondary Fire] will slam the Bardiche shaft on the ground, causing it
          to summon huge spikes of blood from the ground, which will impale foes
          in front for alot of damage, and then explode into shrapnel, throwing
          blade pieces everywhere that will cut through other close enemies.
          >> Upgrading this will make it so that the spikes deal more damage,
             and explode into more shrapnel.
          >> Mutating this will change the mode so that it no longer summons
             spikes. Instead, a heavy spiked ball is shot out, which will bounce
             up to medium range, throwing out shrapnel with each bounce.
        ------------------------------------------------------------------------
        > [Tertiary Fire] will create a magic circle in front of you. If there
          are any corpses there, they will swell up and explode! Multiple corpses
          can be exploded at once, and corpses killed by corpse explosions will
          help feed the ability further!
          >> Upgrading this will also create vengeful spirits at the same time as
             causing the localised Corpse Explosion. They will attack those near
             the circle with strong attacks to make some new corpses!
          >> Mutating this will make Corpse Explosion no longer toggle from this
             fire mode. Instead, ALL bardiche melee strikes cost +1 Mana, and
             on killing with them, the dying monster explodes on hitting the ground.
             This Fire Mode instead launches a powerful explosive blood missile.
        By default, this will spawn randomly along with the Hammer of Retribution,
        but you can disable either of them in the Walpurgis Options if preferred.
         (Please Note: Corpse Explosions only work if you are using the Walpurgis
          Bestiary. If it is off, the Bardiche Tertiary fire instead fires blood
          missiles. The Upgrade system isn't able to detect this right now.)
        
+New!:    The Magister gets his alternate in-slot (3) weapon, Lapis Flos (Geomancy)!
        Lapis Flos focuses on crowd suppression and knockback. It is strong but
        requires good spacing and tactical casting.
        ------------------------------------------------------------------------
        > [Primary Fire] causes you to conjure boulders in front of you whilst
          you hold down the button. You can conjure constantly up to around 10
          boulders if you want. They will hover in place until you release
          the button or reach the maximum. When released, they will fly off in
          direction they were originally conjured to crush enemies.
          >> Upgrading this will make the boulders bounce further and constantly
             fragment, throwing out deadly rock splinters on each bounce.
          >> Mutating this will change the function to conjuring alternating
             stone fists that will launch shortly after formation rather than
             waiting. The Fists fly surely and steadily, smashing foes out of
             their way, only to keep going!! Heavy monsters that can't be smashed
             aside take additonal damage from casting Fist at them (lol).
        ------------------------------------------------------------------------
        > [Secondary Fire] makes you fire a Geomantic Beam. This beam passes
          through enemies for no damage. If it hits a floor, stalagmites will
          tear from the ground, impaling enemies above. If it hits a wall or a
          ceiling then an avalanche of rocks will erupt to crush nearby foes.
          >> Upgrading this will increases the amount of rocks and stalagmites
             summoned in any given casting.
          >> Mutating this will change the mode to instead causes a upheaval of
             stalagmites in a wave emanating out from your position.  
             You no longer aim the attack and it cannot cause rockslides, but
             it will causes many stalagmites to erupt between you and the next
             blocking line, making it excellent for crowds in narrow spaces.
        ------------------------------------------------------------------------
        > [Tertiary Fire] creates an Obelisk covered in Geomantic runes. It will
          wait for and detect nearby foes. When it does, it will slam power into
          the ground, causing powerful earthquakes! You can only have one at a
          time and they cost a fair bit of mana, so place them strategically.
          >> Upgrading this will improve the Earthquakes unleashed by the
             Obelisk, making it throw out more damage and more debris.
          >> Mutating this will change the Obelisk into a Buffing Obelisk. It
             will instead project a protective aura when created. If you get all
             three pulses, you will get +20% Damage Reduction and some small
             HP regeneration for a short time.
        By default, this will spawn randomly along with Fulgur (Lightning),
        but you can disable either of them in the Walpurgis Options if preferred.
        
+New!:    A brand new Korax final boss fight level for Hexen! Includes new map,
        several new behaviours, new attacks, and additional voice work. This
        Korax now has three distinct boss fight stages. Whereas he was still
        rather tepid as a final boss before, he now actually feels like a boss!
+New!:    To go with the above, completely revised the ending graphics for
        Hexen. In addition, Hexen: Deathkings no longer shares the same dialogue
        and gets it's own, more appropriate Ending AND Intermission text.
+New!:    New Elite: The Marquis of Hell. As you might imagine, this is the Elite
        Baron of Hell that has been absent previously. Whilst Barons can use
        Meteor Shots sometimes, Marquis fire them rapidly and exclusively rather
        than standard baron balls. He also launches columns of fire, watch out!
        Additionally, the E1M8 Barons, the Bruiser Brothers, will now ALWAYS be
        Marquis of Hell to give that level more of a bossfight feel (assuming
        you're not just flat out disabling all monster replacement, of course).
+New!:    New Extreme Death animations for Revenant, Mancubus, Cacodemon, Baron,
        Hell Knight and Archvile added.
+New!:     Cacodemon gets bite sprites for his bite attack, thanks to the work of
        HorselessHeadsman.
+New!:    Even smarter Smart Flasks (OH NO!). Now, a Flask you cannot pickup right
        now and which cannot be used immediately will not lose it's smart effect
        forever. It will regain smarts after around 25 seconds (it needs to have
        a long delay like this, else infinite loops become possible).
+New!:    '+25 HP' overlay now shows when chugging the improved smart flasks.
        If you like this kind of extra UI information, please let me know, as
        this is a test to see if it's worth the time investment. If no one
        notices, I'll assume no-one cares. :(
+New!:    Algor Ice Spears get a brand new sprite set. On hit, they also now
        explode into chunks of ice, somewhat increasing their damage.
+New!:    Myrmidon Fists Upgrade no longer has the old ground kick move as it's
        Tertiary Fire. Instead, you may throw Legion Pilums like Javelins.
        They have good range, and knock enemies away from you (or off ledges).
        Right now, they are infinite and cost no mana, we shall see how people
        find the balance of this going forwards.
        
+Tweak: Stunning Hits from the Grapple Chain and Shield should now be more
        reliable, increasing the length of the hit foes pain-state by 50% or so.
        Additionally, the Myrmidon's kicks will cause more knockback than before
        to prevent enemies immediately attacking back in most cases.
+Tweak:    Technical behindscenes tweak to how Mana Capacity is expanded, which
        allows the above new item to work (and cleans up the Magister's
        previously silly method for getting an expanded mana capacity).
+Tweak:    Craneo's Crusader armour pickups (with some alterations by me) added.
+Tweak:    Myrmidon Axe Primary Fire Mutation now has a much more spiffy electrical
        effect and sound to accompany its balance change.
+Tweak: Crusader Spear Primary Fire Mutation also gained a unique frame of
        animation for each type of swing/stab to accompany its balance change.
+Tweak:    Crusader Lightbringer Secondary Upgrade now has a charging up sound
        effect to help give audible pointers to its purpose.
+Tweak:    Druid Dagon's Cane Primary Upgrade AND Mutation given new SFX and VFX
        to help give them more oomph and identity over the basic fire.
+Tweak:    Iron Golem seen in Heretic as an Elite gets a makeover for its spiked
        ball projectile; looks massively better than its old one.
        
+Fixed: Mode 4 for weapon drop type (pick only 1) should now respect startup
        spawn logic and work correctly even when there are multiple simultaneous
        spawns of a singular weapon type.
+Fixed: When a Pain Elemental died, it would sometimes spawn a Magi-Caco. Fixed.
+Fixed: Spawners now inherit from a base class, preventing rare cases where
        monsters (and Turul) would attack the ground for no reason. This still
        doesn't change Ettin Sergeants obsession with beating up corpses,
        because I have no idea why he does that, but its funny.
+Fixed: Ghostly Ettins summoned by the improved endgame Korax are no longer
        mysteriously immune to all damage except Fire and Lightning, and have
        a few changed attributes to make them more interesting.
+Fixed: Crusader Spear Primary Mutation (Shock Spear) would not refund mana if
        it missed. It now does so. For mysterious reasons, this is still finicky
        on occasion and may refund a little too much... but after failing for
        over an hour to understand why this is, I'm calling it a buff. :D
+Fixed: Crusader Firestorm had some finicky upgrade detection logic (probably
        as it was on the first ones I did). In regular play, this shouldn't have
        caused issues, but fixed anyway.
+Fixed: If you had exactly zero mana when trying to create Algor Ice Spears,
        they would make a horrible screeching noise and also sometimes bypass
        the mana check. Fixed.
+Fixed:    In some rare instances the Aestus ammo check was skipped. Fixed.
+Fixed: If you died whilst using Agnus Abyssus Primary Fire, the spinning energy
        overlay would continue. Now it ends correctly even if that occurs.
+Fixed: Due to a wrong pointer, Druid Dog Vision would still default to Sepia
        on occasion. It should now stay in colour.
+Fixed:    Some minor sprite corrections to a few hands.
+Fixed: Heretic Disciples given correct blood colour.
+Fixed: Doom Imps dying would never cause your character to taunt due to a
        skipped check. Fixed.
+Fixed: Barons of Hell should finally stop fighting each other. I thought this  
        was already fixed, but some situations still prompted it to occur.
+Fixed:    Hexen Bishop's spell firing noise played globally. Fixed to be local.
+Fixed:    Hexen Stalker and Bishop were treated as if they were walls for the
        purposes of sound when melee attacks hit them, so they 'clanged'. They
        should now splatter as appropriate.

        
+Balance:    Myrmidon Axe Primary Fire Mutation swing damage increased by 15%
            to more justify mana cost, and it deals a very small amount of AoE
            damage as well. The Primary Upgrades damage is reduced by 5%, to
            increase the difference between the two.
+Balance:    Myrmidon Hammer Tertiary Fire Rumblers damage increased by 20%,
            which also applies to the upgrade and the mutation. The Mutation
            also had its AoE range increased by 10%.
+Balance:    Myrmidon Quietus Tertiary Fire Seeker Flares damage increased by 15%
            and their homing routine was altered, should be more robust.
+Balance:    Crusader Lightbringer Primary Fire shot damage reduced by 10%, and
            AoE radius also reduced by 10%. Applies in turn to Primary upgrade,
            but not primary mutation which remains at the same damage level.
            The base attack was just slightly too awesome as it was.
+Balance:    Crusader Lightbringer Secondary Fire Upgrade now only takes 1 second
            to charge up the big laser burst, rather than 1.5 seconds. It also
            has slightly less recoil.
+Balance:    Crusader Sturm Spear Primary Mutation damage increased by 10% and
            more likely to shock enemies to be more competitive to the upgrade.
+Balance:    Crusader Sturm Spear Secondary Fire partisan damage reduced by 10%,
            AoE Radius also reduced by 10%. Upgrades are not affected by damage
            nerf. Also, the Upgrade (multi-spear) costs -1 less mana per spear.
            Again, the base attack was just slightly too awesome as it was.
+Balance:    Crusader Sturm Spear Tertiary Mutation (Shock Circle) buffed with
            +20% damage and +20% range on each lightning zap to be more useful.
+Balance:    Crusader Firestorm Primary Mutation Bouncy Flames damage increased
            by 30% to be more competitive with the Primary Upgrade.
+Balance:    Magister Aestus Primary fire darts gain a 5% damage increase. Also
            applies to the Upgrade (but not the Mutation).
+Balance:    Magister Fulgur Primary Mutation Lightning Helix gains a +15%
            damage increase.
+Balance:    Magister Agnus Primary Fire Seeker Stars damage reduced by 10%.
+Balance:    Druid Hebiko Sceptre Tertiary Mutation (Hebiko Avatar) is now
            summoned right in front of you, rather than being a bouncing ball.
            It also attacks +1 additional time before dissapearing. This makes
            it considerably easier to place and more reliable.

 

]]>
111766Sat, 01 Feb 2020 14:45:54 +0000
[1/16/2023] Doom Delta v3.0.0! (new weapon... AND MORE!)https://www.doomworld.com/forum/topic/92698-1162023-doom-delta-v300-new-weapon-and-more/ aosdZRV.png

 

 

jAhByfQ.png

 

Doom Delta is a mod for GZDoom that aims to bring together many elements from the pre-release iterations of Doom, including (but not limited to) the alpha builds, the press release beta, and Tom Hall's Doom Bible. Elements such as the helmet HUD from early alphas, enemy designs, unique characters, and unused weapon concepts return.

The idea is to take these unused concepts and properly flesh them out, giving them the proper attention and polish they deserve. The end goal is to provide a cohesive experience that provides a fun and enjoyable experience with the aesthetic and feel of the pre-release Doom content.

 

nT3y09B.png

 

  • Four unique characters inspired by the Doom Bible!
  • Three fully functional HUD styles, including the helmet HUD from Doom v0.3!
  • Reimagined weapons such as the Rifle/Bayonet, the Dark Claw, and the Unmaker!
  • New enemies such as the Gargoyle and The Blob!
  • Score system with treasure items and kill bonuses!
  • New powerups such as damage-absorbing shields and the Chaos Field!
  • Vanilla-style sound design!

 

1wWWp5L.png

 

Fists
Your two closest friends, in case you want to change the formality with your otherwordly invaders... or if you run out of ammo.

 

Chainsaw
You're technically not supposed to have this, but this makeshift weapon is a great suppressant for nosey demons.

 

51xstzc.png
Rifle
A standard issue UAC rifle, hailing from the alpha builds. High accuracy and decent damage make this weapon great for picking off demons from farther away. Comes with a bayonet attached to the barrel!

 

4AnB6Qw.png
Shotgun
Ol' reliable, with the original barrel from the alphas. Deliver a nasty blast right up close or from far away; the shotgun is great at both!

 

KVXkY9v.png
Super Shotgun
The UAC's top of the line! Based off of the early SSG design, these two barrels and a hair trigger deliver three times the power of the shotgun.

 

G1B7HUr.png
Machine Gun
The machine gun, returning from Doom v0.3! A rapid-fire weapon used to take down demons faster than the rifle. Be careful, though; it's not quite as accurate.

 

1cIUlxd.png
Chaingun
Six barrels of gunfire, guaranteed to rip enemies into shreds! It starts out pretty slow, but the longer you fire it, the faster it gets. Great for tearing through crowds.

 

Ok0iIDa.png
Rocket Launcher
Spews out rockets that can reduce even the toughest enemies to mush. Keep your distance, or you'll be mush too!

 

F8mXBsL.png

Grenade Launcher

Fires grenades that can bounce off walls and around corners! They don't travel very far, though.

 

Ef8MtFe.png
Plasma Rifle
This weapon uses energy cells to pump out multi-colored balls of hot plasma, reducing demons to a fine mist in a heartbeat. It's just like Christmas!

 

faKnpBx.png
BFG 2704
The UAC's top-secret special weapon, with very few models in existence. Sneezes out a flurry of plasma that decimates whatever (and whoever) stands in its way! You'll bust a nut so good you'll take yourself to Red Lobster.

 

yU9Zq49.png
Dark Claw
Hailing from the Doom Bible is this severed demon arm that runs autonomously off of soul energy. Harness it to cast out dark clouds of torment and torture that rip through demons like paper! Runs on human souls.

 

ZKhclOA.png
Unmaker
A cursed mass of flesh and bone hailing from the Doom Bible that unleashes tortured souls to clear a room of a demonic presence. It doesn't have much effect on possessed soldiers or mechanical demons, however. Runs on human souls.

 

ejVR09J.png

 

Among the usual Doom items, you can find these new ones lying about:

 

mgz7TBN.gif
Shields
Shields are inventory items that protect against specific types of damage. Unlike other devices, you can toggle these at will, conserving energy. Each time the shield successfully blocks an attack, energy is consumed. Shield energy can be replenished by picking up another shield of the same type.

 

SHz8BL8.gif
Chaos Field
A demonic sphere of pure, concentrated hatred. Constantly emits a powerful aura that causes demons to fight amongst themselves.

 

s56rrKs.gif
Demon Armor
Carved from the strongest of discarded demon bones, this incredibly durable set of armor absorbs around 80% of all incoming damage. Thanks, Satan!

 

zzh8tVQ.gif
Soul Jar
A jar filled to the brim with tormented souls. Collecting one will lend you eight souls and expand your maximum capacity from 36 to 66 souls!

 

76mSeHB.png

 

Isx4gaT.png
Lorelei Chen
Fiercely competitive, Lorelei intimidates most people. She was the undisputed champion of her troop's boxing championship. She lost a bet that meant she had to pull her application for a glory post, leaving her with a post on Phobos. No one calls her Lorelei.

 

Lorelei is fast, and is a crack shot with the standard rifle and her fists. However, she isn't used to using the bayonet or the chainsaw in combat.

 

RmFgUBt.png
John Pietrovich
Former head of security at Deimos Labs, Pietro grew tired of the overwhelming bureaucracy of the UAC. He was assigned to Phobos by his request, so that he could get away from the epicenter of annoyance while finishing out his term of duty.

 

John performs well in a variety of scenarios. He excels with shell-based weapons like the shotgun, but has trouble controlling explosive weaponry.

 

LuCWksn.png
Dimitri Paramo
Dimitri is basically stuck in the low ranks of the military, but that suits him just fine. He wants nothing more from life: give him a clear objective and the chance to release aggression through the freely available high-powered firearms, and he's happy.

 

Dimitri is notably slow, but his resistance to damage and splash damage makes him a living tank. He's experienced with every weapon in the UAC's arsenal.

 

nM80BmH.png
Thi Barret
Thi has a friendly, if straight-laced, disposition. Her father was a career soldier that gave Thi a strong sense of duty and honor. She volunteered for the Phobos post with a desire to have a variety of experience in her military career.

 

Thi is more susceptible to damage, but is able to dodge projectiles better with her high speed and small frame. She excels with the bayonet and the machine gun, but isn't experienced in hand-to-hand combat.

 

C7EMcfS.png

 

8bEYGl9m.png
uycr53vm.png
mAbFn1Jm.png
Y6JUmZSm.png
KY0qVtvm.png
uRCvZ3Um.png
kaquf8em.png

 

More Screenshots...

 

boZk77o.png

 

Doom Delta v3.0.0 requires GZDoom v4.11.3 or above to run. You will also need a copy of Doom, of course! Either Doom or Doom II will work. You can also take a look at the changelog!

 

Download Doom Delta v3.0.0!

Official Discord

]]>
92698Sun, 29 Jan 2017 08:58:27 +0000
Post your Doom textures!https://www.doomworld.com/forum/topic/90900-post-your-doom-textures/ It's been awhile since we had a dedicated "texture jam" thread. I wanna see what you creative folks can come up with.

Please go ahead and post your texture edits or your entirely custom ones. Be polite and use spoilers if you have lots in one post as I do here. (I've categorised them as well - no need for this if you have random offerings!)

DOWNLOAD OF MY RANDOM STUFF: (mostly seen throughout this thread; last update 25 Mar 2021)
Jimmytex permalink

Neutrontex (SUPER-WIP PLZ-DON'T-USE) permalink (from-scratch attempts!)

Texture fixes

Spoiler

DOORBLU/RED/YEL that can be used on 56-tall and 72-tall doors.
Ms7W6xG.pngaetfItp.pngECuYSVc.png

Cleaner version of BROWN144.
M67RCDA.png

Fixed versions of GSTONE1-2 - brick heights are 32, 24, 24, 24 and 24.
uT1opTb.pngvLAM3yu.png

MARBLE2-3 with each band being 32px.
MRVTxnC.png66I0B4x.png

Fixed versions of PANEL6-9.
TiiqqFP.pngeuITpip.pngj6H19fQ.pngV4v2OI3.png

Correctly-aligned of Plutonia's MYWOOD.
Y5s1LhD.png

Correctly-aligned version of all Plutonia's brick textures (plus that one from Memento Mori).
mtZAO0I.pngwLyGEzE.pngyzhKD8r.pngFJnPr2o.pngXKRyzf1.png
IFxHoTC.pngKXLMtB5.pnglPU5wwg.png0dafCQW.pngdyl7Ula.png

 

]]>
90900Sun, 25 Sep 2016 17:17:00 +0000
James' Fun House - Episode 1 (13-Map Doom II Total Conversion)https://www.doomworld.com/forum/topic/142845-james-fun-house-episode-1-13-map-doom-ii-total-conversion/ image.png.5287dce8ccc920105f1950f1dde22dca.png

Created by The Baghdadi/Baghdadi Man & James The Juicer(Dark Messiah of Anime)

 

DOWNLOADS:

Complete Package (NSFW WARNING: There are textures that contain depictions of cartoon nudity):

https://drive.google.com/file/d/1rt2EBKbZUrOuxeZMF0CO86SvoEQu0MpC/view

SFW Version:

https://drive.google.com/file/d/1vvL_XItwr5KriUFQ0GsBgCaZeASRjwJ0/view

Weapons Only:

https://drive.google.com/file/d/1UNyg15hMh1I-ypsGT32_TgwAGK3jdPmV/view

 

Tested With GZDOOM version 4.10.0.

 

SYNOPSIS:
You are a member of an elite strike team employed by the Japanese Americans Against Anime (J.A.A.A). Your mission is to prevent James the Dark Messiah of Anime aka. Jami Kun from releasing real life anime upon the universe. You will infiltrate James' stronghold (The Fun House), combat his cult of anime worshippers and alien allies, rescue hostages, and put an end to the threat of James forever.
 

VIDEOS:

 

 

 

 

SCREENSHOTS:

image.png.92b626ebee709e947b6490ee7b05ebc0.png

image.png.5eff7313682413489ecbc000e40920c6.png

image.png.a35889b7ebc239a930c060378220b7ce.png

image.png.128db49bbf8e9af0ce32c05c59407990.png

image.png.925065335c31e34631e7b79b4e6e1c4c.png

image.png.f0863a0d8202332c9a9b1b849c686517.png

image.png.bd47505d974d8a85ec4438dc3b1d4c26.png

image.png.2dd105ebf41c7cb3edca90143e84ff1a.png

image.png.2b98edc0975603e2be723a617ef6a014.png

image.png.fe6395a692fb89cf769395c84f1736f5.png

 

WEAPONS:

image.png.e9ce0ccd6b63c5838f1a27d88f774072.png

 

ENEMIES:

image.png.70de9c1f93e2574dcea103a487b1d565.png

]]>
142845Wed, 17 Jan 2024 22:57:50 +0000
Classic styled doom64 monsters project (WIP)https://www.doomworld.com/forum/topic/135510-classic-styled-doom64-monsters-project-wip/ July 31 UPDATE: I uploaded my work to realm667: 64Cacodemon.zip

 

 

Latest sprite:  

CACOA1.png.457dfadc0379eccea4778f00e293b3bb.png

 

Features:

  • Vanilla pk3s for doom2 mods and doom64CE, and .pk3s with new zscript behaviors.  These behaviors include: a random gas cloud, weakness to plasma/bfg, a arc of death-like spark trail to its ball lightning, more limited eyesight and hearing range, the player is capable of shooting its eye out for critical damage sending it into a blind fury, dropping a "cacodemon cell" organ that gives the player 30 cells when killed normally, exploding and removing itself from the map if killed with plasma or bfg, and "afterspark" effects if the player is hit directly and on its corpse when it dies.  Just being close to the lightningball without getting hit could still cause some damage, with the direct damage getting nerfed slightly to compensate all these added damaging effects.
  • Doom 64's original cacodemon design (or doom 2, if you're using it there) can be summoned as "Beholder" and it has 200 hp, making it a lesser cacodemon kind of like the hell knight to the baron of hell.  You can change the name to whatever you want, but it's what I went with for the chained floating head with arms.
  • The vanilla caco uses whatever is the default cacodemon sounds. The enhanced one has sndinfo definitions and sounds folder providing the classic cacodemon sounds from doom 1 to make it more "authentic" to the original even when used in doom 64.

 

I'm also renaming this thread to "classic styled doom64 monsters project" since more people are having a go at monster redesigns; the goal being to have a set of monsters for doom 64 that are both more faithful to the anatomy seen in doom1 and doom2 and fitting to doom 2's overall darker atmosphere.

 

Here is another take on the cacodemon by Craneo:

image.png

 

And an imp (also Craneo):

 

TROOA1_L - copia.png

 

 

 

Old OP:

 

Wasn't sure if this belongs on Creative Works board, but my intention is to finish a full set of sprites to replace the cacodemon for use with Doom 64 Retribution/CE/Brutal/etc.  

 

A lot of doomers complain about how the cacodemon looks in Doom 64 — it's kinda obvious the guy doing the art was given sprites of the cacodemon and pain elemental and got them mixed up (or their original idea was to have the cacodemon shoot two electric balls until they got a nastier idea...).  So instead of being a whiny baby, I want to do something about it.  I drew this up today:

DRAFT 1:               DRAFT 2:              DRAFT 3:           FINAL:

cacodemon.png.46c94b3e52001bc7e569f7351e0dbd53.png          HEADA1.png.29821b4f722da132d65bb668e8cac658.png           HEADA1.png.a17ee64fb2f44d0d1ed09303034f45af.png       CACOA1.png.457dfadc0379eccea4778f00e293b3bb.png

 

Before charging ahead and making the rest of the frames, I want feedback to make sure this is going in the right direction.  I suspect Doom64 has it's own palette, but I'm too cheap to pay $5 for an official Doom64 wad to access it.  I used the standard Doom playpal.  If someone has the doom64 palette, can they please hook me up here?

 

Doom 64 uses darker colors for its monsters.  The "pain elemental" sprites use even darker reds than this.  They're also "darker" aesthetically.  The cacodemon rework should be creepy and terrifying, but I think it's also important to have a lot of consistency with it's original design, which is a hard line to toe with how silly the original looked.  Getting the "muzzle area" right is a challenge because I don't want it so light it looks like a Goof Troop snout.

 

Give suggestions or critique if you have any, or any sprite editors feel free to download it and tweak it yourself as I'm about to go to bed posting this.  Once I have a side and back sprite done I may import it to magicavoxel to make a model.  I also want to make a new blue/cyan ball lightning projectile instead of the fireball the doom64 one spits, and if I get too ambitious, an XDeath explosion that causes splash damage (not a faithful addition, but an idea I think could be interesting.  Maybe triggered by plasma/bfg because of an electric conduction).  Ehh... I'm getting ahead of myself there.  Thoughts on this front sprite?  I'll keep the thread updated.

 

PS: i lost the passworld to my old account on an ancient email address so Happy First Post to me.

image.png

]]>
135510Thu, 04 May 2023 03:23:05 +0000
Spooky Scary Skeletons Modhttps://www.doomworld.com/forum/topic/128825-spooky-scary-skeletons-mod/ Hello, This is Spooky Scary Skeletons the mod that is nothing more than a weird, spooky, scary, and is a shitpost
I made this from pure boredom and from listening to Andrew Gold's Spooky Scary Skeletons song.
Credits are in readme.txt.

WARNING: This mod may contain shitty jokes, and skeletons

Download link is here:
https://www.mediafire.com/folder/qwrm2xa8hqxl1/Spooky+Scary+Skeletons

Here are some screenshots
screenshot1.PNG.ce945e778f03d5475deb8f775ebb7cd3.PNG

screenshot2.PNG.8ec720ceb06ea28d9c536e069884858b.PNG

screenshot3.PNG.e09e33290a623858c3176a49513baf23.PNG 

PS: Make sure you are using the LATEST build of GZDoom (LZDoom works but you may experience some bugs)
The following source ports DO NOT work with this mod are as follows...
-Zandronum
-Skulltag
-ZDoom
-DosBox of course
You can get the latest build of GZDoom and LZDoom here:
https://zdoom.org/downloads

I hope you enjoy this mod, even with my minimal level design skills :)

EDIT: There aren't much screenshots because I'm both lazy and don't want to spoil this mod too much
EDIT 2: I forgot to mention that this mod uses dynamic lights, I would recommend that dynamic lights are turned on for best experience ;)

]]>
128825Sat, 23 Apr 2022 23:32:46 +0000
The DOOM Community Soundtrack Covered Modshttps://www.doomworld.com/forum/topic/142748-the-doom-community-soundtrack-covered-mods/ Hello everyone! This topic goes to a personal project (technically a hobby) that I was doing, and this project in question is in cover all The DOOM Community Soundtrack (The Ultimate MIDI Pack, .MID The Way ID Did, TNT Evilution and Plutonia Experiment MIDI Pack and so on), including the FreeDoom Phase 1 & 2 Soundtrack

 

This project I started in May 2nd, 2023, covering all the TNT Evilution MIDI Pack, and following with The Plutonia MIDI Pack, etc.

 

This is the midi packs I covered to date, so you don't need to open all the spoilers:

 

The Ultimate MIDI Pack: yes

.MID the Way ID Did: no

The Master Levels MIDI Pack: no

No Rest For the Living MIDI Pack: yes

TNT Evilution MIDI Pack: yes

The Plutonia MIDI Pack: yes

Alien Vendetta MIDI Pack: no

FreeDoom Phase 1: no

FreeDoom Phase 2: no

 

Well, here the links to the music cover packs:

 

THE ULTIMATE MIDI PACK COVERED

Spoiler
  • The Ultimate MIDI Pack Covered

 

Created by The MIDI Continuum

Link to the mod: DOWNLOAD

 

Full playlist: LISTEN HERE :)

 

 

.MID THE WAY ID DID COVERED

Spoiler
  • .MID the way ID did

 

Created by The MIDTWID Team

Very soon...

 

TNT EVILUTION MIDI PACK COVERED

Spoiler
  • TNT Evilution MIDI Pack

 

Created by Cammy

Link to the mod: DOWNLOAD

Full playlist: LISTEN HERE :)

 

THE PLUTONIA MIDI PACK COVERED

Spoiler
  • The Plutonia MIDI Pack

 

Created by Jimmy

Link to the mod: DOWNLOAD

Full playlist: LISTEN HERE :)

 

ALIEN VENDETTA MIDI PACK COVERED

Spoiler
  • Alien Vendetta MIDI Pack

Created by Cammy

Very soon...

 

THE MASTER LEVELS MIDI PACK COVERED

Spoiler
  • The Master Levels MIDI Pack

Created by Megasphere

Very soon....

 

NO REST FOR THE LIVING MIDI PACK COVERED

Spoiler
  • No Rest For the Living MIDI Pack

Created by Megasphere

Well... exists, but this version of the covers is so cringy, maybe I will do a second version of this music cover pack (is the first midi pack that I covered with no experience and ugly-sounding instruments btw)

Old Version: DOWNLOAD

New Version: very soon...

 

FREEDOOM PHASE 1 SOUNDTRACK COVERED

Spoiler
  • FreeDoom Phase 1 Covered

Created by The FreeDoom Community Team

Very soon...

 

FREEDOOM PHASE 2 SOUNDTRACK COVERED

Spoiler
  • FreeDoom Phase 2 Covered

Created by The FreeDoom Community Team

Very soon...

 

]]>
142748Fri, 12 Jan 2024 18:55:04 +0000
Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]https://www.doomworld.com/forum/topic/109107-supercharge-gameplay-mod-v30b-071623-multiplayer-fix/ hkjKCxI.png

 

>>>>>>>> DOWNLOAD SUPERCHARGE <<<<<<<<
(last updated: v3.0 - 03/27/2023 | click here for direct link | click here for weapons-only version courtesy of @NovaRain

 

Supercharge is a mapping resource and gameplay mod for GZDoom/Zandronum, with new and altered monsters and weapons. It is the continuation of the gameplay mod featured in Paradise, and I intend to continue iterating on it and using it in my future mapping projects.


REQUIREMENTS:

  • Compatible with GZDoom 4.0.0 and up, Zandronum 3.0 and up, and ZDoom 2.8.1; earlier GZDoom versions or LZDoom may also work, but are untested
  • Requires a Doom IWAD to play (doom.wad, doom2.wad, tnt.wad, plutonia.wad, etc.)
  • Hardware rendering mode strongly recommended; non-hardware rendering modes may have visual oddities
  • Probably will not play well with other mods or mapsets that have significant gameplay tweaks

 


SCREENSHOTS:

Spoiler

0b6fejE.png

(Paradise v2.1 MAP05)

 

gZf7WOw.png

(Abandon MAP04)

 

bjVw8h7.png

(Speed of Doom MAP28)

 

 

GIFS: tbd

 

GENERAL INFO:

  • Frills and effects! New weapon and monster sprites, new sounds, bullet casings, alternate deaths, gibs, terrain splashes, two "new" HUDs, and other various things.
  • Automatic pistol starts (GZDoom only)! In game, navigate to "SC Options" from the main menu to toggle this setting.
  • Normalized damage across the board! Each player and monster attack now does a set, non-random amount of damage. The non-random values are generally what the average random version would be. A projectile formerly dealing between 10 and 20 damage would now do 15, for example.
  • Instant weapon switching! Weapon switching is instant for ALL weapons. This allows you to combo certain weapon shots together. Fire a rocket then quickly switch to a super shotgun blast, or hammer away at your pistol clip then instantly switch to a plasma volley!
  • New monsters and tweaked weapons! See the respective categories below for more info.

 


MONSTER INFO:

Spoiler

NOTE All monsters below marked with (NEW) will only show up in game when placed specifically by a mapper. If you are using Supercharge as a gameplay mod (ie to play with Scythe), none of the (NEW) monsters will be present in game unless playing on the new Ultra-Randomized difficulty setting.

 

 

  • (NEW) Wicked: Flying low tier monster that shoots 3 homing projectiles nearly simultaneously. The projectiles hang for a brief moment before firing toward the player with momentary but strong homing. The temporary nature of the homing effect makes the projectiles easier to dodge at a distance, and the limited turn-radius of the homing means that immediately standing behind the Wicked once it spawns a volley will make the projectiles unable to home in properly.
  • (NEW) Grenadier: Zombie variant with a grenade launcher. Grenades bounce till they lose momentum, then lay still for a few seconds before exploding. The player can safely run through still grenades. Killing the Grenadier with an explosive attack will detonate the grenades strapped to it, causing a secondary explosion on the enemy for additional damage to surrounding monsters.
  • (NEW) Diabolist: Fiery-red cousin of the Archvile. Summons exploding plumes of fire beneath the player’s feet that linger for a few moments for area-denial. Punishes you for not watching your footwork.
  • (NEW) Tortured Soul: Similar to a Cacodemon, but releases out lingering toxic clouds, which damage players and other monsters alike, upon pain and death. Think of them like flying barrels.
  • (NEW) Pyro Demon: A hell-knight variant whose projectile explodes into small chunks of fire that linger on the ground upon impact. Lingering fire is constant but low damage, for area denial.
  • (NEW) Weak Cyberdemon: Has 25% less health than vanilla, and is susceptible to explosion/radius damage. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has green cybernetic parts to visually distinguish it from the standard Cyberdemon. If you are a mapper, I highly recommend using the Weak Cyberdemon exclusively - the standard Cyberdemon is included only for gameplay compatibility reasons.
  • (NEW) Machinegun Guy: Basically just a reskin of the Chaingunner, but fires in bursts much like the player's own Assault Rifle.
  • (NEW) Cyber Baron: Has a chance to fire a rocket out of its rocket arm, in addition to its regular green fireball attack. Once under ~50% health, a strong attack (anything but a pistol/AR attack basically) will destroy its rocket arm, leaving it with only the green fireball attack. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has a higher pain chance from Chainsaw attacks, and can be instantly disarmed with Chainsaw attacks.
  • (NEW) Haedexebus: Flying Behemoth, with health identical to the Behemoth (600hp). Its firing pattern is slightly different from the Behemoth in that it starts center-focused and spreads further out with each volley.

 

  • Archvile -> Exile: 100 more HP than vanilla. Otherwise purely a cosmetic change.
  • Cyberdemon: Shoots rockets from its cannon, rather than the center of its body.
  • Zombieman -> Plasma Zombie: Fires two shots of plasma instead of a single hitscan bullet.
  • Demon/Spectre -> MechaDemon/MechaSpectre: Walks and bites faster than its vanilla counterpart.
  • Revenant -> Draugr: Fires its projectile from its shoulder cannon instead of the center of its body, but otherwise functionally identical to its vanilla counterpart.
  • Cacodemon: Fires slower projectiles than its vanilla counterpart.
  • Imp: Fires slightly faster projectile than its vanilla counterpart.
  • Lost Soul: Significantly less HP than its vanilla counterpart.
  • Pain Elemental: Has a small, damaging explosion upon death, to make it slightly less safe to stay in its face to block Lost Souls from spawning upon death.
  • Mancubus -> Behemoth: Same stats as its vanilla counterpart, but fires its projectiles out of its cannons now, rather than the center of its body, making the projectiles a little tougher to dodge.
  • Arachnotron -> Fusionite: Same stats as its vanilla counterpart, but fires its projectiles in strings of 4 with a small gap in between each bunch.
  • Spider Mastermind: Now has a bit less than half of its vanilla pain chance, and shoots a very fast and damaging projectile in place of its vanilla hitscan attack.

 

A few other monsters have received visual changes but no gameplay changes.

 


WEAPON INFO:

Spoiler
  • Fist: Non-berserked damage slightly buffed.
  • Chainsaw: Damage has been substantially buffed, and range slightly buffed. Triggering the Cyber Baron’s pain state with a chainsaw is a guaranteed disarm.
  • Pistol: Shots are much more powerful, and much faster, than vanilla, but at the cost of having to reload every 8 bullets.
  • Shotgun: Fires faster, has tighter horizontal spread but with equal vertical spread. Can fire 8 shells before reload. Includes an alternate Gothic skin which can be toggled in the SC Options menu.
  • Super Shotgun: Slightly tighter horizontal spread, and a few frames faster at firing too. Really powerful as a combo-ender (ie 4 scrap shell shots into instant SSG) thanks to instant weapon switching. Includes an alternate Gothic skin which can be toggled in the SC Options menu.
  • Chaingun -> Assault Rifle*: Automatic firing rifle that reloads after 30 shots. Bullets are significantly more powerful than the vanilla Chaingun. The weapon becomes more inaccurate with successive shots, reaching peak inaccuracy after 20 shots, with spread gradually recovering when the weapon is equipped and idle.
  • (NEW) Scrap Gun: Projectile shotgun. Does a ton of damage up close (150 for a full blast vs the SSG's 200), but its extreme spread makes it unideal for anything but short-range.
  • (NEW) Stomper: Micro-missile launcher. Each volley fires several micro missiles that detonate after limited range, but explode several times over a small area for up to 400 damage on a single target. Very good for crowd control!
  • Rocket Launcher: Significantly increased rate of fire, and faster projectile speed. The cost is that splash damage, and therefore overall damage, are nerfed. Direct hits therefore are much more important. Works well as both a combo starter and ender.
  • Plasma Rifle: Reloads every 40 shots. Otherwise, quite similar to its vanilla counterpart in terms of damage output and speed.
  • BFG9000: Projectile hitbox size slightly increased, and projectile sprite size slightly decreased, but otherwise no major changes.

 

* There is a toggle in the "SC Options" section of the menu that enables a buffed vanilla-ish Chaingun in place of the Assault Rifle, but the Assault Rifle is the default.

 


NOTES FOR MAPPERS:

Spoiler
  • In addition to the new monster & weapon things that you can place in a map, Supercharge also includes a few dozen decor items like trees and hanging lights. These new items are placed in separate thing categories when you load Supercharge as a resource in your level editor.
  • Supercharge includes a menu option to allow players to switch between using the Chaingun and Assault Rifle. If you would like to bypass this and enforce one of the two weapons in your maps, there are specific pickups for TangoChaingun and TangoAssaultRifle, as well as TangoChaingunGuyDropChaingun and TangoChaingunGuyDropAssaultRifle for ChaingunGuys. Otherwise, if you do not wish to enforce a specific weapon, please use the default TangoChaingunGuy and ChaingunSpawner items.
  • If you need any assistance or information at all regarding mapping for Supercharge, whether related to editor setup or more monster/weapon specifics, please either post in this thread here or PM me to let me know, and I'd be happy to help!

 


CURRENT TODOS:

Spoiler
  • Add some more elaborate randomizer options
  • Expand bestiary
  • Expand arsenal



MODIFYING SUPERCHARGE AND USING IT IN YOUR MAPS:

Spoiler

You are free to do any of the following without permission from or credit to Tango:

  • Fork and create your own version of Supercharge
  • Use any of the resources or code from Supercharge in your own mods
  • Bundle Supercharge or a modified version of it in your own mapset

 

However, if you do any of the above, you must provide credit to any non-Tango individual whose resources you have used. The simplest way to do this is to make sure that you include the existing CREDITS lump in your Supercharge fork. Additionally, if you make your own fork of Supercharge, it'd be great if you could name it something else to reduce confusion.

 

 

OLD VERSIONS:

 


MAPSETS USING SUPERCHARGE:

 

 

GAMEPLAY MODS BASED ON SUPERCHARGE:

 


RECOMMENDED ADDONS:

]]>
109107Sat, 21 Sep 2019 20:44:52 +0000
The MegaMus Randomizer; random MIDIs for Doom!https://www.doomworld.com/forum/topic/126663-the-megamus-randomizer-random-midis-for-doom/ We've all played base Doom and Doom II plenty of times. Let's face it, they're great, timeless fun, and every time a new gameplay mod drops, those and their expansions are go-to mapsets. But listening to the same base music for almost 30 years can be boring. Sometimes it's just boring to listen to MAP01's theme over and over again when making a new gameplay mod yourself! Well, have I got news for you: there's a solution.

 

MegaMus Randomizer - a new song every time!

 

Now you can listen to something new every time you play. Don't like the song? Hit M (rebindable in controls) and listen to something else. The music will smoothly transition between the songs. Can't find your favorite MIDI? Drop a reply! There are 218 songs right now, and that library will be expanded with updates! As of now, it includes:

  • Doom
  • Doom II
  • John Romero's SI6IL
  • No Rest for the Living MIDI Pack
  • Master Levels MIDI Pack (expect some funky sounds in songs named like "Arse" or "Wank City")
  • TNT: Evilution
  • Plutonia MIDI Pack
  • The Ultimate MIDI
  • .MID the Way id Did

Even if you're in multiplayer, you can enjoy the music! Just expect some angry chat messages akin to, "whyd you change it off my favorite songs >:(((((((".

 

DOWNLOAD ON /IDGAMES:

/idgames/music/megamus

]]>
126663Mon, 03 Jan 2022 23:58:57 +0000
Extra difficultieshttps://www.doomworld.com/forum/topic/142815-extra-difficulties/ Howdy.

 

I just created a new mod that add 2 new difficulties: Ultra-Violence+, and Ultra-Nightmare.

image.png.0ea94038f20bef3be90ec44cdf14d39a.png

Tbh I'm learning how to use GZDoom lumps to modify the game, and I did this one modifying MAPINFO.txt and LANGUAGE.txt, since it includes a new confirmation message for the Ultra-Nightmare difficulty.

Also, I made the graphics for both difficulties since on most vanilla Dooms, it looked kinda with by changing just the display name.

 

I would like to add something like permadeath from Metadoom to the Ultra-Nightmare difficulty, but I'm no coding expert and I've looked at it, and it uses action codescript afak, so I dunno if I could make it happen properly. If I can understand it, maybe I would use the Soft Permadeath mod as a template to understand how to add it here.

The Ultra-Violence+ works primarily just as the Unity ports, so it can also be an addition to your mods list if you're looking for something like that.

 

Anyway, it may be a nifty addition for someone. Thanks a lot.

New Difficulties.zip

]]>
142815Tue, 16 Jan 2024 06:41:44 +0000
the MBF21 Expanded DOOM Bestiary project (MEDB) - VERSION 1.2 RELEASEDhttps://www.doomworld.com/forum/topic/135308-the-mbf21-expanded-doom-bestiary-project-medb-version-12-released/ Hello, welcome to the MBF21 Expanded DOOM Bestiary project, or MEDB for short. Updated to version 1.05

It is a resource wad that adds 29 new DOOM themed monsters, mostly low to mid tier, for level designers to use. All the new monsters were coded in MBF21, an expanded version of Dehacked that has a more robust number of compatible sourceports than Decorate/ZScript. No vanilla DOOM/DOOM2 monsters get replaced by this expansion and are fully available to mix with the new monsters.

 

DOWNLOAD LINK HERE

ALTERNATE MODDB BASED LINK

Also included is an optional plugin that makes the new monsters appear in the THINGS menu of the DOOM Builder family of level building tools.

 

Here is a preview Video. Special thanks to Spectere for providing this playthrough and providing development feedback:

 

Compatible Ports that have been tested:

- DSDA-DOOM (v0.25.6 tested)
- DOOM Retro (v4.8.1 tested)
- From DOOM With Love (v2021.10.12 tested)
- Nugget DOOM (v1.12.0.0 tested)
- WOOF (v10.5.1.0 tested)
- GZDOOM (v4.10 and v4.7.1 tested)
- LZDOOM (v3.88.2 tested)
NOTE: for better compatibility GZDOOM/LZDOOM are setup to ignore the MBF21 scripting and instead use replicas of the new enemies created in Decorate. The Decorate versions' behavior is functionally identical to the MBF21 versions.

Ports that have compatible dev builds:

- Eternity Engine tested (v4.03.00 tested. get one of the development builds here)
- QZDoom (vg4.5pre-997-g765768508 tested. get one of the development builds here)
 

Source Ports that in theory should work but I have been unable to test:

- ReBoomExperimental (Seems to be defunct, can't find any active download links)

Source Ports that don't work or have known issues:

- PrBOOM+ (Doesn't support MBF21, use DSDA-DOOM, which is built from PrBOOM+)
- Odamex (MBF21 support has issues with the morter zombies).
- Delphi DOOM (Incomplete MBF21 support, many of the monsters malfunction)
 

New in Version 1.2:
 

- 8 Additional enemies added

- 14 new decoration objects added

 

ENTERNITY ENGINE STUFF ( has no effect on the other supported ports):

 

- MEDB monsters and projectile can now interact with the approriate Eternity UDMF lindefs.

 

- Ground MEDB monsters are now effected by liquids with floorclipping in Eternity.

 

- Zombie rockets and morters have explosion particles in Eternity

 

OTHER CHANGES:

 

- There are now two versions: the standard version and an alternate version that does not replace the standard chainsaw with a double bladed version. Weapon purists rejoice!

 

Big List of Credits:

 

Spoiler

 

Superdave938:

  • Revamped Beta Lost Soul sprites

 

Osjcletchford:

  • Gibbed Demon sprites
  • Gibbed Revenant sprites
  • Gibbed Mancubus sprites

 

CaptainJ:

  • Morter Zombie
  • Gibbed Cacodemon

 

Dr_Cosmobyte:

  • New Chainsaw sprites

 

00_Zombie_00:

  • Melee Revenant sprites

 

JoeyTD:

  • Pistol Zombieman Sprites

 

Nmn:

  • Harkubus Sprites
  • Wargrin Sprites
  • Hindring Sprites

 

The Innocent Crew:

  • Rocket Zombie Sprites

 

Vader:

  • Flesh Spawn Sprites

 

ShallowB:

  • Nightmare Imp Sprites (New palette by MObreck)

 

Captain Toenail:

  • Chaingun Spider Sprites
  • Wall Torches (Both tech and hell style)

 

Eriance:

  • Watcher Sprites
  • Grell Projectile
  • Hellion Sprites

 

Ixnatiful & MadGamerDimchik:

  • Zombie Marine Sprites

 

Solmir:

  • Revamped Chainsaw Zombie Sprites (New palette by MObreck)

 

Xim and TSran908:

  • Super Shotgun Zombie (as Sawed Off Shotgun Zombie)

 

NMN and Tormentor667:

  • Spreadgun Zombie (as RapidFireTrooper)

 

Jimmy and MObreck:

  • Doom64 Style Arachnotron

 

Molten Ice, Xim, David G, Craneo:

  • Super Demon Sprites

 

MObreck:

  • Recolored sprites for Nightmare Spectre

 

Cooper B. Chance:

  • Ripped the PS1 DOOM sound effects 

 

Vader and Blizzard:

  • Flesh Spawn sound effects

 

Croteam and PS1 DOOM:

  • Chaingun Spider sound effects

 

Eriance and Blizzard:

  • Watcher sound effects

 

3D Realms:

  • Various sound effects (mostly from Duke Nuke)

 

Id Software:

  • Various Quake Sound Effects

 

Unreal 1:

  • Additional enemy sound effects

 

Konami:

  • Spreadgun sound effect (From NES Contra)

 

Real koala mating call samples and Epic Games(Unreal 1):

  • Hindring sound effects

 

]]>
135308Tue, 25 Apr 2023 08:52:41 +0000
D4V-ReZDoom-v4ex[ZDoom2.8,Zandro,LZD,GZD]https://www.doomworld.com/forum/topic/132705-d4v-rezdoom-v4exzdoom28zandrolzdgzd/ Download vvv

 

https://www.moddb.com/mods/kals-duke3d-weapons-mods/downloads/d4v-rezdoom

 

Untitled2.png.5a533f09742680010552f9f7d10cd026.png

 

Description

Just load with wad with any Doom1,D2,Final Doom or FreeDoom IWAD. Friendly with texture and environment mods. Works on Zdoom2.8, Zando, GZD/LZD . This is continually a work in progress.

 

Changelog:

 

Jan 15/24:

Added Unholy Massacre difficulty: Double and randomized spawns for Imps, Zombies, Shotgunners and Zombiemen. This can be glitchy with monster spawns but works pretty well otherwise.

Removed Laser Red Dot on all guns due to compatibility reasons.

 

Dec 25/23-- Added 2 more player classes as a mini update

Halo Shield-- same physics as Slayer and has recharging Armor and Recharging Health. 

Classic Movement-- Uses ZDoom base movement physics for jump and run. so no ledge climb or moon jump. Everything else is the same.

 

Aug 15/23-- Updated to v4EX-- Changed A LOT! Big Update.

-Cleaned up lots of details and modified monsters slightly: Imps are easier, HellKnight is slightly more rude, Baron is way more rude, All Zombies hit harder+ New Tracer

-Weapon all upgraded to be simple but better attack looks and feel. Rifle and Chaingun are no longer similar in attack but still use Bullets as ammo: Rifle has a Piercing round now, Chaingun hits harder; Peashooter shoots Rail Laser but stays weak

-LASER SIGHT Dot on All Guns except Rocket Launcher and BFG.

-All guns No Longer AutoAim!!! Must Manually aim now. No exceptions

-ALL WEAPONS have DASH on Altfire and Melee on RELOAD button. VERY IMPORTANT UPDATE! Dash is unlimited(Short Cooldown akin to Megaman) and essential. Dash can be used Midair!

-Player movement is slower BUT now has a better CLIMB height to mimic Ledge climbing! This is why Dash is important.

-All files are intact inside Zip. Main New Update is the V4ex file. It just plays by itself. Other goodies and v3ex kept just for posterity if v4EX doesnt jive for you.

-ENJOY!!! Readded D4V textures and Music to help with atmosphere.

 

Jun 1/23-

 

Updated main file( D4v ReZDoom V3ex.pk3) with minor combat enhancements. The only noticeable one is the cyberdemon overhaul.

 

Added new files to expand gameplay options.

 

Code only Weapons- vanilla graphics, but performs close to similar to main mod

Code only monsters- vanilla graphics monsters. Can be ran with the code only weapons pk3 safely.

Monsters only- supplies full graphics, but is meant for use as a monster pack. Can also be played by itself.

PRboom vanilla skins wad

- weapons and monster skins only that works on almost everything except chocolate Doom

 

4/27/23-- Fixed Dynamic lights on everything, Removed Texture pack from main RezDoom.pk3. added D3forDTXCustom.pk3 textures and LW30-Dhtp-Exkalibered.wad for Texture variety reasons. All extra texture wads are Zandronum friendly.

 

4/26/23- Release of V3. Added Incentive for melee kills, AKA Glory kill style goodies for melee kills. Added better enviro stuff like footsteps, fixed liquids, fixed Pinkies, added Glory Style stuns on most monsters, cleaned up some sounds. Very fun release and be very close to what I intended this mod to represent. Still fully ZDoom and Zandro compatible. Read Credits in Zip or here at bottom.

 

4/18/23: big update

 

Imp balls now arc and bounce.

Armor protects 100%

Added G Button activated grenades

Spruced up the Sounds

Adjusted guns, added pea shooter with unlimited ammo. Re-added minigun.

File is now Pk3 format.

2-14-23: Added better tewxtures and liquid textures. Still works on

 

On all ZDoom Family, but looks environmentally better overall.

 

Added Harbinger Rifle to replace Chain gun drop

 

 

 

Be Sure to visit the Parent Mod as well because it is one of the most glorious mods ever made for Doom Engine. Doomworld.com

 

 

 

 

 

 

 

Doom 4 Vanilla ReZDoom

//////////////////////

 

This was a small project undertaken to revamp the combat that seems to miss the mark in Doom 4 mods

using the best sprite resources from D4V- Doom 4 Vanilla, Realm667, and FreeDoom. This project is not a reimagining or expansion

to D4V. This project was to get the feeling close to "correct" for how OG Doom Engine and Doom 4 could mesh together.

The idea here is to blend the best of both worlds and spew out a worthwhile gameplay mod.

 

Project Goals:

 

1. ZDoom 2.8 Compatible-- This way it performs the same across the entire family

This is not a D4V expansion designed to be played on everything.

Players, guns and Monsters. The real action is in ZDoom, Zandronum, GZDoom.

 

2.Simplicity-- Move, jump, shoot, have fun. No Glory Kills, no weapon mods. There is only 1 altfire

attached to all guns and that is punching. The gun roster is the Classic Doom 2 roster

albeit they are slightly adjusted for timing.

 

3. Combat Accuracy-- No glory kills, no chainsaw ammo dumps. What is mostly accurate, within reason and code ability, is

1. Player Movement: from ZDoom Default-- Jumps slightly higher, falls faster, Runs a little bit slower

all designed to match Doom 2016 as close as possible.

 

2. Monster fighting.-- This is the bread and butter and the entire reason to play this mod. This is

the entire let down with "most" Doom 4 conversion mods that this mod seeks to rectify.

Monsters are Doom 2 Roster, but adjusted to be very close to their Doom 4 counterparts

while keeping a balance for Classic Doom map style for ANY pwads or Iwads.

 

A.Zombieman-- Random spawns a Zombie or an Infantry. They both are slow, and they

Both have slightly expanded movement to climb and drop. Infantry packs a gun that

Hitscans but also leaves a tracer. All bullets on player and ZOmbies leave tracers

 

B.Shotgunner is very Doom 2 vanilla but with expanded movement to climb and drop.

 

C. Chaingunner-- expanded movement same as above-- Performs vanilla otherwise for better or worse.

 

D. Doom Imp-- The first major overhaul, and just like in Doom 4 he is the most annoying enemy.

He strafes and climbs, generally staying at distance from Doomguy Slayerman.

His melee attack is very fast so you'll probably get a bruise or two if you want

bash his skull in.

 

E. Pinky-- He's big and Pink and will ram you in the stink. This guy will break physics a little bit

but nothing that is completely intolerable. Same thing for brother Spectre

 

F. HellKnight-- This dude I tried to get accurate for his action cues and stuff. He still has a Bruiser Ball

to throw, but he goes thru a charge up animation mimicking him requiring effort to do it.

His main defaults are very physical and in your face including a jump attack.

 

G. Baron-- This guy was probably the easiest to get accurate. He has his charge attack and his very mean green ball

that is way stronger than HellKnight. He does a charge up animation before either Ranged attack so as to

give the Player a warning signal akin to Doom 4 proper.

 

H.Mancubus and Mancubus--- Basically 2 different versions replace the Arachnotron and OG-Fatso respectively.

Not much else to say.

 

I. CacoDemon-- This guy strafes in air and is much more mobile than Classic Doom version.

 

J. Bones--- I'll be straight here. I am not putting in a jetpack skeleton even with the sprites available.

Bones is staying vanilla because he's already deadly enough. Other monsters already break

most maps as is, and another flyer that has seeker rockets is just too much for most PWADS

to handle.

 

K. Painboy-- He is vanilla. He outclasses most Doom 4 monsters by himself, and only got a Sprite upgrade

that slightly matches the theme better. Courtesy of FreeDoom Pain Elemental sprite.

 

L. SpiderMom-- BigMomma sticking with her gatlin gun.

 

M. CyberDemon-- This guy is staying Vanilla other than his looks. If you want specialized Cybers then I have plenty

of variants i can recommend in other mods. This idea is also to be spectrum friendly to most map makers

out there without burning their traps and tricks to the ground.

 

N. Archvile-- This guy, just like in Doom 4 proper, is the biggest departure from everything we know about classic Doom.

As Such I had to make HER as accurate as possible because she deserves it.

She Teleports--not really, but with enough settings and animation, it sure seems like she is, and I wrote her code!

She Summons-- She summons Zombies, Infantry and Imps. She can only summon 1 at a time, and she does not do it

very often 85/256 chance that she will initiate a summon.

She is faster than hell-- There was no avoiding this so as to get the crown jewel accurate.

The Good News--- she cannot revive burned. enemy corpses! Yes she can revive stuff, have no fear.

 

//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

Credits-

 

D4V Classic-- Art(Player, weapons, monsters, most projetiles,powerups), sounds, reference and inspiration

 

Realm 667-- Bruiser Demon sprites, Zombie Marine sprites.

 

FreeDoom-- pain elemental sprites

 

CREDITS

CryoNaut for original base compilation of enviromental assets.

kalensar for hacking and slashing it to ribbons and fixing for ZDoom compatibility.

 

Map name script - Kipo

 

 

Liquid splashes - MObreck, Raven Software

 

 Additions:

 - Brightmaps Plus v1.72 by NightFright

 - Footsteps v5 by The Zombie Killer (based on ACS footsteps library by Ryan Cordell)

 - Smooth Textures v2 by Kazudra

 - Liquid Texture Pack 4.0 by Project Remap 

 - More Lights v1.3 by SnakieJakie

 - D4V Assets of weapons and Monsters

 - Perkristian Smooth Weapons for Shotgun sounds.

 - Retrofied Sounds by Cryonaut.

 - Lw30 DHTP Textures-- Modified and reduced in size by Kalensar

 - LZDoom SBARinfo txt

 - Decorates of Monsters, Player and Weapons all by Kalensar-- 

Includes Code Only Better Blood, "Glory-Kills-On-the-Cheap",                   

Weapon calibrations, Code Only Tracers-Casings-Gore-ExtraDeaths,

Monster Tactics,Player Physics, Code Only ZDoom G-Button Grenades

]]>
132705Mon, 28 Nov 2022 11:52:39 +0000
Boiled Doom (Brutal Doom for DOS and Chocolate) [New version 12.05.2023]https://www.doomworld.com/forum/topic/122982-boiled-doom-brutal-doom-for-dos-and-chocolate-new-version-12052023/ Hi there. If you're subscribed on my YT channel, you might know that I'm working on Brutal Doom for Chocolate/DOS Doom. Today I'm presenting you an alpha build of the mod for public testing!

 

 

 

 

At present time the mod provides:

-Redesigned weapons (sprites taken from Brutal Doom, of course) (based on TDRR dehacked mod);
-Reworked monsters (eyes glowing in dark), chaingunner uses minigun now, arachnotron fires blue plasma, archvile wear horns, etc);

-Improved sound design;

-Visually updated items and some obstacles;

-Brightmaps for all sprites and textures, thanks to Muusi

-Destroyable gore corpses (hanging and impaled);

-Absolutely "new" HUD (yeah, it's based on HUD from Eternal Doom, but it never appears in WADs before, because I did it specially for this project).

 

The mod works perfectly with Chocolate Doom, but you can run it in DOS! (as planned at first place!).

Special thanks to @Doomkid and @maxmanium for personal help with this release!

 

Download link: https://www.moddb.com/mods/boiled-doom-brutal-doom-for-doschocolate/downloads/boiled-doom-release-canditate

 

I would be grateful for all feedback to make the mod better for future releases. Have fun!

]]>
122982Thu, 01 Jul 2021 18:22:58 +0000
Offworld Demohttps://www.doomworld.com/forum/topic/142787-offworld-demo/ Recently I've been working on a WAD  called "Offworld" and I want to see what people think of my maps .I've separated the frist map from the wad and decided to release it on MODDB and here. Constructive criticisms and tips to improve this map and my mapping abilities in general are encouraged!
MODDB Link: https://www.moddb.com/games/doom-ii/downloads/offworld

If you have questions about this map refer to the Readme file in the zip and if the answer is not in the zip ask here.

OFFWORLD.zip

]]>
142787Sun, 14 Jan 2024 15:59:08 +0000
PlerbMidi v2 - 11 MIDIs!https://www.doomworld.com/forum/topic/142739-plerbmidi-v2-11-midis/ Here are some songs I've composed at various points in time. All of these were initially composed in OpenMPT, in IT format, using the default Windows MIDI soundfont's instruments. @Melodic Spaceship helped convert some of them to MIDI.

 

This package will be updated whenever more of my MIDIs are ready to release.

 

You can use these for your projects (even non-Doom projects) as long as you give credit.

 

Songs:

Spoiler

 

==Cool Thing (Dec 06, 2022)==
Made for a theoretical Win9x retro CGI themed game that isn't anywhere past the loose planning stage as of writing this. It's a bit rougher than my other songs in here (it was the first MIDI song I finished) but I still think it's good.

 

==Going Lower (Sep 27, 2023)==
Originally composed for me and Melodic Spaceship's NaNoWADMo 2023 project that didn't end up getting finished on time, and is currently on the backburner.

 

==Sawtooth Crazy (Sep 28, 2023)==
Derived from a FamiTracker song I made Jan 11, 2022. This one has fairly subtle changes.

 

==Advancing (Sep 29, 2023)==
Derived from a FamiTracker song I made Dec 20, 2021. This one is changed fairly substantially.

 

==Observing (Sep 30, 2023)==
Another song for the failed NaNoWADMo 2023 project. At one point it borrows the riff from E2M9/E3M1 which was borrowed from Mouth for War.

 

==Gamen't (Nov 29, 2023)==
Derived from a short FamiTracker thing I made Nov 28, 2021, which the intro is based on, but it's expanded to be a full song.

 

==Starsounds (Dec 02, 2023)==

 

==Static Motion (Dec 22, 2023)==

 

==Fragments (Jan 11, 2024)==
I challenged myself to make a song in 30 minutes and I actually succeeded.

 

==Fastwave (Jan 12, 2024)==
Another attempt to make a song in 30 minutes, this time I went over and overall it took me about 90 minutes to finish, managing to make it my second longest song somehow.

 

==Refraction (Jan 13, 2024)==
Yet another 30 minute song attempt that ended up taking longer. Overall I spent maybe 2 hours on this song. It has a similar vibe to Nuts 3's music track.

 

PlerbMidi v2.zip

]]>
142739Fri, 12 Jan 2024 03:11:45 +0000
Post your Heretic/Hexen textures and decorations!https://www.doomworld.com/forum/topic/93638-post-your-heretichexen-textures-and-decorations/ It can be tough to find good resources for the Raven iwads, so I figured I'd start a graphics jam thread to keep things consolidated and hopefully inspire some more people to create stuff or post their existing work. I know this won't be as popular as the Doom texture thread, which is partly why I decided to make it more multi-purpose -- you can post textures and decorations for either Heretic or Hexen. Since these games are relatively untapped, it's my hope that pooling our resources will make it much easier for people to make maps for them.

 

A couple of basic guidelines:

-As mentioned, you can post stuff for either Heretic or Hexen, it can be either textures or decorations, and it can be either edited or completely original. No weapons, items, or monsters for now, please.

-If you have made some original textures for Doom that you think would look good in Heretic/Hexen, feel free to convert the palette and post them here. However, please do not post recognizable edits of stock Doom (or Strife) resources.

-If applicable, please specify whether your graphics use the Heretic or Hexen palette.

-If you're posting lots of content, consider putting some of it inside spoiler tags as a courtesy to people browsing the thread.

-Since resources are limited, I'm sure we've all hit that wall where we could have made the perfect room or setting, if only we'd had that one really cool thing that nobody has made yet. Feel free use this thread as a wishlist; all wishes will be added to the second post in this thread for easy visibility. What do you think is missing from the existing resources that you'd really like to see?

 

Some top picks for existing resources:

Baker's Legacy (and other texture packs)

Mor'Ladim's prop pack, which has lots of cool decorations

ETTiNGRiNDER's C.R.U.E.L. texture pack for Hexen

NJHereTex, a library of all the stuff Not Jabba has made/edited

Converted texture packs for Heretic

 

Some info on using the Heretic palette:

Tips for using the short color ranges, and blending colors

A note on yellow color ranges in Heretic

 

To get us started, here's some stuff I've been working on. Critiques are appreciated, especially for the weapon/armor racks, which were a big undertaking for me. Everything below is paletted .pngs in the Heretic palette.

 

Spoiler

Inkwell decoration with quill:

wzQSkmZ.png

 

Single candle, edited from Hexen's triple candle:

hHRLKj9.png aIxfIM1.png irygpaN.png

 

 

Recolor of Hexen's gibbed Mage, intended as a dead player body (Heretic's player corpses don't look that good as decorations, imo):

wvpFcBs.png

 

 

Unlit torch (I'm sure someone has done this, but I couldn't find one, so I made my own):

sTkcbdc.png

 

 

Darker versions of the wood textures, which I've found pretty useful:

AhfvCjI.png IJZW9rB.png

 

Set of general-purpose shelves for city offices, shops, hidden wizard's lairs, etc.:

BF5BG8X.png nIl3mBn.png

 

Weapon and armor racks:

F7lMHzs.png 2vcMF8u.png E8N8aFd.png u6jEOcL.png cfvN9jv.png

 

XMJqhu9.png qQDxIkv.png nq2FrXD.png ezGWfMs.png DOoz9my.png

 

UBCdMrH.png 4yLf02h.png 6mchEid.png 3ezthCU.png jUPFgey.png

 

3A3bsun.png d3dmskc.png 8AS3RP0.png jutc5ab.png TOdBuYm.png

 

DlYF8Om.png

 

 

]]>
93638Thu, 06 Apr 2017 20:36:55 +0000
GERARDTEX.WADhttps://www.doomworld.com/forum/topic/142801-gerardtexwad/ This is it, the long-awaited Gerard Way cursed/joke wad texture pack.

DOWNLOAD:GERARDTEX.zip

GET IT NOW!!!!!!

]]>
142801Mon, 15 Jan 2024 15:37:39 +0000
DooM PBR materials pack for episode one (available resolutions: 256, 512 and 1K)https://www.doomworld.com/forum/topic/130773-doom-pbr-materials-pack-for-episode-one-available-resolutions-256-512-and-1k/   EDIT 10.04.2022
Added new tekwall, sladrip animation, nukedge1 and lots of flats. All flats for episode 1 are done. As for textures there are still few to be done: brnsmal, comp2, lite2, sw1brn2, sw1brngn and that's all. Links for version 1K, 512 and 256 are below.

 

EDIT 09.12.2022
Added all missing light trims, bigdoor1, few gray textures, shawn2, redwall, pipe2, brownhug and lots of new flats. I also added alternative low resolution versions: 512 and 256. Especially 256 version is best suited to a pixelated environment of Doom, so if someone doesn't like the contrast between high resolution textures and the rest of the game, I advise you to use 256 version.

 

EDIT 09.05.2022:
I decided to update only version with png's in 1K, because 2K tga version would soon reach horrendous 1GB. Most of the textures from the first episode are ready, there are only a few left, including another time-consuming tekwall.

 

EDIT 09.02.2022:
From now a new, smaller version is available (1K PNG instead of 2K TGA, 132MB instead of 520MB). There is no visual difference, at least for me, but this version loads much faster. I put links to both files below.

 

Hi!
Here's little update of my pbr project. Below is a package of materials that I have managed to do so far. Some of these you already know, some are brand new, some are placeholders (ok, there's a lot of placeholders yet). There are quite few of the most important textures from the first levels of the first Doom episode, but some are still missing. They can be used as alternatives to already existing packages. In future, I'm going to release some material variations (e.g. metal or concrete) to choose from according to your predisposition. Remember that PBR materials require dynamic lighting, so I recommend using the package with mods such as "Enhanced E1" by Wran (link below) or something similar. You can use this package as you like, distribute, edit, etc., just credit me.

 

YT showcase:

SCREENSHOTS:
 

Spoiler

 

pd1ULro.jpg

W8xSx7k.jpg

7azFT2M.jpg

3SMyuJq.jpg

mumQMTP.jpg

moakJu2.jpg

 

Example of variation mentioned above:
Floor5_2 in metal version:
KXfXYFK.jpg
Floor5_2 in concrete version:
m9srMM3.jpg

Some ingame footage (taken on GZDoom, with modified version of E1 with dynamic lights):



 

 

 

 

 

 

 

rsqLEgu.png

 

5jSfBeJ.png

FTAjbt1.png
B1Y3tui.png
o2cioSq.png
WhWcrhf.png

qJBuJQj.png

tBJGJHE.png

cfG3bfR.png

3DYWvgu.png

z4Er4B4.png

qHAGa2P.png

nSn3FDZ.png

eHT5WRz.png

PatE9Tg.png

05b2vo5.png

 

 

 

 

Doom 1K PBR pack:
https://drive.google.com/file/d/1lxwGc6-S8fxfHqqrK8NK-K_IrvuMoeP2/view?usp=sharing

 

Doom 512 PBR pack:
https://drive.google.com/file/d/1C_NmxVePUZbNMCd_jX_E4MUy8QuXPogn/view?usp=sharing

Doom 256 PBR pack:

https://drive.google.com/file/d/12p4sAydY2KeY_sJdH6STFJpy_lIol96X/view?usp=sharing

Enhanced E1 by Wran:
https://forum.zdoom.org/viewtopic.php?t=75202

As always, I'm open to all suggestions and opinions, but please remember that I do it as a hobby, in my spare time, and I don't have too much of it, so work on this pack progressing very slowly. Hope you enjoy it.

]]>
130773Wed, 10 Aug 2022 19:54:07 +0000
[1.5.2]BRING YOUR OWN CLASS!https://www.doomworld.com/forum/topic/135975-152bring-your-own-class/ WELCOME TO BYOC.

3wLH7O.png

This Zandronum* mod made by creators from a private community contains a ton of classes based on OC's and well known characters (From Peppino Spagghetti from pizza tower to the most obscure characters Dr.Doomguy from Dr.Doom)

each of the characters have their own arsenals and Gimmicks, Most of them are mostly tested with Multiplayer but they are playable on singleplayer!

 

*This mod will only work with zandronum, GZdoom will not work and most classes will break in some cases.

Screenshots:

Spoiler

ImYBA6.png

IzaamO.png

CUyqaQ.png

 

Download:

HERE!

 

CHANGELOG

Spoiler

1.5.2:

Critical Bug fixes

  • Trollface's Niko plush no longer crashes the game when midair for more than a second
  • Rare client crash Morshu’s mace, Kiler46 Nensho, Gumboald’s rage & Marco’s metal slug fixed
  • Player #10 and up in a server can now use the selfie camera

General changes

  • When joining games, the character select menu has been added as an option (Doesn't work during intermissions)
  • Kill Sound setting  (None) changed to (Same as Hit Sound)

Balance Changes are too many so check out the itch page for a more descriptive one.

1.5:

NEW!

  • Random player class has been enabled.
  • 5 New Characters
  1. Gary: Press 1 or 2 button combinations (FIRE/ALTFIRE/RELOAD/ZOOM) to unleash different attacks in a whim! 
  2. Devil Marine: A powerful marine who must shoot and saw through at enemies to stay alive! 
  3. Homer Simpson: Attack to fuel your EX meter, then ALTFIRE to unleash powerful attacks exclusive to each weapon. 
  4. Postal dude: A straighforward character with the ability to piss (RELOAD) to stun nearby enemies. 
  5. Francette Leclerc: An unconventional but powerful tank that must manually heal and armor up after getting resources. 
  • Character select menu (Default `H` Key) 
  • Selfie mirror (Default `N` Key) 
  • Spectate a player WHILE ALIVE (Default F12) and holding teleport allows you to choose your teleport target. 
  • BYOC settings menu on options 
  • Random Chat sounds 
  • New hitsounds and killsounds have been added 
  • Bad to the bone mode 
  • Random class select 

  • Scoring now includes a separate scoring threshold for reviving dead spectators (survival mode) [Enable sv_scoring 1 online to use]

General gameplay changes

  • Backpacks now consistently give chainsaw slot weapons/upgrades to every class who has one
  • Changed dual damage to triple damage (Called Damage Boost)
  • Damage boost duration shortened (from 30 to 20 seconds)
  • Unregistered invinsibility displays during invincibility
  • Random player choice re-enabled
  • Teleporting takes less time (from 7 seconds to 5 seconds)
  • Gibs can now be disabled on the byoc settings menu
  • Gib effects are now clientside preventing server lag
  • Gib effect spawns have been reduced, reducing clientside lag

Balance Changes are too many so check out the itch page for a more descriptive one.

1.0a:

General changes

  • Random player class has been enabled.

Balance Changes

  • Stupid Rat's phone meter gain was reworked. Now he gains meter per damage not per hit.
  • Stupid Rat Jelly, Cheese and Bomb now damage bosses.

Balance mistake fixes

  • Lowered Tony Soprano's BFG damage from 9000 to 1200.
  • Increased Noise's BFG ammo cost from 6 to 40.

Critical Bug fixes

  • Fixed Trollface's Niko Plush causing a crash.
  • Fixed Fred Chexter's flemoid summons being able to telefrag other players.
  • Arti and Telos no longer lose access to alt fire abilites and meters when changing into them mid game.
  • Fixed a chance of some classes respawning frozen if they died while using a move that freezes them.
  • Fixed pico losing all weapon control when alt firing the BFG without his meter ready.

Bug Fixes

  • Stupid rat pizza no longer gets stuck inside walls. It spawns on top of rat if there's a wall infront of him.
  • Megaman Sprite no longer loses movement when dogmobile dies while dashing.
  • Fixed Gammu's fire bar not displaying
  • Gungarth's chaingun now gives ammo on pickup.
  • Fixed Lil Paul not spawning when the player is hugging the side of a wall
  • Fixed Rayman's hand throw becoming unusable if you throw it at the sky.
  • Fixed Codsworth's pan making all players taller if it squished a lost soul.
  • PTG screen not going black when falling asleep.
  • Removed Gadget.
  • Fixed Moorhun being able to gain infinite ammo from loading and unloading his sniper.
  • Fixed some classes actions carrying over after dying and respawning, such as Ash Williams's chainsaw.

1.0:

Initial Release

 

CREDITS?

Spoiler

Doomguy - id Software (duh), edits by revenatn

Peppino - McPig for sprites, code by revenatn, edits by Basinga, HUD by Lother

Noise - Kyoobot for sprites, code by Basinga, HUD by Lother

Stupid Rat - McPig for sprites, code by Basinga

PTG - McPig for sprites, code by revenatn, edits by Basinga and HUD by Lother

AVGN - revenatn

Moorhuhn - Crayola, edits by revenatn and Basinga, HUD by Lother

Revenant - revenatn, edits by Basinga

Heavy Weapons Guy - revenatn 

Rayman - Crayola, edits by revenatn & basinga, HUD by Lother

Serious Sam - revenatn

Serious Sam 4 - Fesh

Morshu - McPig, edits by Basinga, HUD by Lother

Yung Venuz - Crayola, XBC, HUD by Lother

Tony Soprano - McPig, HUD by Lother

Trollface - Crayola, XBC, Basinga, Scotty, small assistance by revenatn and Fesh.

Metal Slug - Lother

Pico - Redead-ITA, additional sprite help (player sprites) by Yankee Jim, edits by Basinga

Doomslayer - Fesh, HUD by Lother, sprite assistance from Lattapotta , Hvellor for sprite and sound assistance

Niko (Oneshot) - Crayola, XBC, Scotty, some help from revenatn and Basinga

Sir Dan - Fesh

Fred Chexter - Pizza (Chex) Delivery Maid

Quote - XBC for code, Lother for sprites, Vorco for HUD, Cactus Companion for the skin and mugshot, memelad for extra help with the mugshot

JdG - Lother

Stickguy - Redead-ITA, edits by Basinga

Basinga - Basinga, Vorco for HUD

Mobster Matt - SinisterSpud

Jhonnykiller45 - Jhonnykiller45 for sprites, code by Basinga, reanimations by revenatn

Gumboald - Vorco for sprites, Basinga for code, edits by revenatn

Killer46 - Jhonnykiller45 for sprites, code by Scotty, reanimations by revenatn, edits by Basinga and Fesh

Codsworth - Fesh, Lother for HUD

Gungarth - Fesh

Bandit Bowie - Fesh

Melty Man - McPig

Kyuteru - Lother

Lother - Lother

Doise - Basinga, original noise player sprites by kyoobot, spray decal by Randy, xdeath sprites by lunex

Megaman Sprite - Basinga

Bob & bob - PTG, edits by Basinga

Arti - Combine_Kegan

Telos - Combine_Kegan

Ash Williams - Lother

 

Ammo pickup sprites by revenatn with kickstarting help by Jhonnykiller45

Quad Damage pickup sprite edit by Jhonnykiller45 

Special thanks to: Combine_Kegan, Sledge, and SuperUltra64 

 

]]>
135975Mon, 22 May 2023 23:33:10 +0000
Doom Sound Bulb - HD sounds that stay true to the original!https://www.doomworld.com/forum/topic/110822-doom-sound-bulb-hd-sounds-that-stay-true-to-the-original/ Hey there fellas. This is a mod I have been working on a lot since October, but actually have been working on it for longer than that.

This can be looked at as an update to Per Kristan's Hi-res sound pack. He gave me permission for using his sounds, but very few of them are even from his mod anymore, as I decided to try to find the sounds myself... Why? Because I wanted the sound effects without any form of 8-bit quantization; as these are 16-bit sounds. If that isn't a big deal, this will be. Here are some things worth noting about the mod:

  1. All 107 sounds are accounted for.
  2. Doors sound much closer to the originals than PK's. I spent way too much time trying to get those to sound just right, as PK's sounded a bit off.
  3. The pistol is ACTUALLY the original pistol now! I combined PK's with the original using High-Pass filters (I used those a lot when working on this).
  4. The player death sound is now the original!
  5. These sounds have absolutely no noise, so, use them if you want. Especially for Brutal Doom.
  6. Extra sounds are available for use! I borrowed from sound caulking, but not as many sounds are changed as compared to that mod. I also made sure they fit in well. THESE WILL ONLY WORK IN ZDOOM BASED ENGINES!
  7. Lots of sounds from the earlier sound pack have been edited to be more like the original 11kHz versions; minus compression, of course.
  8. Both Shotguns are now exactly the same as the original versions! (Same High-Pass strategy)
  9. Mancubus sight sound was reworked entirely. It isn't 1-to-1 the original, but is far closer.
  10. Explosions are now like the original. There are 3 or 4 explosions on Sound Ideas that sound alike, Per Kristan just picked the wrong one. He also though there was a thud at the beginning of the sound... There wasn't.
  11. DSSWTCHN was a bit off in the previous pack. I managed to make a 1-to-1 recreation.

The list goes on and on, but I think I spoiled enough. Enjoy Doom with improved sound effects. Hopefully you'll never want to go back. Spread the word; especially to Bethesda. Ask them to add these into the upcoming Addons menu in the most recent re-release.

 

DOWNLOAD LINK:

https://bit.ly/3fRRce2

VERSION HISTORY!

https://docs.google.com/document/d/1sH-g2sgdjk6y1hX6namf2qw11RlT0QfWoQb3f9H7mWY/edit?usp=sharing

The mod is now on Google Drive. You will no longer be able to go back to a previous version past v2. Sorry. Thank this site's size limit for that. I will remind everyone to click on the link again whenever an update is released, I guess it makes things a bit easier? I dunno.

Doom Sound Bulb.zip

Doom_Sound_Bulb_v2.zip

]]>
110822Tue, 17 Dec 2019 01:47:36 +0000
My 50+ Count Midi Archive (You can use these midis for your maps!) (1/12/2024 Update)https://www.doomworld.com/forum/topic/137625-my-50-count-midi-archive-you-can-use-these-midis-for-your-maps-1122024-update/           Other than the original compositions of the transcriptions/remixes, all midis in the below zip folder are my original midis. The separated few are remixed or transcripted by me, and the name of the first channel provides a link to the original or specified otherwise.

 

  • My midis here vary in style, mood, speed, atmosphere, etc..

  • These midis are free to use in any wad, pk3, pke or any other doom file, other videogame mod/mapset, midi pack, midi archive, etc.. 

  • Anything in \Original is free to use without asking, but ask me about anything you use in \Transcript/Remixes so you can provide the proper, exact credit.

 

Hayden49_MIDI.zip (335kb)

]]>
137625Sun, 16 Jul 2023 02:23:29 +0000
-wrong forumn-https://www.doomworld.com/forum/topic/142735-wrong-forumn/ this is probably the wrong place to ask, sorry

]]>
142735Thu, 11 Jan 2024 23:36:31 +0000
Quality of Life Patches for various WADs [Updates and Reorganisation on hold]https://www.doomworld.com/forum/topic/136079-quality-of-life-patches-for-various-wads-updates-and-reorganisation-on-hold/ As mentioned in the past, ive been working slowly on making piles and piles of patches to update loads of classic wads with modern features; automap names, episode selection screens, widescreen assets, UMAPINFO support, and so forth. Rather than keeping them stuffed in my Doom Launcher folders, ive cleaned up a bunch of them for public release, and hopefully credited everyone accordingly. Many more will be coming; ive made so many random patches that I once gave myself carpal tunnel in the process.

 

Generally, you can expect these to work in Crispy Doom, DSDA Doom, Woof, Eternity, GZDoom, and tentatively, Doomsday (This port has consistently given me the most issues), and there is also usually a seperate file for use in older ports that only use regular MAPINFO, due to conflicts. They are all highly modular too, so you can pick and choose parts to use. All vanilla wads will have xINFO patches (MAPINFO, ZMAPINFO, EMAPINFO, UMAPINFO), a GAMEINFO lump and an embedded Dehacked/Bex patch for compatibility with pretty much everything, and many also support Doomsday where possible. Doomsday and Eternity do not support any of the widescreen assets.

I have a consistent naming scheme in my patches to quickly identify them; '_fix' is the baseline patch, '_fixint' is an edit of the main patch that integrates bonus levels into the existing set for a seamless unbroken campaign (Usually a bonus MAP33 coming after MAP32), and anything with _old is a MAPINFO-only version. Widescreen statusbars are always seperate from the other widescreen assets if present, as there are mods that replace the huds that garble with a widescreen statusbar in use. All of these mods load on top of the original wad, leaving the original wad unaltered. In some older level packs I have fixed some levels with secrets contained in improperly deleted sectors; this is usually the extent of the fixes to levels, as other bugs stopping 100% are usually solvable with NOCLIP or console commands to kill monsters, and I do not wish to change any geometry of someone elses work. Other level fixes are provided by other users and solve critical issues.

 

For the first batch I have ready: (Keep in mind these are only tested by me and may have mistakes somewhere; please report any to me)

 

Thank you to @Gez and @rfomin for advice here and there, and @Kyka for occasionally testing some of these, as well as all the people in the Widescreen appreciation thread for inspiring these patches in the first place back in 2001, and of course, all the people that made the wads these patches give some love to :)

 

Alien Vendetta

(Contains integrated MIDI pack, patches for original release, second release and Black Label, restores Valley of Echoes to second release, adds widescreen assets)

 

Hell Revealed

(Contains updated music wad, patches for HRE1 and Hell Revealed, adds two bonus levels from HRE1, adds widescreen assets)

 

Memento Mori

(Contains widescreen assets, unofficial wide statusbar, new TITLEPIC)

 

Memento Mori 2

(Contains widescreen assets, adds the Secret Operations as a new 'episode')

 

Requiem

(Contains widescreen assets, fixes MAP25/26 names)

 

Revolution

(Upgrades Revolution to the official add-on version, also has alternative soundtrack to restore the original MIDI Pack version)

 

Icarus: Alien Vanguard

(Contains widescreen assets)

 

Good Morning Phobos

(Restores 3 cut levels, fixes MAP33; also contains patch for GMP V1)

 

Fragport

(Fixes Map 10, adds custom obituaries)

 

Anomaly Report

(Widescreen assets, Fixes MAP33, optional MAP19 midi change to mimic add-on version)

 

Whispers of Satan

(Update to bring the ZDoom-only maps to Eternity and UMAPINFO ports, small fixes)

 

Zone 300

(General UMAPINFO/Eternity support)

 

Zone 400

(General UMAPINFO/Eternity support)

 

The Beginning of the End: Part 1

(General UMAPINFO/Eternity support, adds optional END2 skies, adds level graphics)

 

Fava Beans

(UMAPINFO/Eternity support, integrates the silly bonus wad, widescreen statusbar)

 

Lost Episodes of Doom

(Fixes issues with Ultimate Doom, widescreen graphics from the original pre-ultimate Doom)

 

Vilecore

(Fixes the error of MAP30 and MAP32 being swapped)

 

Number One Kill

(Adds #1 Kill Extra as E3M1, fixes E2M5 being skipped after completing the secret level)

 

Number One Kill: The Next Generation

(Widescreen INTERPIC, fixed MAP12 level graphic, ends game at MAP20)

 

As an extra, check out my Master Levels patch for similar patches, and my Unity Port conversions which originated from these very patches

 

I have a bunch more stuff to come; anything I ported to the official Unity Port is definitely on the way. Also, those Heretic and Hexen tags aren't errors..

]]>
136079Sat, 27 May 2023 02:32:07 +0000
Rat Skies [pack of +160 new skies!] [UPDATED]https://www.doomworld.com/forum/topic/136360-rat-skies-pack-of-160-new-skies-updated/  //Edit:

This thread contained a series of textures for skies that were created by me by modifying AI generated images.
I have deleted them all because I no longer feel comfortable with their mere existence.
I understand that no one is forcing me to do this, no one has asked me to do it, and I do not demand anyone to do it in their content, even more considering that we do this as a hobby without any commercial purpose. However, the gross theft of the works of tens of thousands of artists, without any consent or retribution, which has made possible the existence of image generating software forces me to do this and raise it as a reflection for anyone who reads me.

]]>
136360Sun, 04 Jun 2023 19:40:31 +0000
Caball MIDI Packhttps://www.doomworld.com/forum/topic/142131-caball-midi-pack/ So, You guys may remember the Master Levels 25th Anniversary MIDI Pack. Well, this thread is try & get a supplement done that can fill out the Cabal plot with songs for the freely-available maps. Here's what Sverre suggested any musicians who want to try their hand at this go for as far as musical vibes for each map are concerned:

  • Eye Of The Storm (storm.wad, replaces MAP09):
    • a thousand little toothpick-pricks all over your body
    • glass about to shatter type creaks
    • egg about to break, something old and musty about to break out
    • overall quiet and muted, lazed-out background stuff ala Carpenter. Anticipant!
    • cover art: a mosh-pitting crowd in the La Tomatina Festival
  • Temple Of Death (todeath.wad, replaces map05):
    • if you have a favorite "pen & paper D&D background music" album, vibe off that!
    • winds blowing—it was a dark and stormy night!
    • mix in some mustiness of moss growing in the cracks of 1000-year old brick, stretching down miles long corridors
    • cover art: a fracturing skull, resting on top of an exploding barrel just as it explodes
  • Derelict Station (Derelict.wad, replaces MAP02):
    • hectic sci-fi vibe, as many BPM as demonically possible
    • map's kinda short but sweet, so no longwindedness
    • the sound of big steel slabs sliding off other big steel slabs
    • subtle computer blips & bloops?
    • haunted tech glitching out
    • cover art: a coiled silver necklace with a crazy mini-pearled ornament, resting on white silk
  • We Who Are About To Die (Arena.wad, replaces MAP06):
    • whatever brings the mood of a gladiator arena to the front
    • gongs, cheers, bone-cracks, etc
    • the arena's kinda abandoned, so maybe give it all a ghostly vibe
    • the "gladiators" are more prisoners than celebrated warriors, so add an aura of oppression
    • cover art: the "obey" meme
  • The Image Of Evil (the_evil.wad, replaces MAP30):
    • big map, so longer tune I suppose
    • a somewhat pleasant elemnet of unruly chaos creeping in
    • drift into the abstract of how you view music
    • a smattering of try-hard intellectualism—more confusing than revealing
    • a naive sense of accomplishment should tie it all together
    • cover art: the IDDT map view
  • Bloodflood (Flood.wad, replaces MAP03):
    • initially designed as a deathmatch map, if that brings any sonic associations
    • its a remix of sorts on Entryway from Doom 2, so maybe tribute from "Running From Evil", without being TOO obvious?
    • a poisonous river runs through it. Think cybernetic salmons and the odd unholy sermon, performed by imps. Nothing too spectacular. :)
    • maybe something akin to ML 25th OST track 02—Guess We Are Then?
    • cover art: A pale & skinny vampire bear hunting many fat cyborg salmon in a river, but failing. Some of the salmon have lasers shooting from their eyes, directed at the bear
  • The Watchtower (watchtwr.wad, replaces map04):
    • Think manic ambition culled by severe and convoluted limitations, yet still keeping the core vision recognizably intact
    • Like fitting a city inside an envelope without harming anyone, or folding a piece of paper the maximum number of times without tearing the fabric
    • Its a meandering map with some tedious backtracking pretty much unavoidable on first play, so something to calm the nerves a little perhaps, something friendly
    • Not too friendly, the lights have a tendency to go out
    • cover art: a tall tower overlooking an expansive bowled city of low citadel structures, interwoven by staircase paths rising outwards towards a sun-blurred edge, where the tower's shadow casts the only solid silhouette

And if you want further "cues" just listen to the original tracks in their map slots—Sverre put them in those slots so they would have those tunes attached, from the available ones in Doom II... For every composer's convenience, I also included the freely available maps as packed together in their 1.1 compilation, original map slots & all, so you could play them for further inspiration

cabal(v1.1).zip

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142131Thu, 14 Dec 2023 02:42:07 +0000
Every MIDI I've ever made for use in Doomhttps://www.doomworld.com/forum/topic/141376-every-midi-ive-ever-made-for-use-in-doom/ Title is self explanatory! I've had some of these sitting around for a while.

 

Here's the Doom MIDIs which I have made.zip

 

And here's a partial collection of them, if you need a preview.

 

 

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141376Fri, 10 Nov 2023 19:16:12 +0000