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kalensar

D4V-ReZDoom-v4ex[ZDoom2.8,Zandro,LZD,GZD]

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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

Edited by kalensar : Update

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Added a new update. Download link is still the same.

 

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

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New update. Its a big boy in overhaul, but not in size.

 

Changelog:

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.

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Small mini christmas update. added 2 more player classes just for fun.

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.

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Updated demo video. Doom 1 e1m1 thru e1m2 on UV. Current release version is one generation behind what I'm working on, but all mechanics seen in video are identical otherwise.

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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.

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