skins

Sign in to follow this  
Followers 0
This directory contains files that can be used with DOOM ports that support "skins" such as DOOM Legacy. If you don't know how to use them, write to the author or read the text files.

82 files

  1. Anyone remember Jet Force Gemini for the N64? This is a player skin of Juno, one of the three main characters in the game. I decided to make his armor color green so you could edit his appearance under player setup.

    4 downloads

    (0 reviews)

    Submitted

  2. For lovers of both Contra and Doom - now you can play as the old commandos from Contra III - Bill Rizer and Lance Bean.

    7 downloads

    (0 reviews)

    Submitted

  3. It's Ray Poward from Contra: Legacy of War. Bit of a rough translation from the PS1 game into Doom so hopefully it plays well enough to work.

    8 downloads

    (0 reviews)

    Submitted

  4. Solid Snake now available as a player skin for Doom.

    16 downloads

    (0 reviews)

    Submitted

  5. Behold, something nobody asked for - it's Lunar from Mischief Makers for the N64. Was inspired to make this when playing it recently - should work under any skin-supporting source ports.

    7 downloads

    (0 reviews)

    Submitted

  6. Simple player skin that replaces the regular Doom Marine with a mysterious shadow version; inspired from characters such as Shadow Jago from Killer Instinct Gold and Noob Saibot from Mortal Kombat and other silhouette-type characters.

    8 downloads

    (0 reviews)

    Submitted

  7. This is a skin that Zero and I made in about 4 hours of actual effort but it came out really well. The skin is of an imp dressed up in a basketball outfit bouncing a basketball when you move. Nightmare Zero did the sprites and I did the sounds and other junk. It has many taunts that were pulled from the announcer on NBA Jam. Really good for deathmatch. Feel free to include this in a skin pack, just give credit if you would please. ENJOY!

    4 downloads

    (0 reviews)

    Submitted

  8. Ranger is back after killing shub-niggurath and armagon and the dragon, Ranger gets teleported to the arena eternal and etc, After fragging since 1999 Vadrigar sends Ranger back to his home, But something is wrong looks like monsters have invaded again.

    ***Ending*** Ranger kills the monsters but he is then invited to Quake Champions by Tim. Take a look at Quake Champions if u have the guts! and of course the required requiremens (I have bad notebook)

    I did this skin because the others quakeguy skins don't have his sounds, Feel free to use! check S_SKINQG in the wad for correct credits.

    19 downloads

    (6 reviews)

    Submitted

  9. It's Wolf as he appears in Smash Bros. now as a playable character in Doom.

    10 downloads

    (2 reviews)

    Submitted

  10. It's Chip the Wolf the Cookie Crisp cereal mascot. I did this as sort of an in-joke between a friend and I. Should be funny for co-op/deathmatch fun.

    6 downloads

    (3 reviews)

    Submitted

  11. Skins of most monsters from For Jihad Monsters project. Skins include most monsters from imperial infidel forces (a.k.a. counter terrorism forces). You can be either a Mechanic, Dual M-1911 Pistol Unit, M-16 Rifle Unit, M-9A1 Super Bazooka Unit, and Stoner 63 Rifle Unit. Troll it up, troll it down, troll with the sound. Now go have fun and fuck around, you bitch.

    5 downloads

    (2 reviews)

    Submitted

  12. Skins of most monsters from Custom Marathon Monsters project. Skins include most monsters from cultist forces. You can be either a Cultist A Rifle, Cultist Torcher, and Mjolnir Soldier. Troll it up, troll it down, troll with the sound. Now go have fun and fuck around, you bitch.

    4 downloads

    (1 review)

    Submitted

  13. Skins of most monsters from Blood of Bin Laden Monsters project. Skins include most monsters from al-Qaeda, Taliban, and counter terrorism forces. You can be either a U.S. marine, a security guard, a Mujahid w/ various attires, and even the one and only Osama bin Laden!!! Troll it up, troll it down, troll with the sound. Now go have fun and fuck around, you bitch.

    5 downloads

    (4 reviews)

    Submitted

  14. 15 charmander skins, including various weapon, gender and outfit options.

    20 downloads

    (14 reviews)

    Submitted

  15. A skin pack that adds two new high quality skins, the WitchHunter by Captain Toenail and the Demon Hunter by IcyTux. They are dark, sinister individuals, dedicated to seeking out evil in all forms and banishing it from this world "eat leaden death, demon!"

    9 downloads

    (7 reviews)

    Submitted

  16. es 2 skins de un personaje del kof 2002-2003

    18 downloads

    (12 reviews)

    Submitted

  17. skins solomons key 1-2 de la mitica consola NES

    6 downloads

    (5 reviews)

    Submitted

  18. es el skin de mi personaje favorito del kof 2002

    21 downloads

    (19 reviews)

    Submitted

  19. es el skin de mi otro personaje favorito del kof 2002

    6 downloads

    (4 reviews)

    Submitted

  20. skin de bomberman de la mitica consola NES

    7 downloads

    (6 reviews)

    Submitted

  21. skin de bchallenger de la mitica consola NES

    6 downloads

    (5 reviews)

    Submitted

  22. es el skin de alejo de la serie de alejo y valentina de MTV

    14 downloads

    (12 reviews)

    Submitted

  23. es el skin de carlitox de la serie de alejo y valentina de MTV

    15 downloads

    (12 reviews)

    Submitted

  24. skin de roll (hermana o algo asi de megaman) del juego Marvel Vs Capcom

    10 downloads

    (8 reviews)

    Submitted

  25. This is a simple skin of a guitar wielding marine, which uses the strife player as a base. There are two versions. The one called GuitarST.wad is for Skulltag, it includes a taunt and a botfile. The version called GuitarZD is for use in Zdoom and its other branches.

    21 downloads

    (18 reviews)

    Submitted

Sign in to follow this  
Followers 0
  • File Reviews

    • By Killer5 · Posted
      The following review is comparing Combat Shock 2 to today's slaughter wads.   A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.   The following descriptions are from my play through on UV, using pistol starts, and no saves.   Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.   I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.     Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.   My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.   The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.     Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.   There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).   Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.     Map04: This map is half good.. half incredibly tedious cleanup.   The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.   Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.     Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.   The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.   The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.   Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.     Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.     Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.     Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.   Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.
    • By Cacodemon345 · Posted
      Pretty solid megawad. Everything about this wad is simply excellent.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D