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Bubblegum Crisis DOOM Version 1.2.

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About This File

Updated to the previous version of Bubblegum Crisis DOOM (version 1.1). Changes are: : Version 1.1 had all resources betweeen the S_START and S_END Lumps, which caused ZDOOM to think they were Sprites. I fixed it so that any data including face graphics, title screen graphics, musics, and sounds are not where the sprites are. : Some Sprites were putted in as Alpha DOOM sprites, which made it unviewable in Wintex, my preferred editor for WADs. Using Wintex, I extracted all the resources of the WAD and then modified the BG-2000 Eliminator hand, so it's no longer blue. : removed any wasted space with NWT, which I only use for cleaning up Wasted space in WADs. : Fixed Dehacked patch text strings. DEHACKED lump is in WAD file so no one has to use the -deh parameter if you use ZDOOM, MBF, SMMU, or any other Source port with Dehacked in wad Support. : Added new DSPDIEHI Sound, using the DSPLDETH and a ROTT Sound as a Basis (ROTT Sound is "YOU SUCK!") : Tested with some TCs like HACX, Ghostbusters DOOM 2, Army of Darkness, etc. Don't try to run this patch with Batman DOOM, otherwise it causes troubles with the TC by ACE Team Software. Here are the results: : Batman DOOM: messes it up HACX: Works superbly. Army of Darkness: Works fine, but no Palm Blast. Ghostbusters DOOM 2: Uses sprites from other Weapons, so they are mixed up, but the patch works Here. : All TCs and PCs were not tested with this Patch. : Used the DSBFG sound from Otakon DOOM, the one in the Bubblegum Crisis DOOM Patch v1.1 was too wimpy. : Included one Screenshot from each TC I tested on to prove that the Bubblegum Crisis DOOM Patch will Work on those TCs. : Plus many other Bug Fixes.


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  • File Reviews

    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.
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