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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 Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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