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Bubblegum Crisis DOOM Version 1.2.

   (8 reviews)
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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 Classicgamer6 · Posted
      An amazing hellbase style level mixed with a bit of cave exploring, utilizes ZDoom effects to create a nice atmospheric environment to play in. I played on UV and found the difficulty to be fair while still presenting a challenge in a few spots. Overall it's pretty good but could of ended a little better as I am not a fan of arena endings.
    • By Classicgamer6 · Posted
      Rather alright but nothing too special besides the spectral enemy gimmick and the marble theme.
    • By Classicgamer6 · Posted
      Hangar is a single GZDoom level that has one of the best uses of 3D floors I've seen. There really isn't much I can say about this level except that is just really solid.
    • By Classicgamer6 · Posted
      I have a soft spot for levels set in somewhat realistic facilities that also feature a light horror theme, however, what I don't like are levels full of what can be surmised as annoying monster encounters. Specifically what I find annoying are the monsters placed on UV which lead to rather poor level flow. This level does look good and has a nice custom song playing but the stock scream sound effects that play somewhat frequently do detract from this. Overall this is an okay level that could very easily be made good if monster flow was made better and the screams were played less often.
    • By Figgy McSquiggins · Posted
      I was loving it, had a fair bit of challenge. Every fight really put you to the test. Excellent map design, too. You clearly worked hard on it, and that is not lost on me. That being said, as soon as it hit whispering winds, I instantly hated it. It just devolved into finding one of 20 invincibility power ups, and spamming the bfg. Took all the fun out of it when you're backed into a corner against 100 barons, 100 revenants, 100 cacos, 5 cyberdemons, 600 imps, 250 zombie gunners, a spider mastermind, and 20 arch-viles that revive the fuckers, and all you can do is spray the bfg and hope invincibilty doesn't run out.
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