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Unmaker - Doom 64 Remake (Made with Decorate)

   (12 reviews)
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The Doom 64 Unmaker, made with Decorate. Fully upgradable with the 3 demon keys, just like in Doom 64! (in command console, type "summon wpnpower*" * = 1-3)


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Do the upgrades do anything? - Nope. By the way,this wad sucks. This Unmaker looks like a plasmagun sprietswap (I mean,it's effective against dangerous monsters as well,as ORIGINAL plasmagun is. God damnit,I didn't even see a difference except for pickup message,sprite and sound.

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I already said you need a special build of Zdoom, now called GZdoom. Try Google.

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Doom 64 is my second-favorite incarnation of Doom, and the Unmaker is an awesome weapon. Cool WAD. --Crazee Boy, 5/5

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It's not working for my GZdoom, even the more recent version won't do squat...

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why doesn't this work with zdoom 2.098?

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Do the upgrades do anything?

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Keys aren't compatable as ammo tokens. That might've flied with earlier versions of Zdoom but not anymore. I looked at the code and saw that the A_GiveInventory command does not have a count on it, so it probably doesn't work because of that. If the author can't make it work, then it isn't going to get a high score. I was able to get it working, but I'm not about to give it a higher score.

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The entire thing jsut doesn't work. It might be because of newer versions, but inspection of the Decorate file shows a lot of ass backwards tricks that were used that newer versions didn't force you to use. I don't really know otherwise, but the entire weapon is this one big bug. As it stands, it was pretty fun for its one mode though. Reminds me of Heretic's Hellstaff.

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Even in zdoom 2.5.0 (and the equivalent gzdoom and skulltag), the upgrades don't do diddly shit. All it does is act like heretic's hellstaff. I looked at the code in a wad file and for some reason, zdoom doesn't regard a key-type item as ammo. This kind of upgradeable weapon needs an ammo token, not a key, to function. You can say it's a key, but don't ever make it a key.

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  • File Reviews

    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
    • By Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
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