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nayoz

unmaker + soul cube + nightmare imp + new bfg mod

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gameplay changes:

 

soul cube in slot 0, recharge with 100 kills (50 on nightmare), can restore life while doing damage up to 200, it rotates while it bounce around seeking demons to consume.

 

new unmaker gun, 5% chance to drop inside a level (chance is rolled each start of a new map, destroy a green explosive barrel and if you are lucky you will hear a demonic voice and you will find the unmaker weapon ready to be picked up... it consumes 2 cells per shot, shoots lasers that penetrate target and on death gib it avoiding resurrection)

 

bfg9000 now deals damage split in 3 waves, so if a monster is killed by the partial damage, other monsters can be killed by the leftover damage. damage propagate in 3 waves each of 360 degrees, the screen shake if nearby projectile impact, projectile is about 50% faster, ammo consumed is halved, there is a visual indicator showing how close the bfg9000 is to shooting

 

cloaked monsters now are totally invisible, can be spotted by sound emitted, they become visible while damage, attacking or being dead

 

added nightmare imp, it has 50% chance to spawn instead of spectre, is a cloaked imp with extra speed and purple projectile

 

damage done +20% and received +50%

 

health and armor powerup value is now 5 (capped at 200)

soul sphere gives 100 health (capped at 200)

green armor value is 50 cap 100, blue armor value is 100 cap 200

megasphere gives 100 health and 100 armor, cap is 200 for both

 

some monsters are more aggressive and shoot more often

baron of hell and hellknight bleed dark green

note: hell2pay, now monster bleed of different colours, changed cloaking, restored rocket, plasma gun, bfg instead of the modified original replacements

 

included here is a collection of .bat files with correct parameters to play the mod with all official doom games (included doom zero)

there are also lnk files but they work only if files are placed in c:\games\doom

 

gzdoom is required

 

required: at least doom2.wad (doom.wad, tnt.wad, plutonia.wad can be used for extra content)

 

included:

doom(R), sigil, the lost episodes

doom2(R), master levels, no rest for the living

tnt evilution(R), the plutonia experiment(R)

doom 64

hell to pay, perdition's gate

doom zero

 

(R means that the required .wad file is missing, you have to add it)

 

in theory this mod can play any map... as long as these parameters are being used:

gzdoom.exe -iwad doom2.wad -file brightmaps.pk3 lights.pk3 NU.pk3 LTP4.pk3 doom2_sc55_ogg_v1.2.zip UnofficialMaps.wad HAMW.pk3 ucd0.4.pk3 +cd_player_weapon_damage_mult 1.2 +cd_player_damage_taken_mult 1.5

 

(example with UnofficialMaps.wad)

 

download link:

[download link removed]

 

Edited by Mordeth : link removed - commercial levels included

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On 8/25/2020 at 8:39 PM, nayoz said:

included:

doom(R), sigil, the lost episodes

doom2(R), master levels, no rest for the living

tnt evilution(R), the plutonia experiment(R)

doom 64

hell to pay, perdition's gate

doom zero

Just thought I’d ask... why is Doom 64 being distributed with the mod? I don’t think that is legally allowed. Also,there isn’t much point in packaging WADs with the mod as many people can just download WADs to use with your Mod.

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@nayoz Download link removed, since we received reports it includes commercial levels. Please re-upload without commercial content.

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On 12/28/2020 at 6:44 PM, Silhou3tte said:

why is Doom 64 being distributed with the mod?

 

It seems to be actually Doom 64 for Doom II, the project led by Mechadon. In that sense, there is no offence.

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17 minutes ago, Diabolución said:

 

It seems to be actually Doom 64 for Doom II, the project led by Mechadon. In that sense, there is no offence.

Right. That wasn’t clarified in the original Post.

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9 hours ago, Mordeth said:

@nayoz Download link removed, since we received reports it includes commercial levels. Please re-upload without commercial content.

Question, are we allowed to make edits of comercial episodes within our wads, say if someon wanted to use a level from doom 64 in doom 2 , but add onto it and include it as a secret level within a wad, is that allowed.

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Doom 64 for Doom II is not commercial, however it was based on commercial content so it's kind of a gray area. So yes you could, but you should probably ask the permission of the one who ported that particular level. Regardless, I would suggest not doing that anyway and just make your own levels. If someone wanted to play a map from D64D2 they'd just play D64D2.

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