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Kaapeli47

Insanity Deathmatch version 1.21

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I have to say that this was my first forum post in Doomworld, and for some reason the screenshot are there twice >:/

 

Also, there are a few trailers for Insanity Deathmatch, and here's the official trailer for the previous version 1.0:
 

 

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Congratulations on the release! Can confirm that this mod is loads of fun, and it’s been fun helping contribute to its development (and memes of course) in the Hellforge discord.

I highly recommend this to any deathmatch player out there. Just don’t take it too seriously or you’ll never be able to escape the insanity…

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OK I learned that the Doom Multiplayer category is more for announcing events, and this post is now in WADs & Mods, a more proper category for a release post. xD
Many thanks to @Major Arlene for moving it!

Also, for anyone hosting a server with Insanity Deathmatch, read the 'Server_Admin_ReadMe.txt' for setting up the mod with a server, info on different CVARs, and recommended flags and settings with the mod. Feel free to ask additional questions here! :)

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I've updated the post with a list of recommended gameplay flags when playing and hosting Insanity Deathmatch!

As noted in the main post, the downloadable zip files provide instructions for server admins on how to host a server with the mod, in the form of a ReadMe text file.
A similar ReadMe for map designers using Ultimate Doom Builder is on the works for the future patch 1.11, coming Soon(tm).

However, version 1.1 is already compatible for mapping, so I will write the main rules of thumb for mappers in this post in case you want to start working now:

  • Use Zandronum: Doom 2 (Doom/Hexen/UDMF Format).
  • Resource load order: Doom2.wad, [possible texture packs], IDM_v1.1.PK3 (or newer).
  • Do Not load zandronum.pk3 with the mod!
  • Do Not place Skulltag things! There are similar things like the Red Armor and Doomsphere. Use the ones that have the label "(Insanity)".
  • Random spawners replace vanilla Doom 2 things. Their sprite in Ultimate Doom Builder tells what they replace from vanilla Doom 2.

Please let me know if there are any editor related problems with the mod. Thank you and happy mapping!

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Updated the thread with version 1.11 changes.

 

I want to thank everyone for the Multiplayer Cacoward congratulations! I never expected to achieve something like that, and I'm glad to hear people love InsanityDM this much!

Special thanks to the Hellforge discord community for the chaotic and extremely fun multiplayer sessions in the mod throughout this year! Your support and feedback has impacted the most to the mod, and I'm very honored to have Insanity Deathmatch part of the Doomforge!

 

Future updates for InsanityDM are guaranteed to come out some time next year, featuring mostly more big weapons, gibbing sounds, and gibbing explosions!

And as for other upcoming releases from me, I'm concentrating on developing and releasing the alpha version of Insanity Co-op & Survival next year...

 

Thank you everyone and happy chaotic fragging!

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I'd been hearing about this from various other people, and I was skeptical at first that it was just another Zandronum mod, but this actually looks pretty sick. Well done. 

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19 hours ago, OpenRift said:

I'd been hearing about this from various other people, and I was skeptical at first that it was just another Zandronum mod, but this actually looks pretty sick. Well done. 

Thank you, and glad you like it! I didn't want to aim for a modern approach with the style unlike most other weapon mods for different ZDoom ports. I still wanted to keep the classic and vanilla feel of Doom's deathmatch, but take the strength of all the weapons over the top, while still keeping it balanced so it still isn't like Russian Overkill!

 

This gives a chance for the lesser skilled players to easily get frags with any weapon against anyone. Unlike in vanilla DM, you don't have to only rely on an SSG or BFG to have a chance against a more seasoned player. All weapons are quite equal in their power, and because of that, the winner of each match is hardly the same for 3 matches in a row when you have more than 4 players.


I also learned more and more Decorate during the mod's development so I could add gimmicks like the random weapon and item spawns, which make games more unique even on the same map.

 

And I assume you're a fan of the older deathmatch wads, Rift, so I think you'll like the 1000 different gib sounds the most. Yes, there are that many!

The gib sounds are a throwback and pay homage to deathmatch wads like the DWANGO series, the Brit series, Execution, and other DM map sets from the 90s and early 2000s, which replaced weapon and player sounds with funnier and more satisfying ones, especially their gib sounds! I mixed the vast majority of them in Audacity from different games, deathmatch wads and memes!

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Insanity Deathmatch v1.2 has been released!

This update has a myriad of new features, such as a customizable settings menu for the mod in the main menu, simply called "Insanity Options".

There are also new miniature versions of the player gibbing explosions which also happen more commonly, and several new gameplay modifiers! There has also been a lot of fixes and improvements for several gamemodes, such as more friendly weapons for Duel, and a new team score HUD and brighter team colors for Capture the Flag!

The regular edition of Insanity Deathmatch has a handful of new death animations, and the Skinnable Edition's Skin Packs have a lot of new skins!

And as always, tons of more gibbing sounds, death explosions, and naturally insanity!
 

Full changes in IDMChangelog.txt in the downloadable zip files!

Edited by Kaapeli47

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I didnt know you made a thread for insanity deathmatch, ive been having many hours of fun with it with the rest of the hellforge guys.

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3 hours ago, NeedHealth said:

I didnt know you made a thread for insanity deathmatch, ive been having many hours of fun with it with the rest of the hellforge guys.

Oh it's been here for a while! :D Ever since November last year. And indeed I can't thank the Hellforge community enough for the position it has there to be promoted and playtested this much!

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Insanity Deathmatch version 1.21 has been released!

This update mainly features a whole bunch of balance changes and fixes made in Deathmatch and other different gamemodes.

Additionally, the Heat Seeker spawns again in every mode, except duel and LMS. It was meant to be removed from Duel, but accidentally got removed from all gamemodes. Oops.

The Skinnable Edition's Skin Packs have a lot of new skins once again! And as always, there are tons of more gibbing sounds, death explosions, gibbing nukes, and of course insanity!
 

Full changes in IDMChangelog.txt in the downloadable zip files!

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Hi,i post just to say a Big Thanks to the people that created the Insanity Deathmatch,it's the most fun,addictive and explosive Doom server that i have ever played :

 

Explosive Gameplay

We run fast

Rocket Jump works

A lot of memes explosions

A lot of fun weapons

Interesting Power-Ups and Armors

Nice Sound Effects

The rules that change sometimes

 

And the fact that we can play Duke Nukem,Caleb,Sonic,Mario,Yoshi,Gardevoir,Link,Lo Wang,Luigi,Robocop,Terminator...and having their sounds and taunts is really nice.

 

A lot of good/very good maps to play on and they're also beautiful in terms of level design with the modified Id Tech 1 and Doom,Hexen,Quake,System Shock,Blood,Star Wars...inspiration to them.

 

It's a big shame that the server is empty or with bots,on rare times,few humans are there but 80-90% of the time,it's empty and i don't understand that,it's very sad,it deserves to be full of humans all days,all months and all year.

 

My respects to all the people behind it,excellent work !

 

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1 hour ago, Xouman said:

Hi,i post just to say a Big Thanks to the people that created the Insanity Deathmatch,it's the most fun,addictive and explosive Doom server that i have ever played :

 

Explosive Gameplay

We run fast

Rocket Jump works

A lot of memes explosions

A lot of fun weapons

Interesting Power-Ups and Armors

Nice Sound Effects

The rules that change sometimes

 

And the fact that we can play Duke Nukem,Caleb,Sonic,Mario,Yoshi,Gardevoir,Link,Lo Wang,Luigi,Robocop,Terminator...and having their sounds and taunts is really nice.

 

A lot of good/very good maps to play on and they're also beautiful in terms of level design with the modified Id Tech 1 and Doom,Hexen,Quake,System Shock,Blood,Star Wars...inspiration to them.

 

It's a big shame that the server is empty or with bots,on rare times,few humans are there but 80-90% of the time,it's empty and i don't understand that,it's very sad,it deserves to be full of humans all days,all months and all year.

 

My respects to all the people behind it,excellent work !

 

 

Hey, thanks for playing! I'm glad to hear you've enjoyed it! Most of the assets such as sounds and sprites are by other people and from other games or Doom projects, which are all properly credited under IDMCredits.txt; but the programming is very much mostly done by one person, which would be me! :D So this has been majorly a solo-developed multiplayer project, and I've very much enjoyed working on it myself!

 

Next update of Insanity Deathmatch, which would be version 1.3, will focus on the features of Zandronum's next version 3.2 and will only be playable on that version. I've already had test versions of it running on Zandronum 3.2-alpha servers, which I assume you've also very likely played! One of the new features includes a slightly customized scoreboard with an additional frag-death-ratio column, a new big weapon, a few additional death explosions, tons of more gibbing sounds, and much more! Stay tuned for that one when Zandronum 3.2 releases!

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@XoumanI also want to add that the mod doesn't have any maps of its own. I use a myriad of mapsets that I think work the best not only for the mod, but for deathmatching in general today. Huge shoutouts to the mappers who made the maps for all the sets used!

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