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About DASI-I

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  1. DASI-I

    Doom Zero Creator Makes A Game

    Here's a link for a download of the alpha build so you guys can try it out. Again, if you've watched the first video, you'll know that the alpha build only explores how the falconet will function, not all weapons are available, only 4. there's only 1 enemy ship at the moment with only 1 stage. The purpose of the game is to explore the map to find the robot generators and destroy them. The map may seem to be an "open world" type thing but the map is actually pretty linear and shouldn't be too difficult to beat. https://irukasoftware.itch.io/falconet
  2. DASI-I

    Doom Zero Creator Makes A Game

    I never played it. I'm gonna check it out.
  3. Thanks Hawkwind. These will come in handy. By the way, I'm making a game for anyone who is interested.
  4. Hi everyone. A lot has happened in the last year or so. I leaned a lot during the Development of Doom Zero and it's not a good idea to let all that experience go to waste. So we're making an original video game!! It'll incorporate some of the ideas from games like Radiant Silvergun, and many of id Software's shooters such as Doom II, Doom 2016, Doom Eternal, and Quake III Arena. Below I posted 2 videos. The first discusses the whole goal of what we are making and why id Software fans may want to keep an eye on this...unless you only like FPSs ¯\_(ツ)_/¯ Here is our Teaser that gives a glimpse into what's the story: By the way, This is in the early alpha stages, so there will be more to look forward to. There may not be much here at the moment but hopefully gamers will see the potential here. But good news for you guys because we are open to gameplay suggestions. You can also listen to what the music will be like: https://drive.google.com/file/d/1tmIlHGpE9lt1WwI3Kr9S3OLr3kd5UNh8/view?usp=sharing
  5. Not a stupid question. If you want access to the tracks outside of the WAD then just use Slade3 to export them (highlight all tracks and right click for export options). A way that you can hear the music in the game itself that is very close to what it sounds like in the HQMusic pack is by using something like CoolSoft VirtualMIDISynth and use a sound font called "GeneralUser GS FluidSynth v1.44.sf2". Then set up Doom for MIDI music playback and Bob's your uncle.
  6. I will look into that. I'm not sure how to fix it but I'll do my best
  7. Glad you are enjoying it. But yeah, that's right: The music pack will only work with source ports that can run the OGG format stored in a WAD
  8. That's crazy! I didn't know that. So yeah, I only started playing No Rest for the Living a few weeks ago, never got around to finishing it.
  9. That's a pretty good idea.
  10. The changes to Doom Zero really are the result of the feedback I got from streamers and such. Ver 2.2 isn't trolling the player. I'm not saying players are stupid for not noticing the face switch mechanics, but at the end of the day, many players didn't notice it, period. But yeah, I know that many of you enjoyed Doom Zero prior to these changes (which is why I'm keeping 1.9 up, at least for the time being) but the reality is that players need to be aware of the role of the face switches. I put in a hell of a lot of time and effort implementing them not just in a way that makes sense but they are there for the player's benefit, they are there to not waste the player's time. It's a lot more fun moving through an open level that gives you direction through visual cues rather than mindlessly wandering the map, not knowing what to do or where to go. Also, I'm just tired of the many streamers and let's players almost constantly complaining that the maps are too confusing and don't make sense just because they didn't notice a mechanic that really is the backbone of Doom Zero, and that I really think it is a solution to a problem that Doom suffers from in general. The changes to map01 is necessary, however, I really don't think it's intrusive or a detriment to the pacing like a traditional tutorial would be. In fact it really is just par for the course where the player just does the stuff you always have done in Doom, and that is to find a switch to open a door, that's all it is.
  11. Just found a serious problem in map20. The Demon Witch corps is sitting right next to the living demon witch! XD Please redownload ver.2.2 if you haven't already
  12. Finally released ver.2.2 After some more testing to make sure everything is OK, THIS WILL BE THE IDGAME RELEASE!!! I'm also gonna contact id to see if they allow for patching of Add-ons in their official ports Some of the changes made to ver 2.2 -Further refined the player's weapon animations and made the fist punching more aggressive -Added berserk packs in maps that didn't have them -Turned blue armor room into a secret in maps 01 and 32 -Added 2 simple puzzles in map01 to help teach players the role of the face switches and its mechanics -Made 2nd switch "puzzle" less confusing in map02 -Silenced door sound effect when face switch is toggled on in map09 -Removed lights in center of map09 to prevent monsters and player from occasionally getting stuck -Added floor pattern in the square room of map12 to help players spot an alternative way to open the door -Made certain floors red to make it a little easier to spot platforms that the player can run on in map13 -Made locked doors' colours more noticeable in map14 -Widened corridors during platforming sections to help it not be tedious near the end of Map15 -Made it easier for players to notice the best way to solve the exploding barrel puzzle in map16 -Moved megasphere near slime pit, added rocket launcher to where the megasphere used to be in Map23 -Tweaked a platform in large cave to prevent players from cheesing the plasma gun secret in Map23 -Swapped out rocket launcher and super shotgun near slime pit with plasmagun and plasma ammo in Map23 -2 secrets tease the player more by being more visible near the large slime room in map23 -Changed the 3 story lift near the large slime room to prevent the player from waiting too long in map23 -Cacodemons are easier to see in the large slime room when viewing through both switch cages in map23 -Overhauled the order in which the player can access rooms in map25 to help find the exit more easily. -Replaced radiation suit with a berserk pack in map26 -Tweaked the central room's floor to make it easier to telefrag the cyberdemon in map26 -Added more enemies, mostly during times when player has low health to keep players on edge in map27 -turned secret wall near the end of map26 into a lift so that the player can access the other secret quicker -moved the keys and locked bar switches in map28 to help communicate to the player what they do. -the shrine/temple in map30 now actually looks like a shrine/temple -Added more plasma ammo in final archvile room in map31
  13. Yeah, I hope you find them. If you want, there's also a pre-beta demo released way back in 2017 which has the first 6 maps. These 6 maps are a little different from even the 1.0 version https://drive.google.com/open?id=1S8RuolgPLSU9iPE_mHCLksJxouGYIQlS
  14. Fixed the link: https://drive.google.com/file/d/1ey1uH5QzwCoq0ITOZ3dVRAqj87vK-DKz/view?usp=sharing So yeah, the official release came out after 1.8. Version 1.9 is based on the official release, or rather 1.9 is most similar to it but it really came from 1.6 since that was the latest version to have most of the assets from the Doom2 IWAD since the official release of Doom Zero needed to be an IWAD in order for it to work in Doom 1 EDIT: I've also got 1.7: https://drive.google.com/file/d/1AaVN8Iso5wrlc6avI59CoDzYMGeTy9sX/view?usp=sharing
  15. This is ver1.5 https://drive.google.com/file/d/1ey1uH5QzwCoq0ITOZ3dVRAqj87vK-DKz/view?usp=sharing I can't seem to find all the stuff before 1.5, which really isn't that big of a deal since 1.1 to 1.5 were mainly fixes and not as drastic of a change that 1.7, 1.9, 2.0 and 2.1 were. 1.0 is exactly like 1.1 and 1.2 but less stable and with no items in certain levels on easy and medium difficulties (obviously not intended, I was in a rush to get it released ASAP).