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Everything posted by DASI-I

  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. 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
  3. DASI-I

    Doom Zero Creator Makes A Game

    I never played it. I'm gonna check it out.
  4. 30 Sep 1995 2019 is the release of the long in development, DOOM ZERO. Why is it called Doom Zero? You'll have to play it to find out. Released exactly 25 years after the release of Doom II (30 Sep 1994) - Fully MS-DOS compatible! (minimum: Intel DX4 100MHz - recommended: Intel Pentium 60MHz) - New Monster and Boss - 30 new Levels (maybe 2 additional secret levels?) - 4 Player Co-op - New Graphics and Sounds (including SFX, music and sprites) (WARNING!: Not compatible with any other mods, such as Brutal Doom, Beautiful Doom, etc. These will have the unfortunate effect of erasing the new content, such as the new Boss and Monster) The goal of Doom Zero isn't just to reuse the basic mechanics of the original Doom 2 (find key, unlock door, exit level) but to create a variety of mechanics that makes traversing the levels more interesting whilst still staying within the confines of the limitations of the original Doom2.exe The level designers at id Software, most notably John Romero, followed a few rules that Doom Zero tries to follow. To learn more check out this fantastic video on this topic: https://www.youtube.com/watch?v=ptHurafdCoQ -------------------------------------- Doom Zero is available as an Add-On in the official re-release of Ultimate Doom and Doom II: https://store.steampowered.com/app/2300/DOOM_II/ Mod version download: https://www.moddb.com/mods/doom-zero/downloads !!! WARNING !!!: Not compatible with any other mods, such as Brutal Doom, Beautiful Doom, etc. These will have the unfortunate effect of erasing the new content, such as the new Boss and Monster -------------------------------------- Please share and help publicize this project ^_^ and while you're at it, try out the HQMusic add-on in conjunction with Doom Zero DOWNLOAD: https://www.moddb.com/mods/doom-zero/downloads By the way, I'm making a game for anyone who is interested. Join our discord for more Doom Zero or to see what else we've been working on. https://discord.gg/tVm5T9Yrhw
  5. Thanks Hawkwind. These will come in handy. By the way, I'm making a game for anyone who is interested.
  6. 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.
  7. I will look into that. I'm not sure how to fix it but I'll do my best
  8. 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
  9. 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.
  10. That's a pretty good idea.
  11. 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.
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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).
  17. Glad you enjoyed it 😊
  18. Fixed. Thanks. Thanks, but yeah, having such a version would miss the point of what Doom Zero is supposed to be.
  19. I made a discord update post of some of the changes to Doom Zero version 2.2. These changes are thanks to the recent feedback I got from players. (For those that already subscribed to our discord, just head over to the doom zero thread. For the rest, go to this link first: https://discord.gg/tVm5T9Yrhw )
  20. Removing the modded aspects of a mod is something I will never do. Case closed. Sorry. ¯\_(ツ)_/¯ Sometimes players just need to accept that some megawads will never work with their favorite mods like Brutal Doom, and that they shouldn't expect modders to always accommodate these desires anymore than players should expect all mods to be vanilla compatible. Both are unreasonable.
  21. I feel like a broken record 🙃 But I'll do my duty to remind people that Doom Zero is its own mod and NOT JUST a mappack, therefore it is not compatible with other mods like brutal Doom. Other mods will break Doom Zero.
  22. If you guy's want to continue chatting I however will be spending more of my time on our Discord. Head over there for more Doom Zero or to see what else we've been working on: https://discord.gg/tVm5T9Yrhw
  23. RedPass Games is my really old (defunct) mod label that I created when I was a teen. I used it for mods I made but I only included it in 1 poster of Doom Zero so that fans of my previous mods will know it's from the same creator. I don't really use it anymore since the creation of Iruka Software, a company I co-founded. Check out our website irukasoftware.com to see what the heck I'm talking about. I'm probably just gonna remove the RedPass Games title in the future. No need to apologize. I like getting feedback of potential bugs that I may not be aware of. ^_^ If this was quake 3 or doom 3, I absolutely would've placed these animation changes in a separate PK3 or PK4 file but unfortunately a DEH file cannot coexist with another DEH file. And yes, I know that some source ports support PK3 files but those aren't compatible with vanilla Doom. But if you don't like them then you can just use the 1.9 version of the DEH file and run that with the 2.0 version of the WAD. But you may need to place the DEH file inside the wad and rename it to dehacked while deleting the other dehacked lump if you're planning on using it with an advanced source port like GZDoom. It's more work than most would want to do. I could include a whole bunch of different files in the ZIP file but that would confuse people and be very inefficient, so instead I will explain what the changes actually are. (This next part is just something I wanted to say to all) Like P41R47 said, these are not new frames of animation. They are all original, some of these frames didn't even make it into the final game. The pistol is the biggest example of this and so I just picked the frames I think looks best. It's subjective but I really do think it's way better than the default. All the other weapons were changed to seem smoother or to match the sound effects better, like the chaingun and plasma rifle actually now animate to the rhythm of the firing rate. It's all totally within the confines of vanilla Doom, but I do get why the weapons were done the way they were done. Slow PCs like a 486DX33 or 486SX25 would drop frames, and so the animations were slowed down so that you could see all the frames even at these slow speeds. But that's not an issue anymore, and I just wondered what they would look like if this original restriction didn't exist. Is it how id would've done it? Probably not, They're not me and I'm not them. But I like exploring these things, and I know that some people won't like them, and their objections are just as valid as my reasonings. As an example, some people just don't like the new sound effects and I totally get why. I just personally think the new sound effects just makes more sense. (wow, this is getting long :P) But I'm happy with the feedback I get. That feedback has caused me to go back to Doom Zero to make changes and fix things that I didn't know about until someone told me about it. I know I may seem a bit stubborn at times, but I really do consider everything that people share with me before making a decision weather to implement these suggestions or not. Thanks for your patience with me. ^_^
  24. Tested it in ZDoom, GZDOOM, Choc.Doom, and DOS and it seems to do exactly what I want it to do. Have the lights on the floor move in the opposite direction after shooting, that's all it's supposed to do.