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DoomKrakken

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Everything posted by DoomKrakken

  1. DoomKrakken

    Embers Of Armageddon

    Absolutely. However, I'd be making a whole separate mod to apply the same EOA treatment to DOOM Eternal, instead of slapping such changes on top of EOA itself.
  2. DoomKrakken

    Embers Of Armageddon

    At long last, I am ready to share this mod with you guys and the world! I am excited to announce the official public release of Embers Of Armageddon: a 2016-to-Doom partial conversion that attempts to faithfully recreate the weapons, items, combat mechanics, and upgrade systems of DOOM (2016) in GZDoom! This mod is compatible with GZDoom 4.5.0 or later. FULL DOWNLOAD (includes EOA Assets.pk3 and EOA Code.pk3) Code-only download (includes only the EOA Code.pk3 file for code-only updates). Link to the official Embers Of Armageddon Discord Server, to keep up with the latest updates!* Also hit me up on ModDB, if you'd like! Originally intended to be a proof-of-concept to recreate various challenges, upgrade effects, and upgrade systems of DOOM (2016), it became its very own fleshed out partial-conversion. Over the past few years, ever since DOOM (2016) was released, I had been carefully observing behaviors for the weapons, items, combat mechanics, and upgrade systems of DOOM (2016). I saw that others decided to make their own DOOM demakes, only to add many of their own liberties and critiques on the game itself to their mods. I held that it was not only possible to faithfully recreate these aspects in a sourceport engine, but it would actually work and work well on its own. And that was how the project was born! :D I'm indebted to various members hailing from all walks of the Doom modding community. Having showed others my project, many wanted to help with it in any way they could. I am blessed to have gathered such a wonderful team of fellow fans! Special thanks to my Godsends: - Strongbelly - Bryina - Abysswalker - Clay - Simploo - ScrubHead - BerserkerNoir - Major Cooke - iamcarrotmaster ... and hopefully more to come in the future! Also a shoutout to my various private alpha and public beta testers for helping me to improve the mod even to this day! With that said... sit back, relax, and enjoy the mod! ;) All credits are listed in CREDITS.txt, in the .pk3 file. If any are missing, please let me know as soon as possible, so that I may remedy the error(s) as soon as possible. *Note: the Discord server keeps newcomers in a welcome room until they announce themselves (much like the ZDoom Forums Discord Server), so that I or my moderators, having verified their humanity, can manually assign newcomers a role to grant them access to the rest of the Discord. IMPORTANT: These are controls you must bind to utilize all functions and mechanics offered by EOA. You can find these at the bottom of the EOA Settings menu: Also, some screenshots for your viewing pleasure: And a couple of gameplay demos:
  3. DoomKrakken

    Embers Of Armageddon

    Critical hotfix inbound: Changelog:
  4. DoomKrakken

    Embers Of Armageddon

    EOA v1.9 is now here! Comes with some HUGE changes (coding-wise). Changelog:
  5. DoomKrakken

    Embers Of Armageddon

    Hello guys, sorry for not reporting here for the longest time. Mod's not dead, but I got plenty of stuff happening behind the scenes. Updates are gonna take a while to handle even after I get them released because I need to restructure my file hosting infrastructure to better streamline download availability. Just letting you guys know there's more to come in the near future. I hope I can deploy it soon! Stay tuned, Slayers! :D
  6. DoomKrakken

    DOS Doom Code Execution

    Just discovered this thread through the 2020 Cacowards, congrats on the uber-notable mention! :D Quick question... if being able to execute (just about) any sort of code through these means can happen with DOS Doom... would it be possible to do this sort of thing for certain sourceport engines (like, say, Zandronum)? Would be cool to add ZScript/DECORATE parsers to other engines that have better networking capabilities...
  7. DoomKrakken

    Making a sprite with Blender and Krita for newcomers

    But it still includes utilizing models, (spoiler alert).
  8. DoomKrakken

    Favourite sound effect?

    One of my favorites: "I thought you would appreciate the sentry I chose. The great Aggadon hunters from the Telos Realm, though long thought to be extinct, created to hunt only the Slayer and his Night Sentinels during the Unholy Crusades. Some improvements on their design have been made. Enjoy what is undoubtedly my finest work." - Deag Ranak (Emphasis added by me.)
  9. DoomKrakken

    Austerity | Remaster | v3.0 released

    Sure thing.
  10. DoomKrakken

    Austerity | Remaster | v3.0 released

    By the way, @Tormentor667, mixins classes cannot support Default blocks. I had to edit them myself in order to actually get to playing Sapphire and Austerity.
  11. DoomKrakken

    Austerity | Remaster | v3.0 released

    Actually rediscovered Austerity thanks to a friend, who played my weapon mod on the mapset. Once I saw effects were present that weren't previously there, I knew Torm was back in action. :D
  12. DoomKrakken

    Austerity | Remaster | v3.0 released

    Oh man, your maps were some of the most inspiring maps I've ever played. Glad to see they're being revisited... I just wish there were more of 'em, though. Any chance you'll make more maps in the same vein as Austerity, Sapphire, Ultimate Torment 'N Torture, etc.? Those are the kinds of maps/mapsets I've come to associate with the heart of Doom mapping. :D
  13. DoomKrakken

    Embers Of Armageddon

    Non-critical hotfix issued: Changelog:
  14. DoomKrakken

    what are you working on? I wanna see your wads.

    Very much agreed! Can't wait to try out your map too! :D
  15. DoomKrakken

    Embers Of Armageddon

    <redacted>
  16. DoomKrakken

    Embers Of Armageddon

    Alrighty peeps, time for a new update! :D This will not require a new version of EOA Assets. Grab the code file from the code-exclusive download link (located underneath the full download link) if you already have EOA Assets. Changelog:
  17. DoomKrakken

    Deadtech (A Doom 2 community project - WIP)

    @wolfmcbeard A'ight, I'm joining. :D
  18. DoomKrakken

    Deadtech (A Doom 2 community project - WIP)

    WHOA, NICE! I've never seen a bent door structured like that! INGENIOUS! :D The hype is REAL!!! Edit: Quick question... what will I find if I join the Deadtech Discord?
  19. DoomKrakken

    Crash As Doom 6's Protagonist

    LMAO It could either manifest as his Crucible Blade or as a laser cannon. :P
  20. DoomKrakken

    Crash As Doom 6's Protagonist

    That'd be cool. :D
  21. DoomKrakken

    Crash As Doom 6's Protagonist

    That, plus Commander Valen. The Slayer better drag his ass back through the Exultia portal and knock some sense into him! ;)
  22. DoomKrakken

    Crash As Doom 6's Protagonist

    Also on topic, and bringing back my thoughts on a Night Sentinel Crash (you can find that on Page 1), I had further developed the idea with a friend. He commissioned an artist on Twitter (Substance20) to draw her. This is the result: What do you guys think? :D An uncorrupted Marauder, complete with axe and Sentinel Beast, and a couple more tricks up her sleeve! ;)
  23. DoomKrakken

    Crash As Doom 6's Protagonist

    Ooooohhhhhhh hell no. I saw some Doom: Annihilation references here already, but it still oddly wreaks of Amy Manson's infamously tone-deaf "Who needs a Doomguy?" tweet. Giving you the benefit of the doubt, I don't think this was your intention at all. However, you gotta understand the iconic nature of the Doomguy. Unchanging. Uncompromising. Unyielding. An embodiment of swift justice. A man whose name and story are not important, all that matters is his desire to fix by breaking, and the challenges that lay ahead of him. To put some other character into the Doomguy's shoes and say that he or she is capable of doing the same stuff, in the actual lineage of Doom, would be very much an insult. I like strong female characters as much as the next guy, but c'mon... it's kinda asking too much to make someone else the main character of the main game. At most, I can see spinoffs happening (like DOOM VFR, only it's not VR-exclusive and it doesn't suck :P ). My take on Crash in the Doomiverse:
  24. What's the plan if you can't find sufficiently experienced developers, though? I don't think it's as productive to leave the project to stagnation... although I totally understand not leaving it in the hands of people who have no idea what to do with it. But how does one even begin to learn to start working with this stuff? I almost wanna start learning how to write netcode just so that I can get easier multiplayer going for GZDoom, but I've no idea where to start.
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