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Super Mario 64 Doom With 13 Playable Characters [v4]
yorivdood replied to yorivdood's topic in WAD Releases & Development
Hey, Please check out this awesome new update, many fixes. Thanks. -
Super Mario 64 Doom With 13 Playable Characters [v4]
yorivdood replied to yorivdood's topic in WAD Releases & Development
Hi. I don't mean to cause a ruckus, but I find this update to be more unique than the previous (final, FINAL thread bump by me for this mod!). Please give it a go whenever possible. Thanks! -
Can i use these maps in another wad? The text file says i can't.
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Super Mario 64 Doom With 13 Playable Characters [v4]
yorivdood replied to yorivdood's topic in WAD Releases & Development
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Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4
yorivdood replied to Batandy's topic in WAD Releases & Development
Hey, i have a new mario 64 mod in progress along with a new library of enemies and weapons being worked on, it's looking much more stabler than my primary release of the mod, as i rectify some loose ends, and this has a very nostalgic mario bros. feel to it. Can i migrate some of these awesome maps into my mod? As i see in the first post that you allow other mods to be loaded with it. -
Super Mario 64 Doom With 13 Playable Characters [v4]
yorivdood replied to yorivdood's topic in WAD Releases & Development
I appreciate all of your assistance in creating this mod. Due credits were included in the update posted above. -
Super Mario 64 Doom With 13 Playable Characters [v4]
yorivdood replied to yorivdood's topic in WAD Releases & Development
Hi, thanks for the reply and opinion. I used ACS only so that it is compatible with both dehacked and Decorate. Zscript can indeed be used for more functionality, but I have fixed the mario walking issue found in GZDoom. You can even try it, just add these lines under the MarioPlayer's See block in the DECORATE lump: ________________________ Melee: PLAY F 6 Bright Goto Spawn Missile: PLAY F 6 Goto Spawn Pain: Goto Spawn ________________________ -
Super Mario 64 Doom With 13 Playable Characters [v4]
yorivdood posted a topic in WAD Releases & Development
~Super Mario 64 Doom~ ~v4~ Now the mod has more of a total conversion feel to it. The classic weapons had sprite and sound replacements. There are now 13 playable characters, and merely by changing the player skin will their special moves be usable, and you can even while in game. A lot of player bugs were fixed (as noted below) and the mod was tested online successfully on ZDaemon with all playable characters working. There is a text file in the zip which contains the mod scripts that are in each map, in case anybody would like to add some maps using these texture resources as well as their own. The new map (map05) has a special polyobject effect which I have not seen in any other wad, but is very reminiscent of the Mario 64 map 'Whomp's Fortress'. A variation of the standard disappearing / reappearing 3D bridge found in map01. (13 total Player Characters) Newest Updates: New Maplist (TBA): Screenshots: GZDoom Kart Bowser / Kart Toad car sounds fix: Be sure to have 'classic dropoff' and 'classic blast physics' cvars disabled. Download: V3 (4/27/2020): http://www.mediafire.com/file/7w8h4k16d926tr7/Super_Mario_64_Doom_v4.zip/file Older Versions: V3 (3/22/2020): http://www.mediafire.com/file/n41skuc5aaf17y3/Super_Mario_64_Doom_v3.zip/file V2 (3/5/2020): https://www.mediafire.com/file/558jaws7as38szp/Super_Mario_64_Doom_v2.zip/file V1 (2/13/2020): http://www.mediafire.com/file/446m08e5uzruojn/Super_Mario_64_Doom.zip/file -
Miasmic Realms Ultra Mayhem Rendition - ver. 1
yorivdood replied to yorivdood's topic in WAD Releases & Development
Thanks for testing and commenting, the inventory items are from SW and are meant to be used similarly (gas bomb in GZDoom only item not currently working). Yes the maps are quite hard, it takes much ammo conservation and good strategy. The scripts in most maps after map08 are yet to be finalized for this new set of enemies, but some should at least be exitable as it currently is. EDIT: oh right, the original Doom ammo's in GZDoom are not set to give the new weapon's ammos, that is unfortunate but the next version should see this along with map script mod compatibility fixed. -
Miasmic Realms Ultra Mayhem Rendition - ver. 1
yorivdood posted a topic in WAD Releases & Development
-Miasmic Realms Ultra Mayhem Rendition- -ver. 1 (maps 01-08 scripts complete)- Features include 46 new monsters from Shadow Warrior, Haunted Hospital and others (47 in GZDoom), and new weapons such as the updated Archvile claw and the ability to take a ride and jump off of the Guided Missile Launcher's rocket. Screenshots: Download: http://www.mediafire.com/file/dja25a7t42zphzc/Miasmic_Realms_Ultra_Mayhem_Rendition_v1.zip/file -
Shadow Warrior Mod for GZDoom and ZDoom (UPDATE - Beta 31)
yorivdood replied to yorivdood's topic in WAD Releases & Development
Sorry for thread bump, just wanted to let you know of a significant update. -
So much done without use of DEHSUPP, impressive. I'm building a Dehacked mod myself.
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Shadow Warrior Mod for GZDoom and ZDoom (UPDATE - Beta 31)
yorivdood replied to yorivdood's topic in WAD Releases & Development
This seems to be a bit more regardable as an addon now that weapons are almost done being ported. -
Shadow Warrior Mod for GZDoom and ZDoom (UPDATE - Beta 31)
yorivdood posted a topic in WAD Releases & Development
Beta 31 has many major fixes for online and offline use, and the Katana now mainly swings once for every mouse click. ==================================================== Updates: ==================================================== Screenshots: ==================================================== Download: (Beta 31) https://www.mediafire.com/file/7jz0xi5ouoc0qs7/shadow_warrior_deh_and_dec_beta31.zip/file