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Found 20 results

  1. Guest

    Simple Mirrored Monsters

    Version

    640 downloads

    This is a mod that provides mirrored death animations for Doom and several other IWADs. It also provides colorized blood for Doom, Freedoom, Hacx, and several Doom megawads. It makes no changes to gameplay at all in the IWADs or megawads that the included files are compatible with. Usage is simple: Load only one of these files, and load it after whatever WADs you want to use. Files other than the one for Doom can be found in the "extras" folder. For Doom or Doom megawads use the "Doom" file, unless a specific file is provided for that WAD. Hacx, Heretic, Hexen and Strife have their own files for mirrored death animations as well. If a WAD includes custom monsters it will not work as intended unless a compatible version of one of these files is used with it. This is a list of the included files: (IWAD) Doom: smm4doom.pk3 (IWAD) Freedoom: smm4frdm.pk3 (IWAD) Hacx: smm4hacx.pk3 (IWAD) Heretic: smm4hrtc.pk3 (IWAD) Hexen: smm4hxen.pk3 (IWAD) Strife: smm4strf.pk3 (Mod) Ancient Aliens: smm4aans.pk3 (Mod) Bloodstain: smm4blds.pk3 (Mod) Elf Gets Pissed: smm4efgp.pk3 (Mod) Resurgence: smm4rsrg.pk3 (Mod) Scythe 2: smm4scy2.pk3 (Mod) Strange Aeons: smm4stas.pk3 (Mod) Valiant: (also Sawdust) smm4valt.pk3 Death animations and corpses have a chance of being flipped horizontally, or "mirrored". This allows for visual variety after clearing out a horde of monsters. Additionally, in Hexen "Poison Mushrooms" can flip after bursting, and in Strife both wooden and explosive barrels can flip when destroyed. Hexen's "Ice" deaths can flip, as can Strife's "Fire" and "Disintegration" deaths. All monsters can "flip", with a few exceptions: In Doom: Pain Elementals (to prevent changes to release of Lost Souls; the monster and its death animation are too symmetrical to need flipping, anyway) In Heretic: D'Sparil (final boss; mirroring unnecessary, potential to break scripting) In Hexen: All bosses In Strife: All bosses, the Inquisitor (the Inquisitor drops an arm when destroyed, this is done using a "Restricted Function" and cannot be mirrored; to flip the corpse would only highlight this, so it isn't flipped either) In Elf Gets Pissed: The Annabis In Strange Aeons: All bosses, and others (the "Starspawn", the "Spidergods" and Leng Spiderlings, due to issues with using "A_SetScale" on them; A_SetScale is used in DECORATE to change their visible sprite size in-game, using it to "flip" them must also reset their "size" so they cannot be shown as the correct size AND be mirrored, sadly) As for "colorized" blood: In Doom: Cacodemons have blue blood, Hell Knights and Barons have green blood, Spectres have matching "fuzzy" red blood, and Lost Souls don't bleed. In Freedoom: "Cacodemons" bleed red, Worms bleed yellow, "Spectres" bleed "fuzzy" yellow, "Knights" have tan blood to match their color-scheme while "Barons" have white, both Lost Souls and Pain Elementals do not bleed. In Hacx: Thorn Things have green blood. In Ancient Aliens: "Stealth Alien Troopers" have purple blood. In Valiant: Cacodemons bleed blue, Spectres have fuzzy blood, and Lost Souls have no blood, but all other monsters bleed red. (Note: Crushed corpses will automatically match their new blood colors, but that is actually a feature of the ZDoom engine, not this mod.) As for other mods, these are not intended for use with mods like Brutal Doom, Beautiful Doom, etc. Those mods provide more extensive alternatives to the functions of this mod, which is intended only to provide a light enhancement to the game. This mod is fully compatible with Revenant100's "Doom 2 Minor Sprite Fixing Project" and "Heretic Minor Sprite Fixing Project": Load the files for either of those, then a megawad if desired, then this mod's matched file. (if you also want to use NightFright's "gzd_brightmaps.pk3" put it after the sprite fix) A suggested loading order: D1SPFX18.WAD or D2SPFX18.WAD or HRSPFX10.WAD D1DEHFIX.DEH or D2DEHFIX.DEH gzd_brightmaps.pk3 "Optional megawad of your choosing" "A matching file from this mod" "Only with Heretic sprite fix: HRWIDE10.WAD" BONUS: Also included in the "bonus" folder is an alternative to the main versions of this mod: "Simple Colored Blood" which only includes the changes to blood colors in Doom, Freedoom, Hacx, Ancient Aliens, and Valiant. To use these, just load one of them instead of their "main version" counterparts. File list: (IWAD) Doom: scb4doom.pk3 (IWAD) Freedoom: scb4frdm.pk3 (IWAD) Hacx: scb4hacx.pk3 (Mod) Ancient Aliens: scb4aans.pk3 (Mod) Valiant: (also Sawdust) scb4valt.pk3
  2. PsychEyeball

    lilith.pk3

    The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game. The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable. This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
  3. Gaia74

    Ancient Aliens

    Even though I do not like the idea of aliens being the doom demons, I love this wad, is beatiful because uses the things I love, the space bases and exploration of the universe the second and third episode, they are really masterpieces because you see the amount of work of the creator and you really see his dedication also some maps are ruins something that really valued since I am a lover of history so it was fascinating Although I got stuck on some maps since the switches were too hidden, I managed to get through I think the only thing I find bad is that their palette destroys a few mods, but if you do not care about the colors, then this is a wad that I recommend! and also the end, it's something that really, you say what? but they are details and if you like the pretty and funny maps I recommend it 5/5 Gaia74
  4. PsychEyeball

    Valiant

    One of the best all-around WADs, Valiant has a little of everything for everyone. While not as aesthetically accomplished as Ancient Aliens, Valiant is still a pretty WAD to look at, with every episode revolving around certain themes and some individual maps striking a great level of detail and scale (MAP 6, Engineering Disaster, is one of the best city levels ever devised). Gameplay also has its own unique flavor thanks to the Dehacked wizardry going through. On the arsenal side of things, you have a pistol that shoots much faster and... the super chaingun, which is one of the most satisfying weapons ever made. It fires twice as fast than the regular chaingun and is the perfect room clearer to mow down hitscanner hordes, imps, demons and even solitary strong baddies since it stunlocks monsters so effortlessly (archviles can still zap you through a super chaingun barrage so use at your own risk). You even get a bigger bullet ammo capacity to encourage you to use it leisurely. To compensate for these new toys, the monster roster also get new additions and overhauls of their own, like the super imps which fires faster projectiles at a faster pace or the super demon, which bites much faster and discourages berserkers or chainsaw wielders (personally not a fan of him). There also are new enemies like the floating arachnorb, the fearsome pyro knight or the super mancubus, whose volleys of fireballs are so much harder to dodge and commands your immediate attention. There are other new monsters to discover, but half the fun is finding them out. The gameplay of Valiant is its true star, as skillsaw is the master of tuning the perfect battles. They never outlast their welcome, never grind you down spitefully while never being pushovers. Many fights like to start things out by driving you in a panic with either the well placed archvile or monster hordes that will catch you off guard, but careful play can very quickly defuse the situation and make the encounter manageable. Special mention goes to MAP 15 to illustrate this point: the hitscanner ambush coupled with this one particular unique monster makes this one of the most memorable fights in the set. Monster count tend to be on the high side, but gameplay never devolves in slaughter, with a possible exception in MAP 31, which also deserves a mention for its wicked cyber aesthetic pulled straight from System Shock. Valiant's 5 episodes all have something to offer to the player. Episodes 1 and 3 shine with their takes on the tech base formula, Episode 2 takes the action outdoors and show skillsaw's ability to make nice nature settings, Episode 4 features a very orangey hell setting and Episode 5 closes out the WAD with a moon journey. Episode 1 sets the table nicely, introduces the first few Dehacked tricks of its repertoire and closes with MAP 7: The Mancubian Candidate, which is the most unique Dead Simple replacement ever devised. You are warned to not kill the mancubus, and for a good reason: a herd of archviles will burn you down to the ground should he die. Can you deal with the masses of enemies around you, avoid the mancubus and make sure other enemies do not kill him first? Episode 4 looks good and ominous, but to me it was the lesser episode of the pack. MAPS 22-23 are a little too similar design-wise, featuring a central hub and 3 paths that lead to the three keys you need to leave the level and MAP 24: None More Merciless, features the most tame fights of the whole WAD, putting more emphasis on its hell cathedral motif and visuals. While these are the low points of the WAD, these levels are only very good instead of being excellent. The Dehacked stuff might not be everyone's cup of tea, but only the new pinky replacement bothered me because it seems only there to make the chainsaw and Berserk lesser options in combat. If you really want a 100% traditional Doom WAD, you can always download the Vaccinated Edition, which removes all of the enemy and weapon mods, but I feel that these additions are what makes Valiant distinct and unique in the first place. Skillsaw has a good knack for making his changes to the Doom formula still feel like Doom and the combat is almost always electrifying without feeling overdone and labored. The great music by Stuart Rynn, Jimmy and others make the package even more complete. While I prefer Ancient Aliens as a whole, this comes really damn close to matching it in greatness.
  5. Guest

    Simple Pistol Starter

    Version

    25 downloads

    This is a mod that automates the process of pistol starting in Doom and several other IWADs. It makes no other changes to gameplay in the IWADs or other mods that the included "pistol starters" are compatible with. Usage is simple: Load only one pistol starter, and load it after whatever WADs you want to use. Autosaves should be enabled, and the game should be played as in normal continuous play. The process of pistol starting will be performed for you automatically via ACS scripting. At the start of each level a script will run. It will remove from all players all weapons, armor, ammo, etc. and give them the default weapons and ammo and reset their health to 100. If autosaving is enabled the game will then save your progress as it would otherwise. You will be able to play the entire game with no need for cheats or further configuration. These pistol starters should only be used with IWADs, megawads and other mods that include multiple levels and are "pistol start friendly", such as Ancient Aliens, Sunlust or Valiant. For Freedoom use the pistol starters for Doom or Brutal Doom. Chex Quest 3, Hacx, and Heretic have been given pistol starters because of the similarity of their structure and gameplay to Doom. Other IWADs such as Hexen and Strife were not, due to their unsuitability for pistol starts. If any other mod or IWAD is hub-based or otherwise dependent on continuous gameplay, it may be "broken" by these scripts. If a WAD only includes one map these scripts would be pointless. If a WAD includes custom weapons it will not work as intended unless the pistol starter is compatible. Pistol starters for several mods have been included: Beautiful Doom v6.1.0.2 Brutal Doom v20b Elf Gets Pissed v1.1 PerK's Smoother Weapon Animations Enhanced Strange Aeons v5.4 Valiant The pistol starter for Brutal Doom v20b includes a patch for the error that prevents Brutal Doom from working with recent versions of GZDoom, which is the reason why this pistol starter is in ".pk3" format instead of ".wad". It will also "remember" whether the initial "crack knuckles and load rifle" and shotgun-pump animations have played and skip them in future maps as they would be skipped normally. As for the pistol starter for Elf Gets Pissed: It will remember whether or not the Lightbringer was found, and will give it back to the player on pistol start, along with the amount of ammo that would have been given on pickup. (120 on skills 0 and 4, 80 otherwise) For Strange Aeons: It will remember the Yithian Lightning Gun, giving it back after pistol start if it was found, along with the ammo given on pickup. (80 on skills 0 and 4, 40 otherwise) This is a list of the included pistol starters: (IWAD) Doom and Freedoom: pstlstrt.wad (Mod) Brutal Doom v20b: btlpstrt.pk3 (Mod) Beautiful Doom v6.1.0.2: bdpsstrt.wad (Mod) Elf Gets Pissed v1.1: egpsstrt.wad (IWAD) Heretic: evwdstrt.wad (IWAD) Hacx: hxpsstrt.wad (IWAD) Chex Quest 3: mzchstrt.wad (Mod) PerK's SWAE: pkpsstrt.wad (Mod) Strange Aeons: sassstrt.wad (Mod) Valiant: vlpsstrt.wad The pistol starter for Brutal Doom is compatible with Freedoom if used with Brutal Doom v20b. It is not intended for use with mods based on Brutal Doom, such as Project Brutality. (It may work correctly, it but probably won't.) The pistol starter for PerK's Smoother Weapon Animations Enhanced can be used with either the brown or black gloves editions, and is also fully compatible with Smooth Doom. The Valiant pistol starter is intended for use with skillsaw's "Valiant.wad" and "sawdust.wad". For Valiant: Vaccinated Edition use either the Doom pistol starter, or the one intended for whatever mod you want to use with it. The original ACS script source files have been left inside each pistol starter WAD, and are commented for reference. The source files could be used to make more pistol starters for other mods and IWADS.
  6. an_mutt

    lilith.pk3

    For as long as I've been playing Doom (around 10 years now), I've only been truly excited by a small number of things from this community. Things such as Alien Vendetta, when I was first starting to dabble in pWADs. I had no idea Doom could be like that. Back to Saturn X: Episode 1 - the mapset that directly influenced me to really take an interest in mapping myself. UAC Ultra, which to me felt like the first Perfect Doom Experience™ I had come across. Yet another is Cold as Hell, which was the first ZDoom mapset that really made me think about Doom Modding as something that is Doom, but also as something beyond just a collection of maps with (maybe) some additional resources thrown in. lilith.pk3 is the latest and, for me, perhaps the most exciting of all. It's the first mapset I've played that treated Doom not just as a modifiable game, or as a base in which to create custom levels for, but something that specifically called on the relationship I had with gaming, and the prior knowledge I had of Doom, to further add to my own playing experience. The sheer unpredictability of the mod made it so that - for only the second time* in the past few years - I felt genuinely vulnerable and tense while playing a Doom mod. Just like how I felt when I was a kid, when I always felt that visceral, nervous thrill of trying to play the original Doom maps. lilith.pk3's treatment of the resources (the subtle changes to monster and action behaviour, along with its changes to things such as songs) were the first time I'd seen changes made to Doom where the intention was not to please me or make me feel powerful, but instead to unsettle me as a player, to make me feel uncomfortable. This reason is why I feel lilith.pk3 truly deserved a Cacoward. Whenever I load up a mapset, it doesn't enter my mind that I might experience something other than that same old feeling I get when I usually play Doom: the desire to kill things, to beat the map, and to enjoy whatever sights the modder may have worked away at to present me with. This is the experience I have with 99.99~% of WADs. This isn't a problem, and I'd hate for things to change too much - I mean, I play Doom because it's a great game! I don't want that great game to go away any time soon! As the same time: I'm an artist. I'm an appreciator of art. I seek out new and unorthodox things to expand my horizons, to make me reconsider how I create and take in other artistic works, and to hopefully influence my own artistic process for the better. I feel that every artist - even those who have found their artistic voice and are happy in their current artistic situation - is letting themselves down if they choose to stick with what they're comfortable with, to not expose themselves to new and unusual pieces of artistic expression when the opportunity presents itself. There are a lot of content creators now in this community, and the natural outcome of this larger collection of modders is that we will have more content to play. This is good. The most important thing for a community of artists is that not only do we have a growth of actual artists, but also a growth of the ways in which we can express our ideas. lilith.pk3 opens the door for content creators to think of Doom modding not just as configuring and piecing together resources (monsters, textures, music, etc.) into a new set of maps, but to encourage us to develop and consider our relationships, as players, to the content already available to us. By relationships, I specifically mean the relationship between us and our knowledge of prior Doom content, and our experiences with what currently exists in the community. Using map 03 of lilith.pk3 as an example, take the reference to The Gantlet, where the player is briefly shown a snippet of a wholly perfect and clean Map 03, before being dragged back into the glitch-filled monstrosity they must fight through. It references The Gantlet not just for reference's sake, but to specifically make us aware of our situation as a person playing a mapset that is much more alien to us than a typical Doom mod - it juxtaposes our sense of the familiar with the overwhelming unfamiliar that we are experiencing throughout this gameplay experience. This is just one example, and it is an example using only the stock resources. With the massive amount of user-made material now existing in the community, the new design space that this kind of design theory opens up can be massive. I say with full sincerity, on the back of this realisation, that lilith.pk3 may be one of the most important WADs released to the community so far. Does that mean I want another lilith.pk3? Or that I want some kind of trend in mapping towards the glitchy mapset or whatever? No. As much as I really enjoyed lilith.pk3, I've mostly had my fill of it at this point. What I actually want to see - going forward - is more content in the spirit of lilith.pk3. More content that explores the relationship I have as a player with the content I take in when I play Doom. I want intertextuality. I want content that makes me think about the worlds I explore whenever I load up a pWAD, content that allows me to have more visceral and surprising sensations whenever I play Doom. I'm not saying that I will be disappointed with future mapping endeavours that choose to not take these things into consideration, because the things I'm describing aren't the be-all and end-all of future Doom modding. It's probably a new (and not particularly exciting) idea to a lot of people in the community, and at the end of the day we're here first and foremost to play Doom and have fun. When it comes to content creation there are a ton of things that I've not yet experimented with in the community, so I'm in no position to judge other people on what they choose to do with a game that at this point is now 24 years old. However, this idea of intertextuality is something that can absolutely join the mapping brain space of a modder when they sit down to create a new project. Aesthetics. Gameplay style. Choice of source port. The balance of modern vs. classic old school feel, or the balance between realism vs. the abstract. These are the things we broadly think about when we sit down to start a new idea. lilith.pk3 shows us that our project's relationship with the other content that exists around us can also influence how we create our work. I'm very excited by the idea of future projects possibly taking these ideas into account and making a richer, more fulfilling Doom experience in the coming years. * The other time was Nihility. That shit was scary, folks.
  7. Guest

    NeoDoom

    This truly is very best of doom juego mod of all time! No, not any alien vendetta or brutla dom or megaman dooms this is realy doom as envisioned by id back in the ninties. Do not believe personal attacks made against author by jeluos loser who envy this many of talent. Neodoom is as doom 3 should have been, it is the true DOOM3! Play now and experience very vast amount of custom made maps, weapons and monster to attack player and bring fourth glory of space marine!
    This is the without a doubt the worst fucking Doom WAD I have ever played. This makes Nazi Aufersthung look like all of the classic major megawads such as Icarus and Alien Vendetta all combined together. It's nothing more than a collection of 1994 maps combined with shitty MS Paint graphics and random sound effects, as well as shit stolen from other Doom mods. To make matters worse, this wasn't even originally a PWAD, but rather an ILLEGALLY MODIFIED DOOM 1 IWAD. WHAT THE FUCK? 1/5
  8. Guest

    Corrupted Dreams

    Version

    53 downloads

    Okay... I hereby declare this to be my LAST DeHackEd-based weapons mod I'm ever going to make. Why? Because, DECORATE based weapons are finally here (and I mean it this time... I have a whole other mod finished using that system, but I can't release it yet due to the DECORATE weapon system only being available in a hacked version of Zdoom. DECORATE weapons WILL be available in the next official release, so I have to wait for that before I can release that mod.) So therefore, seeing that this is my last DEHACKED mod, I've made this one as BIG as possible (big as in good as well, heh. The last time I said that a weapons mod was going to be my final Dehacked one was for Pyromaniac, and we all know how bad that wad turned out to be. :P) So, let's see: we've got 17 new weapons this time, ranging from stuff like Slag Cannons, Tri-missile launchers, Corkscrew Laser Cannons, and the ever-popular Mobile Defense Turret. Basically, it's the largest (I think) weapon mod ever created for Zdoom, and I have to say that it's pretty damn good as well. It's slightly overpowered, so it's best to use it on stuff like Hell Revealed or Alien Vendetta. :P
  9. NuMetalManiak

    Hell Revealed

    oh Hell Revealed, you are touted as a fantastic megawad back in the Memento Mori/Requiem days of Doom modding, and that's particularly all because you are all "gameplay over graphics" as compared to everything else. now, looking back at Hell Revealed, it's quite obvious that any and all inspirations to this wad have far eclipsed it. whether it be Kama Sutra, Alien Vendetta, and even Hell Revealed 2, Hell Revealed just doesn't hold onto any candles it used to have. but the keyword as to why Hell Revealed is considered so great is that it was inspirational. that's why people like it, that's why people reference it when they reference slaughter (though a look back at Hell Revealed reveals about 10 of the maps to actually be real slaughtermaps). the difficulty is still up there, higher than Plutonia for sure, and while the looks are not inspiring, the gameplay sure hits a boatload of strides, and shits at times. so my biggest gripes with the set are, first of all, the problematic monster re-placement for different difficulty settings. most notable would be in MAP18, a map I despise for its deceiving difficulty. there's a few moments where I'm pretty sure playing on HMP is harder than it is playing on UV. take the big room that has two spiderdemons in an open space on UV that show up. these are replaced with archies on HMP and are harder to dodge, since the spiderdemons would probably just infight with each other. a number of other maps have this issue, where cyberdemons are replaced with archies when they could actually be a little harder to tangle with. and the other issue with HR is that pretty much all of the maps are concept wads to some degree or have these interesting tidbit areas that while memorable, just don't play all that well in this day and age. the SSG room in MAP12 comes to mind, as well as the concept of MAP21, the usage of berserk in MAP09, and the reversal concepts in MAP28, plus the Cyberpunk maze and the notorious Afterlife which still remains the best map. HR doesn't go with a lot of proper themes either, the authors cared less about theming them appropriately for hard, scenario-based combat with some slaughters. Hell Revealed just isn't that good in 2019, but it sure inspired many creative children that further made modern sets better.
  10. Guest

    Caligari_87's random PWADs

    Version

    26 downloads

    I know I'll probably be hated for this release, but this is more or less an archive of several old, unreleased levels and feature demos that I feel might have some meaning or use to somebody A4levels.wad - Part of an old project to re-create the Alpha Doom levels, headed by Hobbstiger1. I hope he doesn't mind Base.wad - Although modded heavily later on, this WAD contains my first ever ZDoom level, MAP01. I got into my career as a feature/ detail-whore here Ceiling.wad - simply makes the Imps walk on the ceiling. Done on a whim, inspired by something in the ZDF "Fake Screenshots" thread. Lights.wad - A small room and outdoor area, demoing the power of ZDoom's wall-lights. MAP1.wad - Another detail-heavy unfinished project. There's quite a few nifty things in here. (find the laser cage ;) ) Room.wad - IMPORTANT: Requires the Blood textures resource pack by Tormentor667. This was created to demo those textures, and a few things ended up in Torm's "City of the Damned". Evilmaze.wad - A maze. Get to Room #2. }:> Court.wad - Detail-heavy feature laden experiment, Inspired by a SLIGE construct and Silent Hill. Headshot.wad - how to make a headshot. (ZDoom 2.1.0 or better) Barrel.wad - Over-powered eye-candy barrels :D. (ZDoom 2.1.0 or better) Barrel_S.wad - Same, but weaker barrels. (ZDoom 2.1.0 or better) Decals.wad - Better bloodsmears for ZDoom Splash.wad - Water splashes for Doom2 (ZDoom 2.1.0 or better) ANTS.wad - Created mostly for zHalloween (ZDF project), this is more or less the player being swarmed by a horde of flesh-eating ants. Also contains a palette change, an "Old film" effect, and a flamethrower. Daisy.wad - Open console, "summon Daisy". 'Nuf said. Station1.wad - My unfinished "Aliens" project. Requires GZDoom and the AVP2 Texturepack.
  11. Guest

    NeoDoom

    It's an awesome mod, up their with Alien Vendetta. The sounds are awesome, the graphics are awesome and the weaponry is awesome. Some people say that the graphics were "stolen" but it looks like you gave them proper credit. I'm especially happy to see an extensive array of city themed graphics - since I'm making a mod myself that needs them.
  12. Guest

    Alien Vendetta

    Alien Vendetta is simply the best Mod ever for Doom!!!!!!!! Challenging, great level design and everything i hoped for ;) Lord_Ish@hotmail.com
  13. Guest

    origwad.zip

    5/5, First wad ever, using a HEX EDITOR, just hardcore. Jeff Bird, I thank you for making this wad, without it, mods like Alien Vandetta would never have existed! :)
  14. Guest

    Wizardry 2

    Now you too can be an angsty teen fighting his own personal demons while at the same time fighting real ones. I'd have more fun reading My Immortal, at least that was made as a joke and doesn't take itself seriously. If you're going to base magical weapons off of something, pick something better than Harry Fucking Potter. This is doom, a mix of Evil Dead and Aliens, what about a necronomicon? 3/5 because it's atcually competent as a mod.
  15. Guest

    ZT-96

    Version

    22 downloads

    An alien type fortress including a 9 new weapons mod and some new monsters.
  16. Guest

    Diaz: The Last Hours of Purity

    well-balanced. I'd play this mod on Doom IWAD and Alien Vendetta any time of the day. 5 stars.
  17. Guest

    Batman DOOM

    My favorite vanila DOOM mod ever, Even more then Aliens TC. A must have for any batman fan, or any DOOM fan. It deserves 5/5. It's just amazing!!!
  18. Guest

    XENOWAR

    Rockin' levels. They're short and fairly easy, but they must have been boss back in '99, and the pair are a cool mod. They're creative and the new sounds capture Aliens well. Great old finds; liking playing Mrs. Pac-Man again.-GreaZyshorts
  19. Guest

    Awesome Weapons of Doom

    Pretty much the weapons from the Aliens TC made2 years earlier but with a new pistol. As such, it is not anything new but good for nostalgia if the first mod you ever played was the Aliens TC.
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