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Found 17 results

  1. Guest

    Hello!

    Version

    46 downloads

    1997's semi-megawad (14 levels) featuring: - Especially designed Cooperative levels. - New sounds - Weapons replaced (sprites from Duke Nukem) - Doom II style maps (any source port is required) - All around Excellent WAD (he he he...)
  2. lupinx-Kassman

    Hello!

    A 14-map episode by Hello Software (two Brazilian dudes). The weapon graphics have all been replaced with their Duke equivalents. Duke Nukem himself has been cloned a bunch of times and brainwashed into acting like a Revenant. The maps are decent by 97' standards. They're a bit blocky for the most part, but spacious and engaging. Lots of sector text and logos throughout. Hearing applause breaks everytime you gib a group of troopers is hilarious. I dunno. I kinda like it.
  3. Summer Deep

    Batman DOOM

    Well designed, plays very smoothly. Rather cartoony, bit reminiscent of Duke Nukem. Some of the weapons could have been better - the smoke grenades are more likely to blow up the player rather than the baddies.
  4. UnknDoomer

    Sacrament

    Quite specific wad of the russian doom community, consisting of 13 levels (no secrets onces). Attention to details and atmosphere is often "compensated" (in a bad sense of the word) by bad gameplay and a lot of dead-end branches. Maps are different and generally do not have a common style - the wad, which begins as pure surrealism, which was interesting choice, turns into a kind of collection of typical locations. After level 13 picture ends without any specific epilogue. Settings and other: * GzDoom. * Complex Doom. Wad has his own weapons, inspired by Duke Nukem, but I didn't like them. * Difficulty - "Ultra-Violence". * I did not collect 100% of secrets. * On M2 "Doxylamine Moon" you can find 3 keys, more precisely the yellow skull, red and blue keys. The latter must be used in the location with the clock, then in this place you can go to the exit. To get to the clock you can guide which is marked by the brown arrows on the road. The map indicates that there are 53 enemies available, but I've met only 9... Update: I see that it's marked as a bug in the description. Pros: + Atmosphere and sometimes soundtrack. + M6: Pandora's Box. + M7: Arena resembling a colosseum. + M11: Seaport. Contras: - New weapons sprites. - M2 "Doxylamine Moon" looks more like an arthouse object than a playable map. - Beside it's pros wad looks more like a "hodgepodge community pack" of random maps, designed completely by different people, rather than some complete/finished work. Wad was featured in "Top 25 Missed Cacowards"... But in my opinion there is no point for potencial Cacoward material here in such condition - you can find less/more good maps in long list of "fogotten for good" wads, but this isn't enough to take them back from the dust.
  5. CyberDreams

    Nuke Mine (Come Get Some)

    I'm not very good at reviewing so bear with me: If you want a quick and fairly easy WAD then this is for you. It starts out fairly easy as well as being fairly linear and than it gets harder as it goes on. It's also fairly short too as it took me about an hour or two to complete on UV difficulty in GZDoom using the Doom (strict) compat mode. The new textures were a nice addition although they were only featured in the last few maps. There are a lot of switches and "rising structures" (floors & lifts) but the placement of them is decent so they aren't a nuisance. The switches open doors or activate lifts that are pretty much right in front of you or in an area that you've just past through so the maps aren't that confusing (which is a good thing). The one thing that i did not like about this WAD was that the exits were not marked. I exited a few levels with only 50% or so of the map explored due to the exit just being a normal looking switch. In a map that has quite a few switches that activate doors and lifts, you need the exit too look different or at least have an exit sign above it imo. I did notice a few misaligned textures but tbh that's normal for 1994. Also, there are different sounds for weapons and some monsters as well that kind of annoyed me. I don't usually mind sound replacements and i know that a lot of early maps had them but this one just really got on my nerves at times. You'll hear GROOVY! a lot and it's not as cool sounding as Duke Nukem saying it, even though it is the actual sound clip from Evil Dead 2 (i believe). Other than that this E1 replacement played alright for a '94 mapset, having decent layouts and monster placements. I give it 3 1/2 stars mainly because of the exit issue that really bugged me and the sound replacement not being my favorite. [Oh btw, i played continuous. I tried playing pistol start only on a few maps but i just couldn't do it. I'm not sure if it's possible tbh. Maybe some of the weapons are hidden in secrets because i often found ammo in levels for some but not the weapon for it.]
  6. Zalewa

    Requiem

    Between the time when the oceans drank Duke Nukem and the rise of the sons of Modern Warfare, there was an age undreamed of. And unto this, Requiem, destined to bear the jeweled crown of Doom megawads upon it's troubled file extension. It is I, its player, who can tell thee of its saga. Let me tell you of the times of high Dooming. Doom doom doom doom, doom doom... This here is the crowned jewel of Doom, showing the pure creative force of this fandom. The WAD that was to mark the end of the modding scene, now shines as its achievement, whereas the successing games faded into obscurity. Who would have thought that the simplicity of Doom's geometric shapes will beat the complicated brush mapping of later titles? Is it flawed? - Yes, a little. Does it have technical derpiculties? - Yes. Is it awesome? - Fuck yes. Straight from 1997 comes a mapset of excellent design. You will never notice a misaligned texture, you will never find yourself prolongly stuck, you will never think that the fights are boring. Instead you will find masterpieces such as MAP21, where the Doom engine was pushed to its limits. Or MAP06, which is another take at the famous "'O' of destruction". Or the city-like MAP22 and MAP27. Or the eerie MAP24. It's funny, because when you look at the automap, the shapes are almost always rectangular and bending on right angles. This is something that the mapping community has strayed from nowadays, and yet, in this WAD, it is absolutely not detrimental. There is great variety between the levels. You never feel like you're playing a rehash of a previous design. The combat never stalls and there is right balance between the difficult fights and the monsters placed there to keep you engaged. Sometimes, after a particularly engaging map, the WAD will give you a respite and the next map will be a low monster count, light-play game. This improves the pacing and makes you want to play just one more map, even when you know that it's time to take a break. Initial maps will give you plenty of shotgun and chaingun ammo but very few rockets. This balance changes in the latter half of the WAD and you will have to choose between your weapons more carefully, albeit there will also be plenty of rockets and cells. Whenever a large pack of Barons is thrown at you, it's almost certain you will have enough of BFG ammo to dispose of them quickly. This is very good as it maintains the pace of the game. This WAD has not aged a bit and if you haven't played it by now, you should give it a try.
  7. Guest

    My Own Organized wad

    As far as rip-jobs go, this one is fairly well executed and at least most of the weapons remain usable (the RL is almost better than the original), except the shotgun which was totally raped. Enemies are mostly a random bunch with huge differences in scale. The voice acting reminded me of Cybie2 or of Duke Nukem. Like all "total" replacements, none is going to try this for more than 5 minutes. 2/5 -Maes
  8. Guest

    DooMNukeM

    Given the limits of the Doom engine, this is remarkably faithful to the original. It even has a cinema screen with a dancing woman. The designer has replaced the bits where you jump with elevators, and some bits are missed out (the ventilation shaft is perfunctory), but it's very clever. There aren't any earthquake-style effects but I hardly missed them. It has a lot of Duke Nukem textures, although there are no Duke Nukem monsters or weapons.
  9. Guest

    Duke Nukem's pistol for Doom

    This is the pistol from Duke Nukem 3D. Like a lot of other weapons mods, this one fails the most important test - it doesn't point towards the middle of the screen, it points up and to the right, which makes it extremely hard to aim if you aren't using the crosshair.
  10. Guest

    ARMAS DE JOGOS (Game Weapons)

    Not bad. Most of these wads power up the weapons so much that Doom 2 is made too easy. Only the Duke Nukem one really changes the character of the game without making the usual monsters pushovers.
  11. Guest

    Parallel Forces

    Not bad... even it totally rip shit off... :p It's awesome, but weapons on Commmando(Duke Nukem re-skinned?!) and ExCultist, even they're overpowered. :p 4/5 -playerlin
  12. Guest

    The Cyberdemon's Realm

    Version

    43 downloads

    I'm truly fond of Doom, since its original release a number of years ago to this date (03/98), despite the brand new, all bells- and-whistles 3D games like Duke Nukem, Quake, Quake II, Heretic, Hexen, Hexen II, Rise of The Triad, Dark Forces, Tomb Raider, Exhumed, Shadow Warrior, Blood, etc, etc, etc. After playing hundreds (literally) of the very best Doom/Doom II levels, I decided to try my hand at writing my own, and here you have it: this original Doom (not Doom II) level is the result. Main features: - VERY large level, guaranteed to be one of the largest Doom levels you'll ever find. More than 400k for a single level, WITHOUT using any gimmick extras. - intended to be fun, not extremely difficult. This is no "Plutonia Experiment" only suitable for some Doom Gods. Try and find the correct skill level for you, there's one for sure. - optimized for speed: it includes a built-in REJECT resource with a 94% efficiency, for the fastest possible gameplay. - absolutely NO bugs: no HOM's, Medusa effects, tutti-frutti, tall walls, nothing. It's been thoroughly tested and it's bug-free. Besides, despite its size, you CAN save the game at any moment, it will not overflow the savegame buffer, as it happens with other large levels. - truly non-linear geometrically: there are many distinct, interconnected paths through the level. - truly non-linear strategically: there are several different ways to kill most of the big bosses. - extreme attention paid to detail: all textures aligned, lighting, illumination effects, aesthetically pleasing architecture and color combinations, etc - single player, cooperative (4 starts) and deathmatch (4 starts), plus all difficulty levels implemented: from a difficulty ratio of 0.605 at "I'm too young to die" (skill 1) to 1.476 at "Ultra-violence" (skill 4) - hundreds of enemies (more than 220) of all types for you to defeat, without being a continuous, brainless massacre: you'll have to stop and think a little from time to time. - all weapons included, all items, all power-ups, all keys are used and necessary to exit. - no dead-ends, all secret doors marked somehow, no obscure puzzles to ruin the fun, but expect pits, traps and some *very* nasty ambushes. - a complete test of your Doom abilities: you'll need speed, accuracy, reflexes, smarts, and at some places, a lot of balance, patience, and luck. - it *doesn't* include anything not found in the original Doom: new sounds, textures, dehack patches, special effects, etc. It tries to excel by its architecture, aesthetics, theme, and playability alone, using just original Doom elements, like >id< did in the first place. - and finally, it's a theme level. The theme is as follows: "At my early stages of Doom-playing, the most feared enemy was the Cyberdemon. I always found it very difficult to deal with it, and it took me quite a lot of time to defeat the first one. Then I began to think in how many possible ways could a Cyberdemon be killed. Of course, you could always kill it by brute force, in the open (say with a BFG-9000 or so), but after chewing it a while, I discovered several other interesting ways ..." That's the theme of this level. You'll enter the Cyberdemon's Realm. It's a huge, magnificent fortress, heavily guarded by hundreds of lesser monsters, where the Cyberdemon Kings rule. Your mission is to exterminate every one of them, and exit the fortress alive. You'll have to decide your strategy individually for each of the Cyberdemon Kings. Some you could try to kill using a powerful weapon. Some you could lead to a devious trap. Some you could turn their subdit monsters against them. Some you could fire at from a suitable shelter ... As you'll see, there is *more than one way* to kill them. It's up to you to decide how, and make the necessary arrangements. And be careful with your ammo. At the higher difficulty levels, you will have to think before shooting, or else risk being defenceless in the Realm ... "
  13. Version

    4 downloads

    This is an external camera patch for Doom 2. I included one patch that gives you the classic green marine, and another that gives you the blue marine with some Quake weapons. There are also patches for an imp, a demon, and an enforcer(not the one from Quake). Run CAM.BAT for green marine 1-fist/chainsaw 2-pistol 3-shotgun/s. shotgun 4-chaingun 5-rocket launcher 6-plasma 7-BFG Run CAMBL.BAT for blue marine 1-fist/chainsaw 2-pistol 3-shotgun/s. shotgun 4-chaingun 5-extra damage rocket launcher 6-grenade launcher 7-lightning gun Run CAMI.BAT for imp 1-claw 2-fireball 3-fireball 4-fireball 5-fireball 6-hellfire 7-hellfire Run CAMD.BAT for demon 1-chew 2-chew 3-chew 4-chew 5-imp fire 6-caco fire 7-baron fire Run CAME.BAT for enforcer 1-fist/chainsaw 2-pistol 3-shotgun/s. shotgun 4-super rapid chaingun 5-railgun 6-High Energy weapon 7-area burner In the future I might add such features as: -Animated walking -See what weapons you've selected -More new characters(trooper, sargent, etc.) -Duke Nukem
  14. Guest

    Tagzonez

    Version

    12 downloads

    Inspired by Duke Nukem's "Tier Drops", this level consists of 4 different zones: Nature Zone, Hell Zone, Cave Zone and Lava Zone. Almost all weapons are here.
  15. Guest

    MP5K Sub-machine gun

    Version

    43 downloads

    This replaces the chaingun with a MP5K sub-machine gun. The original gun graphics are taken from the MP5K weapon add-on for Duke Nukem 3D by Ian Jones. I had to modify the sprites a little, but it turned out okay. I got the icon for the weapon from Dt-uzi by Don Tello. This >should< work with Doom, Doom II, and any Doom port. I recommend getting Smack My Marine Up for this patch, because of it's cool-ass cross hair.
  16. Guest

    NeoDoom

    I don't know. The pornographic Vixen destroys the feel of the game; they're too strong and are just stupid and immature. Plus the Duke Nukem monsters just don't fit in and the rats and rocket zombies are a pain in the ass and I despise the new zombie voices. Yet the level design and most of the new weapons are pretty good. 3 out of 3.
  17. Guest

    X Weapons Mod

    A pretty mediocre weapon mod that has very little going for it. The BFG is the same, the Plasma rifle is just reskinned, the Shotgun is a rifle that doesn't work like the appearance suggested, the Rocket Launcher is just the same old one but with the look of Duke Nukem's RPG launcher and the pistols are poorly detailed and held awkwardly. Skip it.
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