I Have started a run through Improved Doom on my new Dailymotion Account... I am doing a wad I made with a random map generator called av2.wad, which is a retextured randomly generated mapset. I designed this mapset to be very difficult, and because of that I think it's a good fit for improved doom... So Far I have gone through map01-map08 of it.. I intend to do the first 20 out of 30 maps on my channel and after that I will continue using improved doom as a mod of choice there...
So far so good..
I did map01-04 with no deaths... I showed off the cyborg powers and the level up system well... I also described the features of the mod, the re balances, how the mod is meant for slaughtermaps, and such... In map01-04 I fought some tough enemies but got through well... I used the cyborg powers wisely, especially health regeneration, which is a must for a wad like this. I kept putting in points into damage resistance as well, because that can save you big time early on...
In map05-08, which I did today, I had a slightly harder time. During a fight against a time imp (an archvile replacement that has an attack that slows down time) I died. But besides that I did fine. It took me a long time to beat map05 and map06 because they had tough fights throughout them and I had weak guns only. I used health regen a lot on them and also ended up using time freeze at one point...
Luckily, Map07 and map08 were much easier... I got super OP guns like the semi auto BFG9000 and the Uber Minigun. With those I cleared out the levels much quicker and finished both maps in less than 3 minutes! It was fun... You can watch these videos (which are the latest 2 posted) here...
A Blog focusing on Doom Modding, Doom Editing and Random Map Generation of Brutal Slaughtermaps.
Showing posts with label Doom Mods. Show all posts
Showing posts with label Doom Mods. Show all posts
Thursday, February 15, 2018
Tuesday, February 13, 2018
More info on my upcoming "Improved Doom" mod.....
Intro
Improved Doom is a rebalance and RPG mod for Doom 2, that requires Zdoom ports to play. So far I have tested it on Gzdoom 3.0.1 and it works fine there.... It probably will work on newer versions but I don't know that, and I don't want to upgrade to a newer version because doomRPG/RLA require an old version to be runnable, so upgrading makes no sense to me...
Improved Doom is based on my old unfinished and unreleased mod Hardcore Doom. Hardcore Doom, was in all intents and purposes, an "Auto Slaughterfest" type mod that multiplied the enemy count in levels by 10x, added new enemies and put harder enemies in the place of easier ones to make it super hard in normal Doom Maps... It also had built in cyborg powers and player upgrades, that would be gotten when you level up...
Rebalances
Improved Doom ditches the auto slaughter map features (such as multiplied enemy count and harder enemies in the place of easy ones) in favor of a new design that is designed to rebalance the game for super hard mapsets only... Difficulty settings have been rebalanced, dumping all old difficulty settings for "difficulty configurations", where skill levels were set up so that monster count was selectable separate from enemy damage... So people who wanted high enemy counts could play with them but not take ultra violence type damage if they wanted....
Enemy damage is lowered a lot in Improved Doom by Default, enemies hit you for 30% of the default damage on medium skill configurations, and on hard skill configurations you only take 50% damage. This is a rebalance to counter the dozens of nasty new enemies improved doom throws in your face... Some can do a lot of damage...
RPG Elements
There is a levelup system in improved Doom. As you kill enemies a script counts the enemies killed till it reaches a number that is multiplied by 2 every time you level up. Once you reach that number you level up. During level up three things happen...
-You get credits. Higher levels give you more credits.
-You get cyborg powers unlocked. The higher level you are the more powers you get... (see below)
-You get bonuses such as max health increases, max armor increases and sometimes powerups or weapons...
Credits are used to buy things, from ammo to weapons to powerups to most importantly, upgrades to your character. You can upgrade the following stats...
-Max Health
-Movement Speed
-Damage Resistance
-Max Armor
-Certain cyborg powers also have special upgrades...
Cyborg Powers
Cyborg powers include the following abilities you can get and use at any time.. .Currently there is a system where you use mod defined keys to select a power, another defined key to use a power... There is also a third defined key that you can use to select an item/upgrade to buy and a 4th defined key that you can use to buy that selected item/upgrade... All of these keys are bindable in the controls...
Powers -
Cybernetic Movement Boost:
Makes you move faster for a small amount of time
Cybernetic Shield:
Makes you invulnerable for 30 seconds or so by putting a forcefield around you...
Cybernetic Heal:
Allows you to heal yourself a little. Higher level characters can do full heals.
Cybernetic Flight:
Allows you to fly around.
Cybernetic Health Regen:
Allows you to regen your health.
Cybernetic Weapon Firerate increase:
Allows you to fire your guns twice as fast for a limited time.
Cybernetic Weapon Damage Increase:
Makes you do 4 times as much damage for a limited time.
Cybernetic Time Freeze:
Allows you to freeze time for a short while.
Enemies and Weapons:
Improved Doom has tons of new enemies not limited too...
Afrits
Agathodemons
Annihilators
Arachnophytes
Archons of Hell
Azazels
Beam Revenants
Belphegors
Blood Demons
Bruiser Demons
Catharsis
Chaingun Major's
Cyber Imps
Cyber Masterminds
Cybruisers
Dark Devils
NetherworldDarkImps
Death Incarnates
Demolishers
Diabloists
Divine Shadows
Flesh Wizards
Haedexebii
Hectebii
Hades Elementals
Hell Warriors
Lords of Heresy
Melee Revenants
Pyro Demons
Pyro Imps
Rapid Fire Troopers
Satyr's
Stealth Fighters
Suicide Bombers
Thamuz's
Time Imps
Volacubi
Weakeners
Zombie Plasma Tanks
Zombie Missile Tanks
Enemies added by me:
(NOT found on the beastiary!)
Partially invisible Lost Souls
Partially Invisible Kamikaze Lost Souls!
Death Troopers (Super Powerful Zombies with chainguns)
Mini Cyberdemons
Fast Imps
Demon Lords (White barons with a spread of fireballs)
Trolls (Blue Baron/Centaur hybirds)
Phantoms of Hades (Flying hell knights)
Dark Viles (partially invisible Arch Viles - Very hard to kill - they move 3x the speed of a normal AV)
Doom 64 versions of all enemies
Mutated, Zombie and DEATH monsters
All normal Doom 2 enemies (the non custom ones) have Mutated, Zombie, and DEATH Varients of them now... Mutated Varients have much more health, move faster and shoot more powerful Attacks. Zombie versions do the same thing but resurrect when they die so they must be exploded with rockets or the zombieman rifle. They move much slower than mutated versions.. DEATH versions are just like mutated versions but have a shit ton of health, like 10X the original monster's health...
Weapons of the mod:
AA12 Autoshotgun
Assault Rifle
BFG10K
Black Hole Gun
Dual Laser
Ego Smasher Shotgun
Electro Gun
Flak Cannon
Plasma Repeater
Quad Shotgun
Smasher Autoshotgun
Stunner Rifle
UAC Plasmatic Rifle
Uber Minigun
Zombieman Rifle (Really strong compared to the stock version)
New Guns added by me
Triple Rocket Launcher (shoots three missiles that home in on one target)
Flamethrower
Dual Chainguns
Dual Pistols
The cyborg powers make tough maps much easier.... I tried a randomly generated slaughtermap... I was level 28 by the time I hit map21. I was fighting huge hordes of tough enemies and thanks to my constant upgrading of damage resistance I took very little damage on medium. I had super powerful guns and was able to cream my enemies with my AA12 when I put on the fire rate increase cyborg power. It was a lot of fun...
I hope to release this mod soon....
Improved Doom is a rebalance and RPG mod for Doom 2, that requires Zdoom ports to play. So far I have tested it on Gzdoom 3.0.1 and it works fine there.... It probably will work on newer versions but I don't know that, and I don't want to upgrade to a newer version because doomRPG/RLA require an old version to be runnable, so upgrading makes no sense to me...
Improved Doom is based on my old unfinished and unreleased mod Hardcore Doom. Hardcore Doom, was in all intents and purposes, an "Auto Slaughterfest" type mod that multiplied the enemy count in levels by 10x, added new enemies and put harder enemies in the place of easier ones to make it super hard in normal Doom Maps... It also had built in cyborg powers and player upgrades, that would be gotten when you level up...
Rebalances
Improved Doom ditches the auto slaughter map features (such as multiplied enemy count and harder enemies in the place of easy ones) in favor of a new design that is designed to rebalance the game for super hard mapsets only... Difficulty settings have been rebalanced, dumping all old difficulty settings for "difficulty configurations", where skill levels were set up so that monster count was selectable separate from enemy damage... So people who wanted high enemy counts could play with them but not take ultra violence type damage if they wanted....
Enemy damage is lowered a lot in Improved Doom by Default, enemies hit you for 30% of the default damage on medium skill configurations, and on hard skill configurations you only take 50% damage. This is a rebalance to counter the dozens of nasty new enemies improved doom throws in your face... Some can do a lot of damage...
RPG Elements
There is a levelup system in improved Doom. As you kill enemies a script counts the enemies killed till it reaches a number that is multiplied by 2 every time you level up. Once you reach that number you level up. During level up three things happen...
-You get credits. Higher levels give you more credits.
-You get cyborg powers unlocked. The higher level you are the more powers you get... (see below)
-You get bonuses such as max health increases, max armor increases and sometimes powerups or weapons...
Credits are used to buy things, from ammo to weapons to powerups to most importantly, upgrades to your character. You can upgrade the following stats...
-Max Health
-Movement Speed
-Damage Resistance
-Max Armor
-Certain cyborg powers also have special upgrades...
Cyborg Powers
Cyborg powers include the following abilities you can get and use at any time.. .Currently there is a system where you use mod defined keys to select a power, another defined key to use a power... There is also a third defined key that you can use to select an item/upgrade to buy and a 4th defined key that you can use to buy that selected item/upgrade... All of these keys are bindable in the controls...
Powers -
Cybernetic Movement Boost:
Makes you move faster for a small amount of time
Cybernetic Shield:
Makes you invulnerable for 30 seconds or so by putting a forcefield around you...
Cybernetic Heal:
Allows you to heal yourself a little. Higher level characters can do full heals.
Cybernetic Flight:
Allows you to fly around.
Cybernetic Health Regen:
Allows you to regen your health.
Cybernetic Weapon Firerate increase:
Allows you to fire your guns twice as fast for a limited time.
Cybernetic Weapon Damage Increase:
Makes you do 4 times as much damage for a limited time.
Cybernetic Time Freeze:
Allows you to freeze time for a short while.
Enemies and Weapons:
Improved Doom has tons of new enemies not limited too...
Afrits
Agathodemons
Annihilators
Arachnophytes
Archons of Hell
Azazels
Beam Revenants
Belphegors
Blood Demons
Bruiser Demons
Catharsis
Chaingun Major's
Cyber Imps
Cyber Masterminds
Cybruisers
Dark Devils
NetherworldDarkImps
Death Incarnates
Demolishers
Diabloists
Divine Shadows
Flesh Wizards
Haedexebii
Hectebii
Hades Elementals
Hell Warriors
Lords of Heresy
Melee Revenants
Pyro Demons
Pyro Imps
Rapid Fire Troopers
Satyr's
Stealth Fighters
Suicide Bombers
Thamuz's
Time Imps
Volacubi
Weakeners
Zombie Plasma Tanks
Zombie Missile Tanks
Enemies added by me:
(NOT found on the beastiary!)
Partially invisible Lost Souls
Partially Invisible Kamikaze Lost Souls!
Death Troopers (Super Powerful Zombies with chainguns)
Mini Cyberdemons
Fast Imps
Demon Lords (White barons with a spread of fireballs)
Trolls (Blue Baron/Centaur hybirds)
Phantoms of Hades (Flying hell knights)
Dark Viles (partially invisible Arch Viles - Very hard to kill - they move 3x the speed of a normal AV)
Doom 64 versions of all enemies
Mutated, Zombie and DEATH monsters
All normal Doom 2 enemies (the non custom ones) have Mutated, Zombie, and DEATH Varients of them now... Mutated Varients have much more health, move faster and shoot more powerful Attacks. Zombie versions do the same thing but resurrect when they die so they must be exploded with rockets or the zombieman rifle. They move much slower than mutated versions.. DEATH versions are just like mutated versions but have a shit ton of health, like 10X the original monster's health...
Weapons of the mod:
AA12 Autoshotgun
Assault Rifle
BFG10K
Black Hole Gun
Dual Laser
Ego Smasher Shotgun
Electro Gun
Flak Cannon
Plasma Repeater
Quad Shotgun
Smasher Autoshotgun
Stunner Rifle
UAC Plasmatic Rifle
Uber Minigun
Zombieman Rifle (Really strong compared to the stock version)
New Guns added by me
Triple Rocket Launcher (shoots three missiles that home in on one target)
Flamethrower
Dual Chainguns
Dual Pistols
The cyborg powers make tough maps much easier.... I tried a randomly generated slaughtermap... I was level 28 by the time I hit map21. I was fighting huge hordes of tough enemies and thanks to my constant upgrading of damage resistance I took very little damage on medium. I had super powerful guns and was able to cream my enemies with my AA12 when I put on the fire rate increase cyborg power. It was a lot of fun...
I hope to release this mod soon....
Labels:
Doom Mods,
Doom RPG Mods,
Games,
Gaming,
Improved Doom
Monday, February 12, 2018
Why the hell can't people on youtube play the right Doom 2 mapsets with good mods?!
Something that always irks me about doom youtubers is the lack of good mod support. What do I mean by mod support?
Well no one is willing to play good mapsets for doom with the right mods... It's an issue.. A big one... Every time I look for someone playing a specific megawad, I get tons of normal unmodded doom 2 playthroughs and Brutal Doom/Project Brutality ones... Since I don't like unmodded Doom and I don't like those two mods, I ended up being frustrated with the lack of Good doom mods being played in the right megawads....
Search for the following megawads and I guarantee you you will not find a single good playthrough (that has no commentary and no map trashing BS) in the right mods....
Epic 2
Alien Vendetta
Eternal Doom
MM2
Invasion 2
Invasion
2002ADO
ConCERN
Brutal doom starter pack
KDIZD
Many many more...
Here's the issue. No one does these megawads with the right mods, or any mods at all... Not only that, if they choose a wad, they will not play them in the mods I think are really cool.. The lack of playthroughs of good wads with the right mods is astounding on youtube... Don't believe me... Here is a list of good mods and the wads people have done for them... It's terrible.
Good Mods:
Doom RPG/RLA - Alien Vendetta and Icarus... That's it.
HXRTC - Epic 2, and Randomly generated maps, that's it.
Scoredoom - Nothing to be found here...
D4T - Brutal Doom Starter Pack... That's it.
Guncaster - Plutonia.. That's it. The only playthroughs I could find with this mod were done by
an idiot who trashes maps a lot. Don't want to hear that. So his don't count, because they stink.
Bad Mods:
Brutal Doom- Tons of playthroughs
Complex Doom - Hell Revealed/TNT/Plutonia/Epic 2
(yet another idiot who trashes maps a lot... This one is even worse than the other one!)
For Good Mods, I can't find a single playthrough for following megawads:
Hell Revealed
Eternal Doom
MM2
Invasion 2
2002ADO
many many others...
It's an issue... People need to stop playing shitty mods like Complex Doom, Brutal Doom and Project brutality and do playthroughs with mods that are actually good! I've already done that... On my new channel... I've done Doom RPG/RLA Oblige mapsets, and more... I am trying to fix this issue but I can't do it alone. Other people need to step away from mods like Complex Doom and Brutal Doom. They aren't fun. They are frustrating and have little replay value. I think the world has gotten sick and tired of Brutal Doom and Project Brutality... I wish people would recognize that... Play other mods!!!!!!!!
Well no one is willing to play good mapsets for doom with the right mods... It's an issue.. A big one... Every time I look for someone playing a specific megawad, I get tons of normal unmodded doom 2 playthroughs and Brutal Doom/Project Brutality ones... Since I don't like unmodded Doom and I don't like those two mods, I ended up being frustrated with the lack of Good doom mods being played in the right megawads....
Search for the following megawads and I guarantee you you will not find a single good playthrough (that has no commentary and no map trashing BS) in the right mods....
Epic 2
Alien Vendetta
Eternal Doom
MM2
Invasion 2
Invasion
2002ADO
ConCERN
Brutal doom starter pack
KDIZD
Many many more...
Here's the issue. No one does these megawads with the right mods, or any mods at all... Not only that, if they choose a wad, they will not play them in the mods I think are really cool.. The lack of playthroughs of good wads with the right mods is astounding on youtube... Don't believe me... Here is a list of good mods and the wads people have done for them... It's terrible.
Good Mods:
Doom RPG/RLA - Alien Vendetta and Icarus... That's it.
HXRTC - Epic 2, and Randomly generated maps, that's it.
Scoredoom - Nothing to be found here...
D4T - Brutal Doom Starter Pack... That's it.
Guncaster - Plutonia.. That's it. The only playthroughs I could find with this mod were done by
an idiot who trashes maps a lot. Don't want to hear that. So his don't count, because they stink.
Bad Mods:
Brutal Doom- Tons of playthroughs
Complex Doom - Hell Revealed/TNT/Plutonia/Epic 2
(yet another idiot who trashes maps a lot... This one is even worse than the other one!)
For Good Mods, I can't find a single playthrough for following megawads:
Hell Revealed
Eternal Doom
MM2
Invasion 2
2002ADO
many many others...
It's an issue... People need to stop playing shitty mods like Complex Doom, Brutal Doom and Project brutality and do playthroughs with mods that are actually good! I've already done that... On my new channel... I've done Doom RPG/RLA Oblige mapsets, and more... I am trying to fix this issue but I can't do it alone. Other people need to step away from mods like Complex Doom and Brutal Doom. They aren't fun. They are frustrating and have little replay value. I think the world has gotten sick and tired of Brutal Doom and Project Brutality... I wish people would recognize that... Play other mods!!!!!!!!
Sunday, June 18, 2017
Doom Mod Review : Scoredoom
This is my first Doom Mod Review... I love doom gameplay mods that are good. I think a lot of doom mods are underrated to the point that the community dislikes or trashes them and because of this you see very few to no playthroughs of the Doom Games, nevermind Doom Addons with the mod on youtube. Case in point : This mod I'm doing a review of...
Scoredoom is an engine mod for the classic doom games. It's one of those mods that is a new engine in itself, but it brings new gameplay features to default doom that most engines don't do. Like skulltag, it adds new powerups to the game and enemies as well. Unlike skulltag, these additions are not something that requires a levelset that is built for them for you to see them in the game... In fact this difference is the reason I recommend this mod over skulltag for single player games. Boring multiplayer (with broken bots that couldn't even handle a co-op game) couldn't save skulltag for me. And the fact that the new enemies and weapons in skulltag don't show up in single player by default is the reason I don't play skulltag, period. However, what I see in Scoredoom makes me not want to play any other engine anymore, period....
Let me elaborate.
Other engines have mods that randomly replace enemies with new ones. Many of these are complete crap and have little to no new enemies, or have issues. Such mods like Herculine's Doom Downgrade (upgrade), AEOD, Project Brutality don't interest me. Because they don't add Enough new enemies and if they do the enemies are all from other games which is bad because that's not what doom is supposed to be like in the first place. Only Scalliano's 667 Shuffle (despite it being called crap by idiots in an responses to my idgames review of 10x.wad), HXRTC project, and Complex Doom + Addons really do the game justice with enough new content for the game plus other features to make it more than just some randomizer mod.
So why Do I recommend Scoredoom as an engine over even those mods?
Well for first, it adds the powerups that every other doom mod with powerups desperately needed in single player, the equivalent of the Skulltag Rage and Spread powerups! No other mod has done this.. These were so fun in skulltag in the wart series that I loved them to the point of stupidity. Now I get to use them in maps not designed for them. The Rage powerup doubles weapon firing speed. It's hilariously overpowered but it this mod with all of it's new enemies that do tons of damage you will need this. The spread is just as overpowered, even more so than the rage because it triples the weapons fired projectiles without wasting 3x ammo! That is great for tough situations because you can just spread Plasma/Grenade/Rocket tough enemies to death. It's super great for insane maps. So It gets bonus points for that. That adds a ton of fun to existing maps. On top of that adding health regen powerups, damage resistance increasing ones, double and quad damage, and a hillarious damage reflection powerup that hurts enemies when they shoot or damage you, makes this mod's powerups better than any mods powerups by far.
Now the reasons this mod was made was not for that or the new enemies which I will get to in a minute. It was made to add a scoring system to doom. Now you score points for killing or hurting enemies, finding items and secrets and finding keys and opening locked doors that require keys. That is really fun too. But the most fun part is the fact that you can get multikill bonuses with this which are amazingly fun to get. This is really fun in insane maps because you can score huge point amounts.
Another great feature is the secondary fires they added to all guns but the pistol, chainsaw and fist. They allow you to kill enemies easier. The shotgun secondary fires a slug round, the chaingun secondary fires faster but spreads the shots out more, the rocket launcher secondary fires grenades at 2x the speed of the rocket firing speed, the plasma secondary shoots railgun blasts and the BFG secondary shoots a damn nuclear missile just like the nuclear missile launcher on the beastiary armory section at realm667. All are useful. But the most useful has to be the the new Super Shotgun secondary. It fires the equivalent of 8 shotgun blasts in one shot! Not just 4.... 8! This is so powerful that with quad damage I once kicked a cyberdemon's ass in 2 hits! It is so useful. I use it when I fight the tougher hell knight, baron, archvile, mancubus replacements and all cyberdemon replacements when I lack a BFG.
The mod has tons of new enemies in it. Some random replacement mods have a few beastiary enemies or even a lot..... But this one has 90% of the beastiary enemies in it at least, and tons of new ones on top of that. Total count of enemies : 300+! If there ever was a mod to add enough beastiary enemies into the game, this is it. Expect to fight a lot of heretic/hexen/duke3d/blood themed enemies though... It's not entirely faithful to doom. Some of the enemies will challenge you. The default former humans now have tons more variety with the addition of autoshotgunners, auto-pistollers, rocket zombies (multiple kinds!), grenade throwing zombies, super shotgun shooting zombies that drop the ssg, and more. And if you think that's good, they finally added in the tank and flying vehicle enemies on the beastiary to randomly replace zombies. It makes sense, soldiers should be driving vehicles. The vehicles are tough too... They even have a chaingun toting super tank that appears a lot as well... That's not scratching the surface when it comes to demons. They have dark imps, snake imps, more dark imps, doom 64 imps, mutant imps, etc. Same thing is true for demon's spectres, etc. The cacodemon and hell knight/baron replacements are really cool. They have some unique kinds of cacodemon and lost soul replacements not found in any other mod, such as weakeners, mini cacodemons that shoot fireballs that stick to walls that when you hit or touch them, reduce your damage resistance by 1/2, making you take more damage for a while. They also have a mutated caco-cyst that fires automatic fireballs, he is nasty. The hellknight/baron replacements are cool. They have Hell Warriors, Bruiser Demons, Hell's furies, cyber hell knights, cyber barons, baron/arachnotron hybrids, hellknight/arachnotron hybrids, teleporting balor's, the belphegor's from skulltag, and a cyber varient of them too! The archvile replacements are quite cool as well. A lot are from the beastiary, but a few are not. One really cool one, the arch spawner, summons in a horde of various enemies to guard him as a periodic attack. He flies and is green colored. If you see him, kill him QUICK. Then there are the cyberdemon and spider replacements. Thamuzes, Annihilators, Infernux grands, you name it. Lots of duke3d cyclodian emporer reskins are also seen in this category. You also will fight cyberdemon/spider mastermind hybrids, many of them. You get thamuz masterminds, thamuz annihilators, and worse. For spider replacements you get the usual demolishers, but you also get insanity spiders from the boss resource wad and the insanely overpowered supreme fiends that are basically flying spider masterminds with bomb attacks. They are bad. On top of that they add a lot of new cyber and spider replacements not found on the beastiary, like insanity spiders (from the boss resource wad), insanity arachnophyte's (!), insanity demolishers, and even a fucking insanity supreme fiend! If there ever was a mod to feature the perfect cast of new enemies, it's this people!
To balance the huge amount of super damaging enemies, they boosted your normal (non soul sphere) max health to 200. It fits but it doesn't really make it easier. Enemies do tons and tons of damage, and even with 200 health, you can be instakilled by nonboss enemies on easy. It's a little TOO hard. I made a plugin to reduce damage by a lot to balance this out.
Some other features of the mod may end up becoming hard as hell for doom 1 players. The boss levels in Doom 1 were easy enough in the original game. In this mod however, they have been changed significantly. Now instead of the level ending or a wall lowering to allow the player to reach the exit when the bosses die, you have to fight a huge gauntlet of 15+ bosses. The first one you kill spawns another boss, plus powerups and tons of new enemies once you kill it. That one will do the same till you have killed tons of bosses. They are all different. You Fight baron replacements in e1m8, cyber replacements in e2m8, spider replacements in e3m8 and e4m8. You have to deal with a huge boss horde like this to finally end the boss level. It's hard as hell and has killed me a lot. Luckily you can turn it off. But I still like it too much to get rid of it. It's a cool concept.
It does have a few issues. In 3.0r2 you cannot do online high scoring with the new enemies turned on. It sucks. And to enable the bonus pack monsters you should copy the sdcustomcombined.ini to the sdcustom.ini before loading. There are a few bugs though. 2 enemies have the same sprites, a lost soul and cacodemon replacement, and it looks bad. More game breaking is one enemy added by the bonus pack breaks the game bad. This enemy, the nukage beast, if found in a level, can make the engine crash with a "kernel exception" error. To fix this, edit your modified sdcustom.ini from above to remove the "nukagebeast=2" line from it and your zdoom-<username>.ini as well. Because of the way the mod works, the nukage beast becomes unkillable as well, and you should remove it from the ini files to not have this issue like I did.
To download this mod, you can download it from scoredoom.com. There is a list of high scores from lots of major wads. They also have a section under faq that lists every kind of the 300 enemies seen in the mod. But that download is missing addons I have made for the mod that you should get....
I have made the following addon packs for scoredoom....
Sd-dlpatch.wad - Makes dynamic lighting work by default - a must for me
sd-easier.wad - reduces enemy damage by a shit ton. Only use if you aren't that good at doom.
sd-flash.wad - adds a flashlight to use in maps that have darker areas. Hit F to toggle
sd-gfxpatch.wad - GREATLY improves blood and lighting effects. Adds halos to light sources
sd-improvedguns.wad - Makes guns shoot faster by default. Only use in hard as hell maps like Hell Revealed...
sd-improvedgunsprites.wad - Replaces all the gun sprites with better ones from a mod I found online.
You can find these addons in the skins folder of the gzscoredoom folder in my scoredoom download
which you can get here. Whichever download you get, this one or the one on scoredoom.com, simply extract the gzscoredoom folder to your doom folder, copy whatever doom iwads/pwads you have to that folder and run gzscoredoom.exe -file <wad name> to play.
Scoredoom is an engine mod for the classic doom games. It's one of those mods that is a new engine in itself, but it brings new gameplay features to default doom that most engines don't do. Like skulltag, it adds new powerups to the game and enemies as well. Unlike skulltag, these additions are not something that requires a levelset that is built for them for you to see them in the game... In fact this difference is the reason I recommend this mod over skulltag for single player games. Boring multiplayer (with broken bots that couldn't even handle a co-op game) couldn't save skulltag for me. And the fact that the new enemies and weapons in skulltag don't show up in single player by default is the reason I don't play skulltag, period. However, what I see in Scoredoom makes me not want to play any other engine anymore, period....
Let me elaborate.
Other engines have mods that randomly replace enemies with new ones. Many of these are complete crap and have little to no new enemies, or have issues. Such mods like Herculine's Doom Downgrade (upgrade), AEOD, Project Brutality don't interest me. Because they don't add Enough new enemies and if they do the enemies are all from other games which is bad because that's not what doom is supposed to be like in the first place. Only Scalliano's 667 Shuffle (despite it being called crap by idiots in an responses to my idgames review of 10x.wad), HXRTC project, and Complex Doom + Addons really do the game justice with enough new content for the game plus other features to make it more than just some randomizer mod.
So why Do I recommend Scoredoom as an engine over even those mods?
Well for first, it adds the powerups that every other doom mod with powerups desperately needed in single player, the equivalent of the Skulltag Rage and Spread powerups! No other mod has done this.. These were so fun in skulltag in the wart series that I loved them to the point of stupidity. Now I get to use them in maps not designed for them. The Rage powerup doubles weapon firing speed. It's hilariously overpowered but it this mod with all of it's new enemies that do tons of damage you will need this. The spread is just as overpowered, even more so than the rage because it triples the weapons fired projectiles without wasting 3x ammo! That is great for tough situations because you can just spread Plasma/Grenade/Rocket tough enemies to death. It's super great for insane maps. So It gets bonus points for that. That adds a ton of fun to existing maps. On top of that adding health regen powerups, damage resistance increasing ones, double and quad damage, and a hillarious damage reflection powerup that hurts enemies when they shoot or damage you, makes this mod's powerups better than any mods powerups by far.
Now the reasons this mod was made was not for that or the new enemies which I will get to in a minute. It was made to add a scoring system to doom. Now you score points for killing or hurting enemies, finding items and secrets and finding keys and opening locked doors that require keys. That is really fun too. But the most fun part is the fact that you can get multikill bonuses with this which are amazingly fun to get. This is really fun in insane maps because you can score huge point amounts.
Another great feature is the secondary fires they added to all guns but the pistol, chainsaw and fist. They allow you to kill enemies easier. The shotgun secondary fires a slug round, the chaingun secondary fires faster but spreads the shots out more, the rocket launcher secondary fires grenades at 2x the speed of the rocket firing speed, the plasma secondary shoots railgun blasts and the BFG secondary shoots a damn nuclear missile just like the nuclear missile launcher on the beastiary armory section at realm667. All are useful. But the most useful has to be the the new Super Shotgun secondary. It fires the equivalent of 8 shotgun blasts in one shot! Not just 4.... 8! This is so powerful that with quad damage I once kicked a cyberdemon's ass in 2 hits! It is so useful. I use it when I fight the tougher hell knight, baron, archvile, mancubus replacements and all cyberdemon replacements when I lack a BFG.
The mod has tons of new enemies in it. Some random replacement mods have a few beastiary enemies or even a lot..... But this one has 90% of the beastiary enemies in it at least, and tons of new ones on top of that. Total count of enemies : 300+! If there ever was a mod to add enough beastiary enemies into the game, this is it. Expect to fight a lot of heretic/hexen/duke3d/blood themed enemies though... It's not entirely faithful to doom. Some of the enemies will challenge you. The default former humans now have tons more variety with the addition of autoshotgunners, auto-pistollers, rocket zombies (multiple kinds!), grenade throwing zombies, super shotgun shooting zombies that drop the ssg, and more. And if you think that's good, they finally added in the tank and flying vehicle enemies on the beastiary to randomly replace zombies. It makes sense, soldiers should be driving vehicles. The vehicles are tough too... They even have a chaingun toting super tank that appears a lot as well... That's not scratching the surface when it comes to demons. They have dark imps, snake imps, more dark imps, doom 64 imps, mutant imps, etc. Same thing is true for demon's spectres, etc. The cacodemon and hell knight/baron replacements are really cool. They have some unique kinds of cacodemon and lost soul replacements not found in any other mod, such as weakeners, mini cacodemons that shoot fireballs that stick to walls that when you hit or touch them, reduce your damage resistance by 1/2, making you take more damage for a while. They also have a mutated caco-cyst that fires automatic fireballs, he is nasty. The hellknight/baron replacements are cool. They have Hell Warriors, Bruiser Demons, Hell's furies, cyber hell knights, cyber barons, baron/arachnotron hybrids, hellknight/arachnotron hybrids, teleporting balor's, the belphegor's from skulltag, and a cyber varient of them too! The archvile replacements are quite cool as well. A lot are from the beastiary, but a few are not. One really cool one, the arch spawner, summons in a horde of various enemies to guard him as a periodic attack. He flies and is green colored. If you see him, kill him QUICK. Then there are the cyberdemon and spider replacements. Thamuzes, Annihilators, Infernux grands, you name it. Lots of duke3d cyclodian emporer reskins are also seen in this category. You also will fight cyberdemon/spider mastermind hybrids, many of them. You get thamuz masterminds, thamuz annihilators, and worse. For spider replacements you get the usual demolishers, but you also get insanity spiders from the boss resource wad and the insanely overpowered supreme fiends that are basically flying spider masterminds with bomb attacks. They are bad. On top of that they add a lot of new cyber and spider replacements not found on the beastiary, like insanity spiders (from the boss resource wad), insanity arachnophyte's (!), insanity demolishers, and even a fucking insanity supreme fiend! If there ever was a mod to feature the perfect cast of new enemies, it's this people!
To balance the huge amount of super damaging enemies, they boosted your normal (non soul sphere) max health to 200. It fits but it doesn't really make it easier. Enemies do tons and tons of damage, and even with 200 health, you can be instakilled by nonboss enemies on easy. It's a little TOO hard. I made a plugin to reduce damage by a lot to balance this out.
Some other features of the mod may end up becoming hard as hell for doom 1 players. The boss levels in Doom 1 were easy enough in the original game. In this mod however, they have been changed significantly. Now instead of the level ending or a wall lowering to allow the player to reach the exit when the bosses die, you have to fight a huge gauntlet of 15+ bosses. The first one you kill spawns another boss, plus powerups and tons of new enemies once you kill it. That one will do the same till you have killed tons of bosses. They are all different. You Fight baron replacements in e1m8, cyber replacements in e2m8, spider replacements in e3m8 and e4m8. You have to deal with a huge boss horde like this to finally end the boss level. It's hard as hell and has killed me a lot. Luckily you can turn it off. But I still like it too much to get rid of it. It's a cool concept.
It does have a few issues. In 3.0r2 you cannot do online high scoring with the new enemies turned on. It sucks. And to enable the bonus pack monsters you should copy the sdcustomcombined.ini to the sdcustom.ini before loading. There are a few bugs though. 2 enemies have the same sprites, a lost soul and cacodemon replacement, and it looks bad. More game breaking is one enemy added by the bonus pack breaks the game bad. This enemy, the nukage beast, if found in a level, can make the engine crash with a "kernel exception" error. To fix this, edit your modified sdcustom.ini from above to remove the "nukagebeast=2" line from it and your zdoom-<username>.ini as well. Because of the way the mod works, the nukage beast becomes unkillable as well, and you should remove it from the ini files to not have this issue like I did.
To download this mod, you can download it from scoredoom.com. There is a list of high scores from lots of major wads. They also have a section under faq that lists every kind of the 300 enemies seen in the mod. But that download is missing addons I have made for the mod that you should get....
I have made the following addon packs for scoredoom....
Sd-dlpatch.wad - Makes dynamic lighting work by default - a must for me
sd-easier.wad - reduces enemy damage by a shit ton. Only use if you aren't that good at doom.
sd-flash.wad - adds a flashlight to use in maps that have darker areas. Hit F to toggle
sd-gfxpatch.wad - GREATLY improves blood and lighting effects. Adds halos to light sources
sd-improvedguns.wad - Makes guns shoot faster by default. Only use in hard as hell maps like Hell Revealed...
sd-improvedgunsprites.wad - Replaces all the gun sprites with better ones from a mod I found online.
You can find these addons in the skins folder of the gzscoredoom folder in my scoredoom download
which you can get here. Whichever download you get, this one or the one on scoredoom.com, simply extract the gzscoredoom folder to your doom folder, copy whatever doom iwads/pwads you have to that folder and run gzscoredoom.exe -file <wad name> to play.
Saturday, June 3, 2017
Doom Guncaster mod addons I made....
Ok... I've been playing a lot of guncaster, the doom mod, lately. It's an insanely overpowered weapon mod for Doom, heretic and hexen. It gives you tons of overpowered guns and sometimes you can dual wield them... It also allows you to collect money from dead enemies to use to buy spells. It's totally nuts... I really like it. I think it goes well with insane maps.
So... I made an addon for it to help make other levels that are not insane maps become insane maps. It's a version of the 10x mod that works with the guncaster mod and the guncaster monster pack listed below... It multiplies the enemy count of all maps by 3-10X depending on the enemy type. AKA stronger enemies only get multiplied by 3, weaker ones by 10. It's really good to play with non nuts megawads like eternal Doom, Mm2, etc. You also get money way quicker with it. I don't recommend playing it with any of the following mapsets because they are insane maps or contain insane maps:
Hell Revealed 1 and 2, Alien Vendetta, Epic 2, Sunder, Scythe 2, Newgothic movement, Bakers Dozen, Stardate 20x6, Sunlust, Combat Shock, Slaughterfest wads.
It makes easy to medium megawads really fun and difficult. It's quite nuts....
Attention : It REQUIRES the guncaster mod and the guncaster monster pack to be loaded.
Your load order should be Guncaster, Monster Pack, monster pack guncaster patch and then the 10xgc mod aka:
Gzdoom -file guncaster.pk3 "DoomKrakken's Monster Randomizer (base) v4.pk3" "DKMR Guncaster Patch (v4).pk3" 10xgc.wad
Get the monster pack here:
https://forum.zdoom.org/viewtopic.php?f=43&t=49524
Get guncaster here:
https://forum.zdoom.org/viewtopic.php?t=37066
Download for 10x for gc:
https://www.4shared.com/archive/1w6RTu3cca/10xgc.html
So... I made an addon for it to help make other levels that are not insane maps become insane maps. It's a version of the 10x mod that works with the guncaster mod and the guncaster monster pack listed below... It multiplies the enemy count of all maps by 3-10X depending on the enemy type. AKA stronger enemies only get multiplied by 3, weaker ones by 10. It's really good to play with non nuts megawads like eternal Doom, Mm2, etc. You also get money way quicker with it. I don't recommend playing it with any of the following mapsets because they are insane maps or contain insane maps:
Hell Revealed 1 and 2, Alien Vendetta, Epic 2, Sunder, Scythe 2, Newgothic movement, Bakers Dozen, Stardate 20x6, Sunlust, Combat Shock, Slaughterfest wads.
It makes easy to medium megawads really fun and difficult. It's quite nuts....
Attention : It REQUIRES the guncaster mod and the guncaster monster pack to be loaded.
Your load order should be Guncaster, Monster Pack, monster pack guncaster patch and then the 10xgc mod aka:
Gzdoom -file guncaster.pk3 "DoomKrakken's Monster Randomizer (base) v4.pk3" "DKMR Guncaster Patch (v4).pk3" 10xgc.wad
Get the monster pack here:
https://forum.zdoom.org/viewtopic.php?f=43&t=49524
Get guncaster here:
https://forum.zdoom.org/viewtopic.php?t=37066
Download for 10x for gc:
https://www.4shared.com/archive/1w6RTu3cca/10xgc.html
Sunday, May 28, 2017
A Classic Doom Mod that everyone who is a fan of RPG games should play.
I've played some damn cool doom mods over the last few months. Complex Doom (which you should all be aware of), Brutal wolf (not brutal wolfenstein - brutal wolf is a realistic brutal doom addon with tons of new enemies and highly realistic guns), and last but not least the latest mod I have tried... HXRTC project!
Plenty of mods have tried to do random spawning: The act of randomly replacing existing doom enemies/guns from the original game with new custom varients. A lot do it well.. A few don't. Some don't have enough new enemies or guns to make it interesting (like Project Brutality/etc). Some have way too much (Aeod) and some have a lot but there isn't anything really new about what they do (aka they only use beastiary enemies and guns - like Scalliano's 667 shuffle). I was a huge fan of the that 667 shuffle mod for years and I saw people trashing it on idgames a lot for stupid reasons. Anyway none of the above mentioned mods blend random spawning in with RPG elements. A few blend it in with realism (Complex Doom/Brutal Wolf). Some of those make it so hard it's unplayable by default. But none add RPG elements on top of that. Some mods have rpg elements but tend to have totally new levels to make that work... Well... I finally found a mod that does add new enemies and guns into any doom level and brings in fairly good rpg elements.
HXRTC mod is a doom mod for gzdoom only made by HexereticDoomer... It is a doom rpg mod. Yes... A doom rpg mod. But not just any Doom Rpg Mod, no. It's a doom rpg mod with TONS of new enemies and weapons and more! Some of these new enemies and guns are from the beastiary, others are not. Most of the guns are totally new. And all are well designed. They are overpowered as hell to make up for the difficulty curve early on as a low level character. They have secondary fires that can overpower many enemies, even strong ones. But the strong enemies can overpower you quite nastily in this, hell even weaker ones will at lower levels. All enemies do increased damage. Sometimes it's dramatic. I saw a guy doing epic 2 in this and he got 100 damage done to him by one revenant fireball. That's a bit extreme but it shows you how tough this mod can be... At first.
Good news is that only the beginning of levels are challenging in this mod (unless you play an insane wad that has a brutally hard start like sunder or something like that). As you level up your health increases per level. You also get bonuses to two stats, attack and defense. I have no clue what they do but they must help you somehow in attacking enemies (damage related and such) and taking less damage overall, respectively. The max health increases really show. Thanks to the new stackable health system the mod has. In normal doom your max health is 200. In this there is no max health! It can go as high as 3000-4000 and even higher! Thanks to the various classes of items (such as low level, medium, high, etc) you can get huge 200-500 boosts to your health with a single soul sphere. I got a soul sphere that boosted my health from 200 to 700 in an instant and all of the sudden became a doom god overnight...
There is a buying system in the mod. Random enemies drop gold coins and gems which give you money. At first you get small amounts but eventually you will be filthy rich no matter what. Random enemies also drop "trade droids" that sell a random item for a big price from 4000-20000 gold. If you are rich enough you can buy it. It allows yo to acquire anything in the game easily if you get lucky enough.. Vety rpg like...
Other cool bonuses you can get are the one that kicks in when you get damaged too much. It makes your guns do more damage then. It doesn't last forever but for a while you can pwn your enemies quickly. Factor in the insane max health and overpowered guns and you become an insanely overpowered space marine that can rip through an archvile horde in 10 seconds. It sounds ridiculously easy, and it is.... If you play easy maps....
The challenge comes in playing harder mapsets with this. This mod is perfect for slaughtermaps people!
I tried hell revealed map13 in this. I kicked ass in it. It was on easy. But it was very very easy. If you want to play harder megawads that have gigantic hordes of harder enemies and don't want to spend 30 minutes per level hiding from revenants while slowly killing a huge horde of them with rockets while dodging the 1 or 2 archviles that are mixed in over and over again for 10 minutes.... Then play them with this.Your overpowered guns and max health allow you to rip through them without taking cover. You become a doom god. It's a blast.
It's even a bigger blast with my 2 monster packs people!
I loved the mod so much that It eclipsed complex doom for me. So I decided to do something about the limited enemy types in the mod. By default there are lots of enemies that are new but a lot are missing that are on the beastiary. A few beastiary enemies are present but it seems the rest are freedoom rips and recolors... It desperately needs better new monsters. This is where I come to the rescue people. I made not just one monster pack for the mod. I made 2!
Monster pack 1 contains a lot of new enemies taken from various wads I made. Some of those are based on enemies from Doom Megawads that had dehacked enemies but they were converted to decorate by me.Also in the monster pack are doom 3 enemies recreated in doom 2 and doom 64 enemies as well...
Monster Pack 2 contains beastiary enemies not found in the original mod. A lot of them (around 25+) added into the game. Some ones from the beastiary that were really cool but not uses were the time imp, bruiser demon, azazel, rocket imp, uac bot, weakener, supreme fiend and others.. I brought all of these into HXRTC in monster pack 2.
Another addon I did for HXRTC is the enemy multiplier mod. Based on 10x.wad, the wad that multiplies the enemy count of doom levels by 10 using scripting tricks, this does the same but multiplies the enemy count of weak enemies by spawning multiple spawners of enemy classes by 10 and others by 5 or 3, depending on enemy difficulty. This 10x based mod requires both monster packs.
Other addons I like for the mod are JP hud (which displays an enemy health bar as you aim at enemies), beam flashlight (which gives you a half life styled flashlight, without it turning off when it runs out of power, footsteps mod and others. I made a pack of addons for this mod, and I am releasing them now... To kickstart this release campaign for releases for mods and wads I am making for doom and wolf3d.
Download the mod + my mosterpacks and other addons for the mod (which I didn't make) here!
Unzip to the folder you installed the original mod. Run loadhx.bat <name of wad> in a dos prompt or by typing "C:\<doom folder name>\loadhx.bat <wad name>" in the run box where <name of wad> is the wad you want to run and <doom folder name> is your doom 2 folder. <wad name> needs to be without the .wad extension! So type loadhx.bat mm2 to play mm2 then...
For doom 1 players run the loadhxd1.bat file instead. The usage is the same.
Final doom players I don't have batch files for you because I barely play it anymore...
People who want to run Doom 1 or 2 in the mod with the 10x enemy count increase can run
load10x.bat <wad name> (doom 2) and loadd110x.bat <wad name> (doom 1).
All the batch files load all of the addons including the monster packs
You need the latest gzdoom to play this mod!:
Plenty of mods have tried to do random spawning: The act of randomly replacing existing doom enemies/guns from the original game with new custom varients. A lot do it well.. A few don't. Some don't have enough new enemies or guns to make it interesting (like Project Brutality/etc). Some have way too much (Aeod) and some have a lot but there isn't anything really new about what they do (aka they only use beastiary enemies and guns - like Scalliano's 667 shuffle). I was a huge fan of the that 667 shuffle mod for years and I saw people trashing it on idgames a lot for stupid reasons. Anyway none of the above mentioned mods blend random spawning in with RPG elements. A few blend it in with realism (Complex Doom/Brutal Wolf). Some of those make it so hard it's unplayable by default. But none add RPG elements on top of that. Some mods have rpg elements but tend to have totally new levels to make that work... Well... I finally found a mod that does add new enemies and guns into any doom level and brings in fairly good rpg elements.
HXRTC mod is a doom mod for gzdoom only made by HexereticDoomer... It is a doom rpg mod. Yes... A doom rpg mod. But not just any Doom Rpg Mod, no. It's a doom rpg mod with TONS of new enemies and weapons and more! Some of these new enemies and guns are from the beastiary, others are not. Most of the guns are totally new. And all are well designed. They are overpowered as hell to make up for the difficulty curve early on as a low level character. They have secondary fires that can overpower many enemies, even strong ones. But the strong enemies can overpower you quite nastily in this, hell even weaker ones will at lower levels. All enemies do increased damage. Sometimes it's dramatic. I saw a guy doing epic 2 in this and he got 100 damage done to him by one revenant fireball. That's a bit extreme but it shows you how tough this mod can be... At first.
Good news is that only the beginning of levels are challenging in this mod (unless you play an insane wad that has a brutally hard start like sunder or something like that). As you level up your health increases per level. You also get bonuses to two stats, attack and defense. I have no clue what they do but they must help you somehow in attacking enemies (damage related and such) and taking less damage overall, respectively. The max health increases really show. Thanks to the new stackable health system the mod has. In normal doom your max health is 200. In this there is no max health! It can go as high as 3000-4000 and even higher! Thanks to the various classes of items (such as low level, medium, high, etc) you can get huge 200-500 boosts to your health with a single soul sphere. I got a soul sphere that boosted my health from 200 to 700 in an instant and all of the sudden became a doom god overnight...
There is a buying system in the mod. Random enemies drop gold coins and gems which give you money. At first you get small amounts but eventually you will be filthy rich no matter what. Random enemies also drop "trade droids" that sell a random item for a big price from 4000-20000 gold. If you are rich enough you can buy it. It allows yo to acquire anything in the game easily if you get lucky enough.. Vety rpg like...
Other cool bonuses you can get are the one that kicks in when you get damaged too much. It makes your guns do more damage then. It doesn't last forever but for a while you can pwn your enemies quickly. Factor in the insane max health and overpowered guns and you become an insanely overpowered space marine that can rip through an archvile horde in 10 seconds. It sounds ridiculously easy, and it is.... If you play easy maps....
The challenge comes in playing harder mapsets with this. This mod is perfect for slaughtermaps people!
I tried hell revealed map13 in this. I kicked ass in it. It was on easy. But it was very very easy. If you want to play harder megawads that have gigantic hordes of harder enemies and don't want to spend 30 minutes per level hiding from revenants while slowly killing a huge horde of them with rockets while dodging the 1 or 2 archviles that are mixed in over and over again for 10 minutes.... Then play them with this.Your overpowered guns and max health allow you to rip through them without taking cover. You become a doom god. It's a blast.
It's even a bigger blast with my 2 monster packs people!
I loved the mod so much that It eclipsed complex doom for me. So I decided to do something about the limited enemy types in the mod. By default there are lots of enemies that are new but a lot are missing that are on the beastiary. A few beastiary enemies are present but it seems the rest are freedoom rips and recolors... It desperately needs better new monsters. This is where I come to the rescue people. I made not just one monster pack for the mod. I made 2!
Monster pack 1 contains a lot of new enemies taken from various wads I made. Some of those are based on enemies from Doom Megawads that had dehacked enemies but they were converted to decorate by me.Also in the monster pack are doom 3 enemies recreated in doom 2 and doom 64 enemies as well...
Monster Pack 2 contains beastiary enemies not found in the original mod. A lot of them (around 25+) added into the game. Some ones from the beastiary that were really cool but not uses were the time imp, bruiser demon, azazel, rocket imp, uac bot, weakener, supreme fiend and others.. I brought all of these into HXRTC in monster pack 2.
Another addon I did for HXRTC is the enemy multiplier mod. Based on 10x.wad, the wad that multiplies the enemy count of doom levels by 10 using scripting tricks, this does the same but multiplies the enemy count of weak enemies by spawning multiple spawners of enemy classes by 10 and others by 5 or 3, depending on enemy difficulty. This 10x based mod requires both monster packs.
Other addons I like for the mod are JP hud (which displays an enemy health bar as you aim at enemies), beam flashlight (which gives you a half life styled flashlight, without it turning off when it runs out of power, footsteps mod and others. I made a pack of addons for this mod, and I am releasing them now... To kickstart this release campaign for releases for mods and wads I am making for doom and wolf3d.
Download the mod + my mosterpacks and other addons for the mod (which I didn't make) here!
Unzip to the folder you installed the original mod. Run loadhx.bat <name of wad> in a dos prompt or by typing "C:\<doom folder name>\loadhx.bat <wad name>" in the run box where <name of wad> is the wad you want to run and <doom folder name> is your doom 2 folder. <wad name> needs to be without the .wad extension! So type loadhx.bat mm2 to play mm2 then...
For doom 1 players run the loadhxd1.bat file instead. The usage is the same.
Final doom players I don't have batch files for you because I barely play it anymore...
People who want to run Doom 1 or 2 in the mod with the 10x enemy count increase can run
load10x.bat <wad name> (doom 2) and loadd110x.bat <wad name> (doom 1).
All the batch files load all of the addons including the monster packs
You need the latest gzdoom to play this mod!:
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