Full version of CSDMO. It includes over 42 weapons, Custom hud, "Customfiles" folder, csd3 mappack, Compatibility with GZDoom/Zandronum/LZDoom and bat files to easy access to the mod. Kinda compatible with D-Touch, but requires a great cellphone to work. Now with optional modern sounds!
By popular demand, i've decided to merge all previous updates into one big download. That should help several people with issues regarding how to install previous patches.
These are some of the mod's features that i can think of:
* Over 40 weapons smoothly ripped at 36 fps.
* Custom HUD, based on the global offensive one.
* (Optional download) High resolution (360p) rips for mid-high end pc's.
* A MapPack originally made for CSDoom 3, you can also use those textures to create your own maps if you wish =P
* Custom skills, which changes the way the game behaves.
* An optional "rip and tear" mode that resembles the mechanics of Doom 2016.
* Compatible with GZDoom/Zandronum
* Compatible with offline bots =P
* Partially compatible with D-Touch! (Although not recomended unless you have a top-notch cellphone. There's a separate D-Touch versión of the mod for that.)
* A "customfiles" folder, where you can put some wad's/maps there and then load the game with custom content on it (GZDoom only)
* A Deathmatch script that emulates the "sorta infinite" ammo from csgo
And last but not least:
* Bat files, sourceport folders and the whole mod inside 1-3 pk3's, rather than dozens of files spreaded through several folders (I'm looking at you, csdoom3 XD)
Can't think of anything else for now, other tan several bugfixes on each update. =P
I hope you like it, AlphaEnt2 ;)
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Changelog: 6th year anniversary (Manteinance update 05)
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03/12/23: 6th year anniversary (Manteinance update 05)
Fixed a glitch while playing multiplayer modes that would make guns to not reload.
Modified multiplayer mutators:Players now have 3 taser shots while on instagib.
Added/programmed breachcharge throwables.
Added alternate pistol pickups on all csdmo levels.
Added healthshot killstreak mechanics on multiplayer.
Added a new multiplayer level, based on dead simple (from Doom 2)
Added a new multiplayer level, based on Power mill (from Skulltag)
Added a new multiplayer level, based on Arena gate (from Quake 3)
Updated csdmo standalone levels pack.
Sightly improved Revolver's responsiveness when releasing fire button.
Heavily improved grenade responsiveness when you no longer hold fire button.
Merged all sndinfo weapon files into one big file.
Added selectionorder to all guns when no ammo on current weapon.
Improved bulletpuff particle fx.
Bulletpuffs no longer spawns while hitting bleeding entities.
Improved Chargebreach code and explosion animations.
Made burst guns alternate functions more accurate.
Pistols now can fire after you reloaded if you hold the fire button while reloading.
Fixed a minor misbehaviour on famas, not firing the gun while switching from previous weapon.
Added an optional human enemies skill.
Fixed a typo on distant firesound code that prevented the sound to play every time.
Increased volume of distant firesounds.
Reduced spread of Deagle and Revolver.
Increased Revolver Firerate.
Fixed a typo on one of the rifle pickups not spawning properly.
Replaced few sounds while on intermission.
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Previous Changelog:
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04/02/17: Base Mod release:
Base mod release. Changelog is registered after this mark.
Previous changelogs only on facebook group (no need to put changelogs since 2013 after being the 2017 version the first public release)
04/14/17: Update 1 changelog:
Optional Mappack available to download (includes 6 singleplayer/coop maps and 6 deathmatch maps, plus a fy_pool_day recreation for dev testing purposes)
Increased knife range (from 64 to "92 and 128")
Increased grenade and taser ammo (from 3 and 1 respectively to 5 and 3)
Fixed bot misbehaviour with m4a1 silenced (wrong animation being played)
Several Minor bugfixes
04/28/17: Update 2 changelog:
PC Version:
No changes for PC version.
D-Touch version:
D-Touch base mod released. (Standalone mod specially made for D-Touch, based on the demo version of the mod.)
(changes related to pc version being updated to d-touch)
Added customizable framerate options for Select, fire and reload animations.
Added optional casings, muzzleflashes options and autoaim for cellphone players.
Simplified bulletpuffs, explosions and several other effects to increase performande on low-end cellphones.
Eliminated distant sound effects
11/17/17: Update 3 changelog:
PC Version:
!!! Important !!!
Since update 3, this mod will no longer be compatible with skulltag, so If you're still using that sourceport, then it's suggested to either don't update this mod, or to use gzdoom or zandronum sourceports instead.
New skills: "Rip and tear" mode added. (Get rid of reloads and adds special melee and grenade throwing buttons)
Added flashbang which allows players to blind monsters for a short period of time (or blind yourself and other players as well)
Added smoke grenade (Multiplayer only)
Added grenade pinpull animations (formerly cut down because of bots issues, now solved)
Compressed some sounds from wav to ogg (Now the mod saves over 20mb in filesize)
Deleted Crosshair script (Now it uses sbarinfo instead, allowing players the option to use either the sbarinfo crosshair or the zdoom one)
Redesigned multiplayer killstreak (Now it no longer uses scripts, but only decorate)
Improved sbarinfo: Now gzdoom and Zandronum shares the same code, rather than having different sbarinfo for each sourceport.
Added a "weapon memory" code inside the rat melee and rat grenade weapons (That allows players to return to previous weapon instead of going straight to knife)
Included a custom menudef to allow easier customization settings related to this mod. (Classic options menu are still available inside sourceport options)
Added custom cvars to disable/enable custom bob and sbarinfo crosshair.
Tweaked menudef to simplify access to skirmish settings (skirmish only works on zandronum)
Reduced knife damage power
Now, the mod is compatible with custom maps with "resetinventory" set on their mapinfo
Several minor bugfixes
D-Touch version:
New skills: "Rip and tear" mode added. (Get rid of reloads and adds special melee and grenade throwing buttons)
Added flashbang grenade
Deleted Crosshair script (Now it uses default ZDoom crosshairs for extra performance)
Compressed some sounds from wav to ogg (Now the mod saves over 20mb in filesize)
Solved grenade sprites explosion bug (used to be a lot smaller)
Reduced resolutions of menu/intermission/title to increase performance
Tweaked difficulties to help cellphone players.
Added more options inside options menu
Now, the mod is compatible with custom maps with "resetinventory" set on their mapinfo
Several minor bugfixes
01/03/19: Update 4 changelog (abridged):
PC Version:
Changed firepower for all weapons, therefore, redesigning its balance. Values are based on data from this page: (Used 1000u kev chest as reference) So, all weapons will become more powerful.
Docs.google.com
ttk on multiplayer decreased because of said change.
Players now spawn with 75 armor points to compensate such ttk on multiplayer.
All high res weapon sprites were tweaked with similar image resolutions in order to reduce sprite shakiness.
All low-res weapon sprites were redone with some billinear filtering and also were treated on similar way the high-res did.
1/3 skill modes will now become hardcore mode, with enemies having 2.35x health.
Rip and tear mode had monsters health increased to 2.0x and increased agressiveness to 1.0.
All separate downloads will be merged into one big download.
Added few platforms for csdmp02, to allow easier access to above areas.
Added silent music to mappack, so it prevents the intermission music to keep playing.
Deleted smoke grenade scripts on multiplayer and replaced flashbang script on coop with taser.
Fixed rip and tear script issues on multiplayer.
hud_gzdoom and hud_zandronum deleted. now it's merged into csdmo_base.
csdmo_lowres deleted. Now it's merged into csdmo_base.
Standalone mappack is now included on the main download.
incendiary grenade and molotov are now partially functional.
Made first shot of all weapons accurate (except pistols and unzoomed sniper rifles)
Solved a bug, if you kept pressed fire while activating the quick melee on rip and tear mode, it entered an endless loop until fire button is unpressed.
Solved a bug, If you run out of taser in rip and tear and you trigger quick melee, the function no longer breaks.
Replaced placeholder graphics for credits and help1
D-Touch version:
Pretty much the same as above.
CSD3 Mappack is now merged inside csdmo_dtouch.pk3
Reload message while you're on 0fps mode are now deleted.
12/04/19: Update 4 (Hotfix 1) changelog:
All versions:
Fixed some issues with certain hud aspect ratios not showing up properly.
Created an additional hud mode, where you can manually choose which aspect ratio do you want to visualize the hud.
Added missing help image on d-touch version.
Added customizable keybinds for certain weapons.
PC Version:
Added incendiary grenade and molotov.
tweaked sounds for molotov weapon.
Tweaked damage issues with incendiary/molotov.
Fixed wrong offsets for silenced usp pistol.
Tweaked several multiplayer maps, weapons have different placements. Added taser on multiplayer.
New multiplayer map: A merge of map 02 and map 05
19/03/21: 2021 update changelog:
PC Version only:
Added two game modifiers for zandronum multiplayer: Tazer/AWP Instagib spawn and Knife/Grenade spawn.
Blood no longer respawns while underwater.
Some hanging decorations are no longer solid.
Improved "weapon memory" mechanics, now you can switch between last used weapons too.
Greatly increased efficiency of the Flashbang. Now if you shot a blinded monster it no longer becomes active until flashbang effect wears off.
Weapons no longer uses a custom animated bob. Custom doom bob is now allowed.
Partially fixed resurrecting bug while on Rip and tear mode.
Decreased weapons/ammo drops rate on enemies.
M249 now gives you 30 ammo instead of 100.
Negev now gives you 50 ammo instead of 150.
Chances of obtaining weapon/ammo from certain monsters decreased.
Tweaked torches effects.
Fixed some issues with few monster replacements colliding with each other and messing up flashbang behaviour.
Switched knife/taser order on slot 1. (Now knife should always switch first)
Molotov and Incendiary grenade now bounces off walls once.
Molotov and incendiary damage now forces radius damage to boss monsters.
Increased he grenade and flashbang amount from 5 to 10.
Now he grenade and taser can be filled with backpack (+1 each)
Added the C4. Optimal use against the Icon of sin, when run out of grenades.
Increased angle and height of grenade throwing.
Buffed ssg08 and awp against monsters (2x and 3x damage)
Added movebob and gl lightamp settings inside mod options menu.
Several wads deleted from inside the main pk3.
Increased volume of all distant weapon sounds. (0.25 to 0.3)
25/9/21 Update 4.2.5 Changelog:
Increased map details on csdmo01 and 02.
Fixed some mirrored textures issue on csdmo05.
Added c4 game mechanic on csdmo01 and 02.
Improved hostage mechanics on csdmo03 and 04. (alternate routes, more hostages at once, less scripts)
Added several hostages to csdmo05
Added new maps: csdmo06 and 07.
Updated optional high res textures.
Grenades now remembers last weapon used when run out of ammo.
Tweaked some hostage waypoints on csdmo03 and 04.
Additional monster nerf on csdmo's normal and easy skills.
20/11/21: Mappack Bugfix 01 changelog:
Added escort messages when you find a hostage.
Redesigned csdmo03's bridge with 3d sectors instead of regular ones.
Fixed few vertex slopes issues on csdmo04.
Minor tweaks to csdmo's 03, 04 and 06 hostage waypoints.
Added few extra rooms on csdmo05's outside area, for decorative purposes.
Replaced several dev textures on csdmo05.
Fixed a collision issue on csdmo06's 3d sector blocking bullets on transparent sprites nearby the exit area.
Tweaked two linedefs properties on csdmo06.
Fixed a sector tag isssue on csmdo07's where it didn't showed additional 3d sectors on zandronum.
Made the hostage/bomb messages exclusive to singleplayer/coop.
Grenades are now infinite if using the grenade only mutator.
Fixed a collision issue on csdmo03 where you could jump on the bridge's warning barrier below the bridge.
Fixed an issue with percentage kills not working on Rip and tear, hard mode.
Tweaked a bunch of textures on all csdmo maps.
Deleted intro script on fy_pool_day.
Added optional skirmish mode for zandronum on epísode select menu. (uses zandronum feature)
Renamed blue and red teams as "counter terrorists" and "terrorists"
Improved HE grenade and Flashbang physics responsiveness.
HE grenade and flashbang now explodes after certain period of time, instead of randomized time.a
22/11/21: Mappack Bugfix 01 (hotfix01) changelog:
Flashbang can now stun multiplayer bots.
Flashbang effect can no longer be skipped by playerfire.
Fixed an area on csdmo02 where players could softlock if out of grenades.
Fixed a missing texture on csdmo03
17/12/22 Sounds update changelog:
Optional csgo's new sounds ripped.
Tweaked shotgun's reload sounds definitions.
Decreased firerate for AUG and SG553.
Ripped mp5sd, breachcharge, healthshot, shield and tablet sprites.
Added/programmed mp5sd and healthshot pickup code.
Fixed a sound issue with new cz75a sounds.
Increased chances to spawn silenced mp5.
Decreased amount crosshair grows while using aug/sg553.
Forced lack of accuracy while using m249/negev.
Fixed a typo where silenced mp5 had no ammo loaded.
03/12/23: 6th year anniversary (Manteinance update 05)
Fixed a glitch while playing multiplayer modes that would make guns to not reload.
Modified multiplayer mutators: Players now have 3 taser shots while on instagib.
Added/programmed breachcharge throwables.
Added alternate pistol pickups on all csdmo levels.
Added healthshot killstreak mechanics on multiplayer.
Added a new multiplayer level, based on dead simple (from Doom 2)
Added a new multiplayer level, based on Power mill (from Skulltag)
Added a new multiplayer level, based on Arena gate (from Quake 3)
Updated csdmo standalone levels pack.
Sightly improved Revolver's responsiveness when releasing fire button.
Heavily improved grenade responsiveness when you no longer hold fire button.
Merged all sndinfo weapon files into one big file.
Added selectionorder to all guns when no ammo on current weapon.
Improved bulletpuff particle fx.
Bulletpuffs no longer spawns while hitting bleeding entities.
Improved Chargebreach code and explosion animations.
Made burst guns alternate functions more accurate.
Pistols now can fire after you reloaded if you hold the fire button while reloading.
Fixed a minor misbehaviour on famas, not firing the gun while switching from previous weapon.
Added an optional human enemies skill.
Fixed a typo on distant firesound code that prevented the sound to play every time.
Increased volume of distant firesounds.
Reduced spread of Deagle and Revolver.
Increased Revolver Firerate.
Fixed a typo on one of the rifle pickups not spawning properly.
Replaced few sounds while on intermission.
12/01/24: Minor bugfix update
Guns are no longer visible while multiplayer mutators are active.
Fixed a typo on fiveseven human enemy playing a wrong sound.
Sightly increased details and tweaked textures misalignements on several CSDMO levels.
Fixed a script misbehaviour while on CSDMO04 (i've splitted a linedef that made a script execute twice, spawning double the intended amount of archviles)
Some human enemies are now stunneable (no longer forces nopain flags while attacking)
If those enemies gets injured while attacking, now they will have a delay before attacking back again, to prevent sniper/grenade spam.
Added tracers to weapons.
Increased speed of healthshot animation. (deleted 20 empty frames)
Replaced hostage dogs with hostage rabbits. (lost souls are replaced by dogs on human enemies option, it could generate confusion)
Added "hostage down" audio to hostage rabbit when killed.
te la batimamaste esta muy bueno genio
Genio! te amo papu <3
Really "precioso".
exitante
genial!!¿para que version de gzdoom es?
ok,ya lo descubri.felicitaciones por el mod.
El mod viene con varias versiones incluidas para descomprimir.
También es compatible con Skulltag y Zandronum.
Incluso con D-Touch, pero ya requiere de un buen celular para funcionar correctamente. La demo funciona mejor en D-Touch.
igual, estoy preparando una version oficial para D-Touch, con menos features pero más estable en low-end celulares.
¡¡PORFIN!! despues de tanto tiempo ya lo actulizaste bro!
Exellent mod!
N0ice.
Streamable.com
no entiendo como instalarlo me explican plox ?
Lo instalas y ejecutas el .wad con zandronum, GZDoom, ZDoom o el programa que tengas
I Cannot Reload The Gun Except I Can Reload The Gun When The Clip Is Empty
When trying to open the game with .bat file nothing happens. I don't know what to do.
why the weapon's not showing up in zandronum?
ujjj
Cuando ejecuto el juego en zandronum no me aparecen las armas (Son invisibles)
Estoy a punto de subir un nuevo update que incluye los sprites en baja resolución dentro del mod (en realidad para que los sprites funcionaran, había que cargar csdmo_lowres también, junto con el mod base, pero bueno.)
Hola. Tiene buena pinta y lo he bajado, pero veo que me falta un archivo, CSDMO_STATICBASE.pk3, que no encuentro por ningún lado. Gracias de antemano por la contestación.
P.D: Aun así mola jugar al Doom 2 usando las armas del Counter Strike :p
Ok, resulta que ese archivo nunca existió en el release oficial.
Era parte de un plan de dejar archivos estáticos por un lado y crear un pk3 aparte para los archivos que modificaba con frecuencia, tipo decorate y códigos. Pero nunca hice la separación, porque ya eran demasiados archivos.
Estoy por subir un nuevo update a la brevedad, ahora son sólo 3 archivos y mergié el hud dentro de csdmo_base, al igual que los sprites en lowres que retoqué.
La idea es hacer todos los updates descargables en un solo enlace para facilitar las cosas.
belissimo
great! Thx for update
Thanks =P
I've just updated the mod again with some hotfix.
Added incendiary grenades and solved some issue with hud not being detected on certain aspect ratios.
Just after I followed.
Why does this show up as a .rar file? Won't work in Zandronum.
You have to decompress the rar first. Inside the rar, there are the pk3 files and the sourceports as well.
hola, tengo un problema, cuando lo probe con el mod brutal doom monster only, algunos graficos sufren errores. porfa me puedes responder
El modnno está hecho para correr con brutal doom. El juego usa custom monsters que dropean armas.
Hello, if you are going to make a update, i suggest you to put:
- left hand weapon [bind]
- Skins
- Make the bots to kill the demons, will be really good a bot that kills demons.
That's only my opnions, i think that's hard to make, i don't know..
Sorry for bad english i'am from Brazil.
how do i play this with monsterpacks
Le quedo perron el mod
New CSDMO update!
20/11/21: Mappack Bugfix 01 changelog:
Added escort messages when you find a hostage.
Redesigned csdmo03's bridge with 3d sectors instead of regular ones.
Fixed few vertex slopes issues on csdmo04.
Minor tweaks to csdmo's 03, 04 and 06 hostage waypoints.
Added few extra rooms on csdmo05's outside area, for decorative purposes.
Replaced several dev textures on csdmo05.
Fixed a collision issue on csdmo06's 3d sector blocking bullets on transparent sprites nearby the exit area.
Tweaked two linedefs properties on csdmo06.
Fixed a sector tag isssue on csmdo07's where it didn't showed additional 3d sectors on zandronum.
Made the hostage/bomb messages exclusive to singleplayer/coop.
Grenades are now infinite if using the grenade only mutator.
Fixed a collision issue on csdmo03 where you could jump on the bridge's warning barrier below the bridge.
Fixed an issue with percentage kills not working on Rip and tear, hard mode.
Tweaked a bunch of textures on all csdmo maps.
Deleted intro script on fy_pool_day.
Added optional skirmish mode for zandronum on epísode select menu. (uses zandronum feature)
Renamed blue and red teams as "counter terrorists" and "terrorists"
Improved HE grenade and Flashbang physics responsiveness.
HE grenade and flashbang now explodes after certain period of time, instead of randomized time.
Omg esto va a ser épico papus.
how do I download this? I'm not that much of an expert on downloading doom mods. since this is my first time trying to download doom mods.
Hi, bro. To download the mod, select the desired file, click it. Select a mirror and the file will download. You can find it in your device downloads. Have a good game!
Holy cow! This thing is AMAZING!
Thanks =P
Hi, I had a problem with this mod. It is that when playing the campaign of the own maps it lacks textures, it must be my PC or something else. Sorry for my English :)
the csdmo campaign requires both the csdmo_mappack.pk3 (where textures and 2012 maps are located) and the mappack2.wad (where 2020 maps are located) files in order to work properly.
Quéres ser mi amigo?
csgo but in doom & freedoom
Thanks for the great mod, I've completed the levels on delta touch, hopefully there will be new mission map updates soon!
I've added few levels, but those were multiplayer only.
Also, just did an update minutes ago adding extra details to some of the csdmo levels.
12/01/24: Minor bugfix update
Guns are no longer visible while multiplayer mutators are active.
Fixed a typo on fiveseven human enemy playing a wrong sound.
Sightly increased details and tweaked textures misalignements on several CSDMO levels.
Fixeda script misbehaviour while on CSDMO04 (i've splitted a linedef that made a script execute twice, spawning double the intended amount of archviles)
Some human enemies are now stunneable (no longer forces nopain flags while attacking)
If those enemies gets injured while attacking, now they will have a delay before attacking back again, to prevent sniper/grenade spam.
Added tracers to weapons.
Increased speed of healthshot animation. (deleted 20 empty frames)
Replaced hostage dogs with hostage rabbits. (lost souls are replaced by dogs on human enemies option, it could generate confusion)
Added "hostage down" audio to hostage rabbit when killed.