Just load with wad with any Doom1,D2,Final Doom or FreeDoom IWAD. Friendly with texture and environment mods. Works on Zdoom2.8, Zando, GZD/LZD . This is continually a work in progress.
Changelog:
Jan 15/24:
Dec 25/23-- Trimmed main download. Only Textures and v4ex inside now. Add 2 more player classes.
Classic Movement-- Base ZDoom speed and Jump.
Halo Shield-- Same as Slayer movement but adds a Halo styled recharging armor and health Recharge
Aug 15/23-- Updated to v4EX-- Changed A LOT! Big Update.
Jun 1/23-
Updated main file( D4v ReZDoom V3ex.pk3) with minor combat enhancements. The only noticeable one is the cyberdemon overhaul.
Added new files to expand gameplay options.
4/27/23-- Fixed Dynamic lights on everything, Removed Texture pack from main RezDoom.pk3. added D3forDTXCustom.pk3 textures and LW30-Dhtp-Exkalibered.wad for Texture variety reasons. All extra texture wads are Zandronum friendly.
4/26/23- Release of V3. Added Incentive for melee kills, AKA Glory kill style goodies for melee kills. Added better enviro stuff like footsteps, fixed liquids, fixed Pinkies, added Glory Style stuns on most monsters, cleaned up some sounds. Very fun release and be very close to what I intended this mod to represent. Still fully ZDoom and Zandro compatible. Read Credits in Zip or here at bottom.
4/18/23: big update
2-14-23: Added better tewxtures and liquid textures. Still works on
On all ZDoom Family, but looks environmentally better overall.
Added Harbinger Rifle to replace Chain gun drop
Be Sure to visit the Parent Mod as well because it is one of the most glorious mods ever made for Doom Engine. Doomworld.com
Doom 4 Vanilla ReZDoom
//////////////////////
This was a small project undertaken to revamp the combat that seems to miss the mark in Doom 4 mods
using the best sprite resources from D4V- Doom 4 Vanilla, Realm667, and FreeDoom. This project is not a reimagining or expansion
to D4V. This project was to get the feeling close to "correct" for how OG Doom Engine and Doom 4 could mesh together.
The idea here is to blend the best of both worlds and spew out a worthwhile gameplay mod.
Project Goals:
1. ZDoom 2.8 Compatible-- This way it performs the same across the entire family
This is not a D4V expansion designed to be played on everything.
The fact is that this WAD can be played on Boom Family as Vanilla Skin
Players, guns and Monsters. The real action is in ZDoom.
2.Simplicity-- Move, jump, shoot, have fun. Simplified Glory Kills, no weapon mods. There is only 1 altfire
attached to all guns and that is punching. The gun roster is the Classic Doom 2 roster
albeit they are slightly adjusted for timing.
3. Combat Accuracy-- Simplified glory kills, no chainsaw ammo dumps. What is mostly accurate, within reason and code ability, is
1. Player Movement: from ZDoom Default-- Jumps slightly higher, falls faster, Runs a A lot Slower slower
all designed to match Doom 2016 as close as possible.
A. All AltFires on All Weapons and Fists is DASH! This is a necessary Combat Skill. Works Midair too!!!
B. RELOAD on ALL Weapons is the MELEE Punch! You are always armed with hard slapping.
2. Monster fighting.-- This is the bread and butter and the entire reason to play this mod. This is
the entire let down with "most" Doom 4 conversion mods that this mod seeks to rectify.
Monsters are Doom 2 Roster, but adjusted to be very close to their Doom 4 counterparts
while keeping a balance for Classic Doom map style for ANY pwads or Iwads.
A.Zombieman-- Random spawns a Zombie or an Infantry. They both are slow, and they
Both have slightly expanded movement to climb and drop. Infantry packs a gun that
Hitscans but also leaves a tracer. All bullets on player and ZOmbies leave tracers
B.Shotgunner is very Doom 2 vanilla but with expanded movement to climb and drop.
C. Chaingunner-- expanded movement same as above-- Performs vanilla otherwise for better or worse.
D. Doom Imp-- The first major overhaul, and just like in Doom 4 he is the most annoying enemy.
He strafes and climbs, generally staying at distance from Doomguy Slayerman.
His melee attack is very fast so you'll probably get a bruise or two if you want
bash his skull in.
E. Pinky-- He's big and Pink and will ram you in the stink. This guy will break physics a little bit
but nothing that is completely intolerable. Same thing for brother Spectre
F. HellKnight-- This dude I tried to get accurate for his action cues and stuff. He still has a Bruiser Ball
to throw, but he goes thru a charge up animation mimicking him requiring effort to do it.
His main defaults are very physical and in your face including a jump attack.
G. Baron-- This guy was probably the easiest to get accurate. He has his charge attack and his very mean green ball
that is way stronger than HellKnight. He does a charge up animation before either Ranged attack so as to
give the Player a warning signal akin to Doom 4 proper.
H.Mancubus and Mancubus--- Basically 2 different versions replace the Arachnotron and OG-Fatso respectively.
Not much else to say.
I. CacoDemon-- This guy strafes in air and is much more mobile than Classic Doom version.
J. Bones--- I'll be straight here. I am not putting in a jetpack skeleton even with the sprites available.
Bones is staying vanilla because he's already deadly enough. Other monsters already break
most maps as is, and another flyer that has seeker rockets is just too much for most PWADS
to handle.
K. Painboy-- He is vanilla. He outclasses most Doom 4 monsters by himself, and only got a Sprite upgrade
that slightly matches the theme better. Courtesy of FreeDoom Pain Elemental sprite.
L. SpiderMom-- BigMomma sticking with her gatlin gun.
M. CyberDemon-- Has 2 Attacks: Plasma Chain cannon; Launches 5 Rockets in a row fast succession.
N. Archvile-- This guy, just like in Doom 4 proper, is the biggest departure from everything we know about classic Doom.
As Such I had to make HER as accurate as possible because she deserves it.
She Teleports--not really, but with enough settings and animation, it sure seems like she is, and I wrote her code!
She Summons-- She summons Zombies, Infantry and Imps. She can only summon 1 at a time, and she does not do it
very often 85/256 chance that she will initiate a summon.
She is faster than hell-- There was no avoiding this so as to get the crown jewel accurate.
The Good News--- she cannot revive burned. enemy corpses! Yes she can revive stuff, have no fear.
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Credits-
D4V Classic-- Art(Player, weapons, monsters, most projetiles,powerups), sounds, reference and inspiration
Realm 667-- Bruiser Demon sprites, Zombie Marine sprites.
FreeDoom-- pain elemental sprites
CREDITS CryoNaut for original base compilation of enviromental assets. kalensar for hacking and slashing it to ribbons and fixing for ZDoom compatibility. Map name script - Kipo Liquid splashes - MObreck, Raven Software Additions: - Brightmaps Plus v1.72 by NightFright - Footsteps v5 by The Zombie Killer (based on ACS footsteps library by Ryan Cordell) - Smooth Textures v2 by Kazudra - Liquid Texture Pack 4.0 by Project Remap - More Lights v1.3 by SnakieJakie - D4V Assets of weapons and Monsters - Perkristian Smooth Weapons for Shotgun sounds. - Retrofied Sounds by Cryonaut. - Lw30 DHTP Textures-- Modified and reduced in size by Kalensar - LZDoom SBARinfo txt - Decorates of Monsters, Player and Weapons all by Kalensar-- Includes Code Only Better Blood, "Glory-Kills-On-the-Cheap", Weapon calibrations, Code Only Tracers-Casings-Gore-ExtraDeaths, Monster Tactics,Player Physics, Code Only ZDoom G-Button Grenades Double Spawn Randomizer code by Lagi from Bitter Heretic
Thanks for bundling in More Lights and the credit! Looks neat!
Heck yeah bro! It was actually based off of a bundle that Cryonaut built long time ago that he added altogether from open source stuff, and all I did was adapt that compilation into this particular project. I have the environmental suite basically together as a separate mod package, but I have not released it as a separate project.
Is it possible to grab specific weapons from this to use in a wad? Trying to find the pistol by itself to use in a for fun project
Look in the D4VprBoom.wad file under PiSg and PISF beginning letters. Alphabetized in Slade should be ready to find.
This as much of a teaching exercise as it is a fun gameplay mod. 😉