Add file Report DOOM:ONE V0.4.1
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Doomone.1.rar
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Demo
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Bambamalicious
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90.09mb (94,464,145 bytes)
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12,092 (4 today)
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791d07b62a323e5fefa14e790464512a
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Here it is, the 4th Beta of DOOM:ONE! Changes include; Inferno Portal Room added, Bugfixes in the first three episodes, Thy Flesh Consumed. As always folks give me any bug reports and I'll do my best to fix them as soon as I can!! Those with the V0.3.4 Wad pack can use the music WAD and Pistol zombie with this lite version. This is the last "vanilla" WAD now. The basic complete DOOM:ONE project. This full version includes the maps, the remixed music WAD and the pistol zombie if you are NOT using Brutal Doom or similar. Ep 1 has been returned to its 0.2 state where it was a complete "vanilla" episode rather than the remake. A demo of the remake can be released on request however I'm not really comfortable releasing something still so in development! The next download will be the updated and redone Knee Deep in the Dead. **NOTE* V 0.4.1 Contains some minor bugfixes to the later episodes

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DOOM:ONE V0.4.1
Comments
blademaster83
blademaster83

All hail, I was expecting this to take a lot longer. Happy holidays to you and take a well earned brake :)

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HEVcrab
HEVcrab

It´s raining exciting things! Many of my favorite mods are being updated.

One question: are the episodes 2-4 here done the same way as the current KDITD that you refer to as 'vanilla, returned to 0.2 state'?

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Bambamalicious Author
Bambamalicious

Yeah, the same way! There is nothing added in Ep4, and a couple of things added in Ep3 as I was playing with ideas. For the most part though they are the standard levels at the moment! My next task is re-doing things like KDITD is going through at the moment!

This version was all the hard work. Getting everything working as one level! Now the real fun can begin...

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HEVcrab
HEVcrab

Thanks Bamba, you´re doing a great job, I´ll keep looking forward to your future works!

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Kyle07
Kyle07

Am I the only one for who the intro cutscene in e1m1 doesn't work?
I got this error:
Runaway script 19 terminated

I'm using Zandronum as Source Port.
The cutscene doesn't work with and without Brutal Doom.
The Cutscenes of Episode 2 and 3 does work!

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Bambamalicious Author
Bambamalicious

This... I know of this and it is causing me all kinds of headaches!! I am trying to fix it but I keep coming up against problem after problem with it. I will get there!!

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Kyle07
Kyle07

ok thanks. :)

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Quaker540
Quaker540

Do you have a back-up of the scripts so I could help you?

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cortlong50
cortlong50

hey man, are you still working on this?
because WHY HASNT THIS BEEN DONE BEFORE!?!?!

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Bambamalicious Author
Bambamalicious

I am indeed, however life has been delaying me lately! New screenies coming soon!

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Quaker540
Quaker540

"WHY HASNT THIS BEEN DONE BEFORE!?!?!"

Old PCs with Vanilla Doom are NOT able to handle THAT big maps at all.

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Doomguy5th
Doomguy5th

This wad is pretty good. Although, it causes me to loose framerate. I recommend making this like SPAWN10.WAD (the saving mechanics when entering certain areas, and not giving it more time to load)

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Zdenda1990
Zdenda1990

Episode 4 is unfinishable. I can't get through E4M6, because the original blue switch still requires the blue key and I can't get it, because you replaced the blue key with blue switch that only opens bars to the original blue switch that requires the blue key and that's wrong. The thing with the blue key and blue switch in that level is that the blue key is required for pressing the switch, not getting access to it, because in the original game there aren't any bars infront of the blue switch. So you have two options. First - you'll gonna leave it the original way, meaning no bars infront of the blue switch and you'll gonna give us the blue key or second - you'll gonna leave there those bars, but in that case make that original blue switch to not require the blue key.

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TheUltimateBastich
TheUltimateBastich

There seems to be a huge lag spike when using Brutal Doom (checked on v16 and v19). I checked with GZDoom and Zandronum, and both produce the same effect. Mod alone works fine, I also checked with Beautiful Doom mod and it was ok as well. I can run high res textures and Brutal Doom together without any problem in HD resolution, so I don't know what seems to be the problem :/ Game literally slows to a crawl. Appreciate any help.

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TheUltimateBastich
TheUltimateBastich

Problem seems to be only with Episode 1, as other 3 work normally.

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thedoo
thedoo

keep up the great work

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demo_the_doomer
demo_the_doomer

you might want to fix the transition between e1m2 and e1m3, the doors on the bunkers when the slide they textures on the doors missalign, causing some pretty ugly looking effects, to an otherwise cool area. I suggest you use swinging doors, or just forgo poly doors on the supply bunkers and have them open like classic doom doors.

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PlumBrendan
PlumBrendan

Hey, does anyone know if there is a Doom II version of this, maybe this guy could work on it, I don't know, if something like that does exist (a proper version, not a demo, or glitchy beta)

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Guest
Guest

Episode 3 not compatible with BrutalDoom v 20, it insta-wins the game.

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D3athStalker
D3athStalker

Same for Episode 2, can't play both with Project Brutality. Thy Flesh Consumed works fine, though...

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Guest
Guest

Uhh are episodes 2 and 3 playable? I played with project brutality and when i finished ep 1 and tried to start ep2 it throws me into the end screen even if i skipped the cutscene. If theres a way around this please help!

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JCadaverous
JCadaverous

You're not the only one having this problem. I've been talking with a few of the other guys on this and the Project Brutality page and no one has found a way around it yet.

I did manage to play Ep 2 with Brutal Doom v20 but so far I haven't been able to play Ep 3 with either one. Someone said they managed to skip the cutscene by holding/hammering spacebar right as the cutscene screen popped up but this didn't work for me.

Interestingly, however, I loaded it with Brutal Doom v19 and it worked just fine so it must be something in the code with BDv20 and PB. This is great and everything but I really wanted to play with all the new stuff in BDv20 at least since PB doesn't work at all.

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JCadaverous
JCadaverous

Well, I decided to download a .wad editor to see if I could disable the cutscenes in Ep2 and Ep3 and, even after scouring the code for "Intermission" tags in the MAPINFO file or any misplaced "EndGame" tags in the SCRIPTS, I could not find the cause. The cutscenes aren't coded in MAPINFO as "Intermission" and deleting/modifying any code in the SCRIPTS file listing the cutscene Scripts as being "open" had no effect.

Granted, I have zero experience coding/editing .wads and I'm only going off of the very few clues I gleaned from reading the ZDoom wiki on coding. Anyone with more experience want to give it a shot? The only other clue I can give you is that Brutal Doom v19 has no problems running these episodes with Doom:One.

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MetalWolf717
MetalWolf717

Nice mod! I was thinking...Is there any chance to re-make the levels or something? beacause i really liked the Hangar extra parts, and got surprised the othe levels on e1 didnt had all that extra stuff...just an opinion. it's a good, fun mod with tons of stuff...ah almost forgot i got some issues, the first happens in hidroponics labs, when i get to the arena of the barons i get a "unknown script error load" or something like that message. the second is that i cant play shores nor inferno: I enter the map and when i give one step it skips to the ending of each episode. I hope it's only in my download...anyway, as i don't remember which version i had im downloading

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beto2501
beto2501

Having a problem with project butality and doom one, only works fine EP1 & EP4, EP2 & EP3 go straight to COMPLETE and don't let play the levels!!! help please

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KamenRiderFan87
KamenRiderFan87

I seem to be running into an issue where Inferno just won't play, like it will go straight to the finish screen where Kills, Items and Secrets are at 0 percent and playtime is 0:00:00.

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