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Doomzone v1.6 update. Adds two new player classes to the mod, the Pointman and Samurai.
Changelog (5/16/17)
-- General Changes --
* Swapped the body/weapon drop sound effects for higher quality sounds.
* Projectiles for the Hyperblaster, Laser Cannon, and Light Cyborgs now have trails.
* Tremor effect has been added to explosives.
* Tremor effect has been added to Suicide Bomber, Cyber Baron, and Cybruiser.
* Added flight sound to Unmaker lasers.
* Arc Rifle and Thunderbolt beams now cast light.
* Split flashlight Decorate definitions into new lump, Declight.
* M82 has a new firing sound.
* StA-18 has a new firing sound.
* StA-18 no longer reloads mid burst, if the player has less than three rounds left in a magazine.
* Spider Mastermind hitbox reduced in size.
* DSPISTOL has been replaced with a new sound, for navigating menus.
* DSSHOTGN has been replaced for ZDoom marines.
* Reworked tremors for Cyberdemon, Annihilator, Spider Mastermind, and Arachnophyte.
* UAC Elite unarmed melee damage buffed +50%.
* Support class gains 50 HP from porta-medkits instead of 25.
* Gunner class gains 50 armor from porta-armorkits instead of 25.
* BERSERK ACS module merged into RECOVER ACS module.
* StA-18/SE firing animation now has a smooth recoil animation, at the cost of 2 frames between shots.
* LS13 cocking animation smoothed.
* Reworked the RELOAD script so it wouldn't needlessly create a different variable for each weapon.
* Updated StA-3 Stova's pickup sprite.
* Simplified HGH See states.
* Arc Cannon ammo pickups now give a 30% charge instead of a 100% charge.
* Added zoom indicators to HUD for VC-32.
* Added zoom indicators to HUD for M66.
* Added zoom indicators to HUD for VC39.
* Guardsphere powerup color changed to GreenMap.
* Grenade animations have been sped up and smoothed.
* Proximity mines now beep once per second while armed.
* MP5 zombie has a new translation.
* Boltgun bolts now leave rocket trails in flight.
* Chaingunner now has his original red translation.
* Light cyborg has been moved from sergeant spawn to trooper spawn.
* Changed firing sounds for the LS13, VC-9, VC8, StA-5X, LSR44, and VC39.
* Changed pickup sprite for the Gauss Cannon. (Credit: DimosHunter)
* Changed M224-A3 muzzle flash behavior.
* Gave ARM 17 MultiRocket Launcher its own unique sounds.
* Changed ammo pickups for the StA-12 Inferno Shotgun pickup sound.
* Increased illumination radius for flashlight.
-- Additions --
* Bloody screen and heartbeat by CaptainManiac and BadMojo. Disabled in multiplayer.
* Pulsing red screen when at critical HP, modified from CaptainManiac's code.
* New M_DOOM logo, courtesy of Derrick Drysdale (dude, thanks a ton, seriously).
* New player class: Pointman. Dual-weild pistols, snipe with burst fire rifles, and obliterate with repeating cannons! Gains 50 points from porta-kits instead of 25, resistant to bullet damage, and +50% melee damage, -10% movement speed.
* New player class: Samurai. Slice and dice with a katana, dual weild SMGs, and send demons back to the pits with the Guardian Launcher! 20% resistance to melee attacks, infinite shurikens.
* New weapon: AT-14 Rakow. Dual-weildable pistol for Pointman. (Sprites: OSJClatchford, Eriance, silentzorah (edit))
* New weapon variant: LS57-P SMG. Variant of LS57, with higher fire rate and larger magazine. For Pointman.
* New weapon: VK-12 Vollmer. Shotgun with detachable 12-round box magazine. For Pointman. (Sprites: unknown)
* New weapon: AT-HV10 Penetrator. Fully automatic pneumatic nailgun, with low fire rate, high accuracy and damage. For Pointman. (Sprites: Eriance, Captain J)
* New weapon: ASP Burst Rifle. Assault rifle with built-in 3x optics, high damage, and high accuracy. Locked to burst fire mode. For Pointman. (Sprites: Ninlhil, DoomNukem, Mike12, silentzorah (edit))
* New weapon: Type 7 Particle Rifle. High damage semi-automatic rifle. For Pointman. (Sprites: Freedoom Team, zrrion the insect, silentzorah (color edit))
* New weapon: MOD-3 Andra. High ROF burst fire rocket launcher. For Pointman.
* New weapon: MP-50 Repeating Cannon. Rapid fire hitscan explosive cannon. For Pointman. (Sprites: Eriance)
* New weapon: Nobitsura Kage. Slice and dice, drain enemy HP, toss shurikens, and fire sword bolts! For Samurai. (Sprites: osjclatchford, Mike12, Eriance, 3D Realms, GhostKillahZero)
* New weapon: Shuriken. Throw spiky things, with infinite ammo! For Samurai. (Sprites: GhostKillahZero, silentzorah, 3D Realms)
* New weapon: Type-17 Crossbow. Launches both steel-tipped and explosive tipped bolts. For Samurai. (Sprites: Rogue Entertainment, silentzorah (color edit))
* New weapon: ZICS Riot Shotgun. High powered, high fire rate gatling shotgun, offset by a low ammo capacity and lightning fast reload speed. For Samurai. (Sprites: Mike12, 3D Realms)
* New weapon: ZI-63 SMG. Dual-weildable SMG with selective fire. For Samurai. (Credit: Cage, Raziel236, silentzorah)
* New weapon: Onibi Flamethrower. Selective fire flamethrower, fires both ignited propane and a napalm bomb. For Samurai. (Credit: Zrrion the Insect, Eriance)
* New Weapon: Type-24 Yari. Magazine loaded rocket launcher, fires both dumbfire and lock-on missiles. For Samurai. (Credit: zrrion the insect, Eriance, silentzorah)
* New Weapon: ZI-17 Guardian. Launches spreadfire missiles packed with incendiary grenades. For Samurai. (Credit: Eriance)
* New Weapon: ZI-97 Mini-Nuke. Yup. It's literally a nuke. For Samurai. (Credit: Daniel (sprites, coding), 3D Realms, zrrion the insect)
* New grenade: Sticky Bomb. Higher explosive yield than standard proximity mines.
* New enemy: Rakow zombie. Basic recolored zombieman that drops a Rakow on death. Just shoot him, take his gun.
* New enemy: Vollmer zombie. Does slightly more damage than Scattergunner, less damage than Shotgunner. Drops Vollmer shotgun. (Sprites: Taggart)
* New enemy: Penetrator Commando. Drops Penetrator. (Sprites: Marty Kirra)
* New enemy: ASP zombie. Fires in 3-round burst mode. Drops ASP. (Sprites: Marty Kirra)
* New enemy: Particle rifle Z-Sec. Drops Particle Rifle.
* New enemy: Andra zombie. Don't worry, he only fires one rocket instead of your three.
* New enemy: Crossbow girl. Fires steel tipped bolts, but will use explosive bolts in Hardcore and above.
* New enemy: Riot commando. Don't be fooled by his weapon - That thing is a shotgun! (Sprites: Marty Kirra)
* New enemy: ZP-1 girl. Only weilds one SMG, pick her off for it.
* New enemy: Onibi commando. Weilds a short range flamethrower, so stay back! (Sprites: Enjay)
* New enemy: Yari commando. Carries the Yari rocket launcher, shoots seekers in Hardcore. (Sprites: Eriance, 3D Realms, ItsNatureToDie, neoworm, Captain Toenail, Xim, Ghastly_dragon, scalliano)
-- Bug Fixes --
* Scattergunner now uses the correct sprite when reloading.
* Shell insert sounds for the Shotgun and Scattergun are now played on channel 7, to not interfere with low health heartbeat.
* Fixed issue with enemy grenade explosion animation.
* Dark Cacodemon projectiles now correctly play the appropriate sound when colliding.
* Fixed a game breaking bug that caused MAP07 Specials to fail to trigger on Necro difficulty.
* Thunderbolt displays the correct frames when firing. (How did this go unnoticed for so long?)
* Pulver now properly displays that its flashlight is set to "off" instead of unavailable when selecting the weapon.
* Spider Mastermind no longer plays DSSHOTGN when firing.
* Annihilator now has a proper delay between defeating it and ending E2M8.
* Removed KEEPDEPLETED flag from Fists, which prevented Elite from receiving them in Doom Eater difficulty.
* Combar Armor Set now gives the correct amount of suppressed sniper ammo.
* Heavy Armor Set now gives the correct amount of sniper rifle ammo.
* Sniper zombies now display the correct frames when reloading.
* Removed A_KillMaster from Baron, Cyber Baron, Cybruiser, Mancubus, Behemoth, Arachnotron, and Arachnotank.
* Adjusted some sprite offsets for the Pulver when firing a homing missile.
* Improved responsiveness with the Railgun while scoped.
* Improved responsiveness with the M66 while scoped.
* Improved responsiveness with the VC-32 while scoped.
* LMG marine's fire state now has the correct durations for each frame.
* LMG marine actually reloads when she's supposed to.
* Replaced a bunch of sounds from Enemy Territory: Quake Wars that sounded way too quiet under OpenAL. (RIP DSSHOTGF, 2012-2017)
do you think that we can get a version without the weapon restrictions?
No, since that's not what I envisioned for the project. I've never been much a fan of mods where you carry a million weapons at the same time, like Russian Overkill.
that's ok. would you be adverse to me seeking help to do it for my personal use? i love the mod as it is, i just wanted to see how it was like.
This would be quite challenging, since I A.) haven't released the source code for the ACS scripts, and B.) also haven't totally designed the weapons to be used by other classes (melee attacks, grenades). If you feel like looking at the main Decorate file, that's located in doomzone.pk3/dzcore.wad.
The number 3 does not properly show in the user interface for the Pointman after picking up the LS57 until I actively select slot 3 from the keyboard.
Nice catch. I accidentally called CheckWeapon() instead of CheckInventory() in dzcore/hudnum.o. I've updated the download, that's fixed now. Let me know if you find anything else.
Also, the display of fire modes for the M33 Sniper rifle do not display correctly for either the Marksman or the Mercenary. For normal fire mode, nothing displays, but for each of 3x and 5x zoom, they display some strange overlap of the two strings, with the one actually selected in the foreground.
Fixed, thanks for letting me know. Download's been updated again.
I notice that you listed "Survival" as gaining 50 points per porta-medkit instead of 25. There is no class named survival, so would you perhaps have meant "Support" instead of "Survival"?
Yes, you're absolutely right. Can't believe I missed that; I'll fix it ASAP. Good catch.
I'm glad you posted this here so more people get to play it! I've played Doomzone for awhile, downloaded off your site and it's good to see you keep coming back and updating things. This has always been a go to mod for me whenever I play new Doom levels.
Any chance of using some of the actual FEAR weapon sounds, or something like them, for the Pointman's guns? To be honest not all of them are good, but the pistol, SMG, and shotgun always sounded pretty beefy.
I did think about it, but I kinda like to put my own twist on things, you know? I'll think about it, for sure.
Thanks for your continued support! :)
...Good ....
Selecting the M33 sniper rifle with the Mercenary or the Marksman causes the 1x zoom fire mode display to carry over to the displays of other weapons that do not actually support zooming, including weapons that already have selective fire modes of their own.
Fixed. Man, that must have been the night I was doped up on painkillers, because most of the bug reports are on the M33. Let me know if I missed anything else. I really do appreciate it.
looks interesting...but is there some sort of video on youtube or prints in game where i can get a better look?
I've got a couple of videos up in the video section here, but if you'd like to see more, I post development videos on my Youtube channel. Dunno if I'm allowed to link here, though. I'm new. But, I do use the same name there as I do here, so look me up, alright?
oh dont worry i already downloaded the mod and played the weapons are awesome i really liked the mod.i posted that because im like to know the stuff before download something you know,most people around here post screenshot and videos about their mods/addons soo you can do that too,youre new you dindt know about this so its ok anyways.