Hell is back, and this time it is more aggressive and relentless than ever! Fight your way through the demonic armies and watch hell recede back to the depths from whence it came, using the most powerful weapons the UAC, and hell, has to offer! Eradicate rooms full of enemies with the newly improved BFG9000, or pick enemies from afar with the sniper rifle! Or walk around taking fire like the badass you are whilst blasting heads off with a variety of shotguns! One thing's for sure, though - hell is not going to cut you any slack! A lot of the additional content in this WAD is not made by me, credit goes to anyone at Realm667 and /idgames for anything of theirs I may have used, and of course credit to id software for Doom!

Post news Report RSS UPDATE: Classes and more!

I have added different player classes, each with unique weapons and attributes, along with some other things!

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In the last update I brought back the super shotgun. Well, in now the chain-gun has also returned! There are now unique player classes to choose from, which each have unique starting weapons, sprites and attributes. The chain-gun, previously replaced by a mini-gun, has been made available to all classes, and the mini-gun is now the heavy's signature weapon. So far the classes consist of the regular doom marine (Doom Guy), a heavy, a ranger, a hunter and an elite. I do not wish to spoil anything so I will not tell too much about what they do and how they work, but they all play differently. I am also currently working on a Pyro class, but if anyone has any other ideas I would welcome them, too!

As far as additions go, there has been a decent amount. First off, SkullTag's railgun is now in the game, though not placed anywhere as of yet. There has also been the additions of each class' unique weapons, and the pistol has been given smoother animations. The Doom 64 rocket launcher has been added and modified to fire mancubus fireballs, and this will belong to the pyro. I have also added Heretic's Clink enemy, but, again, no placement as of yet.

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