Hi, I'm a game modding, old-skool gaming, co-op enthusiast. I have worked on and created various mods for Unreal Tournament, UT2004, Neverwinter Nights and even SA:MP GTA3 hacks. Most notably I worked as a primary coder for Killing Floor before it went pro. Lately I've been directing my attention to 2 games I still love (well 3), Robotron, SmashTV & Doom, in the form of ScoreDoom, and now ScoreDoomST. Doom was based on the creators arcade sensibilities (google: 'Coelacanth: Lessons from Doom'), and so I extended their scoring system (monsters killed % etc...), to a fully fledged Arcade scoring system like SmashTV and Robotron. I think it works with Doom very well. ScoreDoom, which is essentially finished, was based on the GZDoom engine, that still retained primitive multiplayer support from the original Doom. This is ok for some people on a LAN or fast internet, but Skulltag, a proper Client-server sourceport released it's source code, and so now there is ScoreDoomST.

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Description

ScoreDoomST is based on Skulltag, but the focus is on competitive co-op play where total points are carried across levels, until a winner is determined. This is when a point limit is reached, or after the last map of a map rotation, or after the end of
a final level (for example Phobos Anomaly E1M8, Icon of Sin MAP30).
The footage shows off the add-on pack extra content, which is recommended when playing with ScoreDoomST. The extra content strives to keep things fresh, but also remain loyal to the Doom look and feel. Player2 wins as there was a point limit set. All points are reset to 0 and the next map is played.