So, finally after almost 3 years of development (and 9 months of forced hiatus because broken computer) i'm about to release this mod =P


There are some features i can think of:

* Over 40 weapons ripped at 36 fps.
* (Optional download) High res rips.
* Compatible with GZDoom/Skulltag/Zandronum
* Compatible with offline bots =P
* Compatible with D-Touch! (Although not recomended unless you have a top-notch cellphone)
* Custom HUD (in progress, replacing the csdoom3 placeholder)
* (Optional download) A MapPack originally made for CSDoom 3, you can also use those textures to create your own maps if you wish =P (Not released yet)
* A "customfiles" folder, where you can put some wad's/maps there and then load the game with custom content on it (GZDoom only)
* A Deathmatch script that emulates the "sorta infinite" ammo from csgo

And last but not least:
* Bat files, sourceport folders and the whole mod inside 2 pk3's, rather than dozens of files spreaded through several folders (I'm looking at you, csdoom3 XD)

Can't think of anything else for now =P


I hope you like it, AlphaEnt2 ;)

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Counter-Strike Doom: Martian Offensive (2017)

Counter-Strike Doom: Martian Offensive (2017)

Full Version 16 comments

Full version of CSDMO. It includes over 40 weapons, Custom hud, "Customfiles" folder, Compatibility with GZDoom/Skulltag/Zandronum and bat files to easy...

Optional - CSDMO High res sprites (360p)

Optional - CSDMO High res sprites (360p)

Patch 1 comment

Optional High res sprites for CSDMO. Please note that you MUST require to download the base mod (aka the resources) to run High res properly. And High...

CSDMO: Update 3 "Rip and Tear"

CSDMO: Update 3 "Rip and Tear"

Patch 2 comments

Update 3 for CSDMO. Features optional "Rip and Tear" skill settings that allows players to play the mod in a way that resembles Doom '16 to bring back...

CSDMO: D-Touch version

CSDMO: D-Touch version

Full Version 6 comments

Optional standalone update for csdmo. Designed with D-Touch on mind. Therefore, it features additional performance settings, like custom animation framerates...

CSDMO: Update 1 "Mappack"

CSDMO: Update 1 "Mappack"

Patch 2 comments

Update 1 for CSDMO. Requires full version to work. Includes the mappack originally made for CSDoom 3 plus 6 deathmatch maps and a fy_pool_day recreation...

Counter-Strike Doom: Martian Offensive DEMO (2017)

Counter-Strike Doom: Martian Offensive DEMO (2017)

Demo

Demo version of CSDMO, featuring 17 lowres weapons ripped at 36fps, a custom hud and 3 extra levels of difficulty. Compatible with D-Touch (but requires...

Comments  (0 - 10 of 23)
Secca487
Secca487

Sorry,in game i can't see weapons sprites how i can fix?

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AlphaEnt Creator
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AlphaEnt Creator
AlphaEnt

Incoming Update 3 sneak peek.
Optional "Rip and tear" mode. Get rid of reloads and adds specialized melee and grenade keys.

Streamable.com

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ToumalTheOrca
ToumalTheOrca

First of all, awesome mod! If I may offer some constructive comments:

1) You have your own custom "alternate fire" bind, but there's already one in the standard game
2) Reload button is missing (or I just didn't see it)
3) P2000 pistol has no sound
4) On sniper rifles, the firing has a weird delay. The gun actually zooms out before the shot goes off, which is annoying. Please try and keep the firing at exactly the mouse click.
5) I think I know what you tried with the revolvers, but I'm not sure it works. Simulating the double action trigger pull feels weird because there's no way to feel the point where the shot actually breaks. It ends up feeling kinda like the sniper rifles where the shot breaks some 500ms after pressing fire. I'd recommend changing this.

But all in all, awesome mod. I'd love to get iron sights but then again I understand this is CS and they don't believe in this stuff ;)

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AlphaEnt Creator
AlphaEnt

Ok, so i've released a new update yesterday, so tell me if you find some more bugs or advices to be possibly taken in mind for next year update.

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AlphaEnt Creator
AlphaEnt

Allow me to answer some of these questions, i'll take my time to answer all of them (i hope, in a sastifactory way):

1) I know the existance of altfire in decorate, as well as the reload, zoom and user 1-4 states. The problem is that since i'm making the mod skulltag compatible, some of those mentioned states are broken, so can't use additional states properly as i wished.

The regular altfire is actually being used as "reload" button and therefore, created a custom button for Alternate fire using a hacky technique i've found somewhere.

The reason? I give more priority to make a responsive reload, rather than a responsive alternate fire, like zoom or switching to burst.
In csgo, alternate fire is not used as frequently as reload, and since i needed to allow the player to reload at any time possible, i personally found that to be the best choice. Otherwise, the decorate would be filled with reload triggers that would make the decorate even more illegible and difficult to program.

Since not every weapon have an alternate function, that made the whole thing more easy to program overall.

2) The same thing i've mentioned above. Reload weapon is regular "Altfire" And the "alternate fire" is a custom made key. Made that way for reload responsiveness.
Look all down to control options there should be the custom keys.
Imgur.com

Note: On incoming update 3 i've created a custom menudef that makes custom keybindings a lot easier.
Imgur.com

3) I hope you don't mind if you sent me a link showing that. On the current version I have, it does makes sound/fire. Unless you're talking about d-touch version or demo. In that case, either demo and d-touch versions are not under manteinance. D-touch may have some updates eventually, but not the demo one.

4) That's not entirely true. The weapon does zoom out while firing, but the shot was already fired on while zooming out, it doesn't wait for the zoom to finish.

This is part of the sniper weapon's decorate.

Fire:
W03F G 0 A_JumpIfNoAmmo("AltFire")
TNT1 A 0 A_ZoomFactor (1.0)
TNT1 A 0 ACS_ExecuteAlways(798, 0, 200, 0, 0)//Weapon Weight
TNT1 A 0 A_JumpIfInventory("IsBot",1,"BotFire")
W03D A 1 A_GunFlash

There are 4 sprites before the actual shot (W03D A 1 A_GunFlash), but, since all previous frames are valued at 0 frames, they aren't actually shown, but there are only there to trigger certain weapon actions. They made 4 different things and they do that at 0 seconds. the first frame shown to the player is the first frame the weapon shots. Though, the unzoom isn't instantaneous, what does make the player have that feeling. The slow unzoom is an engine limitation.

5) i've actually take some liberties with the revolver. Since i've took away the altfire button to use it as reload, the "custom altfire" button i've made became particulary unresponsive for this weapon (which have the unique feature of shooting with both buttons, the other weapons are wither for switch firemode or enter zoom. A clear example of why i've used altfire as reload. otherwise the whole weaponry would felt weird while trying to reload)

So, since custom altfire became so unresposive, decided to convert the altfire into a mode switch. Triggering "custom altfire" would make the player choose between regular fire and alternate fire.
If you keep pressed the fire weapon on it's regular state, it shoots automatically. However, on alternate fire mode it becames semi auto. It was either that or delete the weapon at all. And didn't wanted to delete it (actually delayed the mod almost a year because of this weapon. It was a pain to rip and to program. The ripping issue was my mistake. Recorded the weapon without a loseless codec. When i've tried to edit the weapon noticed the issue. Then when i've tried to rip the weapon again, they changed the hands designs, so it would make the weapon feel disconnected from the other ones. It took me like 6 months to figure it out a good way to solve the issue. Then, the code. It took me a while, but not as much as ripping with lossy sprites. I know no one notices that, but I know the struggle XD)

Ok, i hope i've answered your doubts, and I appreciate the comment, sometimes i can't notice everything, despite developing the whole stuff for like 3 years.

Again, I appreciate the comment and feel free to leave more constrictive comments either here or any of my other mod's ;)

- AlphaEnt2

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