ScoreDoom makes playing & re-playing Doom wads more fun in both single-player and multi-player co-op, without changing the standard Doom game-play and feel. ScoreDoom is built from the modern sourceports GZDoom & Skulltag, so it has modern OpenGL graphics and client-server architecture. It adds an arcade style scoring system to Doom. Points are primarily scored when shooting/killing monsters, achieving map objectives, finding secrets & map items in the quickest time possible. Points are also scored in many other fun ways, like chaining kills together in a short time, causing extreme (gibbage) deaths, heck, even blowing up barrels gives points etc. There are high score tables you can set locally, or take on other players across the world on the global online high score leader-boards! Else take on other players around the world directly in competitive online co-op mode! ScoreDoom also has an Add-on Pack that adds up to 300 new Doom-like enemies, many new power-ups and other cool stuff.

Post news Report content RSS feed ScoreDoom patched to 3.0r3c: New 'Pistol Start' Mode

ScoreDoom, built on the gzdoom & skulltag engines has reached a definitive release and now contains a new game mode called 'Pistol Start mode'. This mode resets the players inventory & health after each level, so each level hi score within a wad is more meaningful to attack fairly. ScoreDoom adds a simple but deep arcade-like scoring system to doom, both for competitive co-op as well as online and local leaderboard hi scores. It also has an add-on pack with tons of new cool doom-like content.

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ScoreDoom patched to 3.0r3c: New 'Pistol Start' Mode




ScoreDoom, built with the gzdoom (ScoreDoom) & Skulltag (ScoreDoomST) engines has reached a definitive release and now contains a new game mode called 'Pistol Start mode'. This mode resets the players inventory & health after each level, so each level hi score within a wad is more meaningful to attack fairly. Players complained, rightly, that focusing on separate level hi scores, as opposed to the wad or episode hi scores, did not make much sense in the regular modes, since after the first map, the player could start out with different health and inventory based on how well they played before.

The latest version also contains a ton of minor, but important bug fixes.

ScoreDoom adds a simple but deep arcade-like scoring system to Doom, both for competitive co-op as well as online and local leaderboard hi scores. Moreover it also has an add-on pack with tons of new cool doom-like content.

Points are scored in a ton of ways:
please check out the 'Gameplay Concept' link at Scoredoom.com

Besides competitive co-op, where the winner is the player with the most points at the intermission/finale/last map in map rotation or the first to hit the point limit, there are like 15 modes you can play ScoreDoom in. These modes are combinations of

  1. offline (local) hi scores, regular online hi scores, hardcore (no saving during level play) online hi scores.
  2. no-infighting mode (monsters neither damage or attack each other) or default
  3. pistol start mode (health and inventory are reset to default at level start) or default
Comments
Wiweeyum
Wiweeyum

Kewl!

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Officer_D
Officer_D

I hope the bug is fixed and that Dead Simple now opens the walls after killing the Mancubuses. Cause that didn't work on my GZDoom version and it forced me to cheat, wich sucks cause scoredoom would disable my scores for the score list after noclipping.

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ddraigcymraeg Author
ddraigcymraeg

@Officer_D: The Dead Simple fix, you mean, when playing with the add-on pack? That was fixed ages ago. Also you should be playing with the gzscoredoom executable provided in the archive. It's possible that playing with the latest add-on pack may have a new bug wiht Dead Simple type maps, but its been pretty well tested, and shouldnt give problems anymore.

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Officer_D
Officer_D

Nah, I don't want to use the add-on pack. I just started the gzscoredoom executable on normal Doom 2. Do I have to use the add-on pack? :/

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ddraigcymraeg Author
ddraigcymraeg

Ok, thats even odder that there was a problem without the add-on pack :P This must of been a long time ago? Were you using any custom wads along with doom2?

Just checking some latest hi scores set with Doom 2, and it looks like it is working:
Scoredoom.com

since in order to post a MAP07 score, it would of had to be completable. After playtesting, there is some oddness with the last bit, you need to use jump to get to the final switch. Will look into this, and post a patch.

No, you dont need to use the add-on pack.

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ddraigcymraeg Author
ddraigcymraeg

heh, maybe not. wierd, I did multiple play tests with Dead Simple, and was not able to replicate my initial problem. The walls always came down for the Mancubi deaths (I was never able to replicate your problem) and the textures raising too high to force a jump for the final switch after the spider deaths never resurfaced.
I do recall quirks like this happening occasionally from time to time. The Zdoom engine does a translation from regular doom map events (like line special activations) into its own, and this could be the source of it. Anyways, if you have any other problems like this, please let me know @ the scoredoom forums, and I will take a look.

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Officer_D
Officer_D

Ok, thanks for looking into it! I'll give it a nother try then ;)

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