Doom 2016 weapons ripped from snapmap by AlphaEnt. It features frantic oldschool gameplay, as well as smooth rips, controls responsiveness and a (work in progress) arcade mode for extra mayhem.

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So, finally after almost 2 years of radio silence...
Titan is coming out of beta!




It's been a long time since i've started this mod, I had a bunch of unexpected problems regarding hard drives and computer, but still managed to complete the game as originally intended.

Last year i've worked a lot on Hellslinger, which took most of my time away, so this year I took some time off from that project, so I could focus on finishing titan instead.
The upcoming version of this mod exceedes the original expectations I had for this project, so i am sastified with the results i've achieved. That being said, the mod will still continue to be updated, but future updates won't be as big on content as previous updates were.



So, what can you expect for version 1.0? Well...


* All weapon upgrades completed!
It took me longer than originally planned, but finally completed all intended weapon upgrades for the mod.
Now guns are properly ripped from a friend's computer, at smooth 36 fps and all placeholder sprites that were done through my own computer were deleted. Muzzleflashes were ripped as well on separate videos, then merged back together with the gun for better muzzle quality.

The guns were ripped on a horizontally extended 16:9 resolution, so the sprites allows vanilla bob in a way that won't make guns look cropped while moving. (This may not be the case on custom screen resolutions that deviates from common aspect ratios)


* Toggeable centered weapons

Beta versions of the mod had centered weapons, but several guns weren't finished and therefore, disabled.
Now, all centered weapons are completed! And not only that, but angled/centered weapons are toggeable via main menu and no longer requires skill settings in order to work, therefore, centered guns can work on all skill settings, including arcade mode!
After feedback received during open beta, i've decided to bring back the quickswitching and grenades on centered guns. Melee will still be locked though.

For your consideration: Centered weapons can't be upgraded by design, that was part of my original vision of the mod.



* Tokens multiplier option
On earlier versions of the mod you were only capable to obtain one token each 20% kills. Now, you can adjust the amount of tokens received at will, via presets.
That way, you can adjust the values that fits better the mappack you're currently playing.
Ranging from a 32 levels megawad, to one big single level, tokens can be multiplied up to 15 times per 20% kills if desired.

1 token is still the default value, balanced for 30 levels.
For an episode with 9 levels, a multiplier of 3 would be suggested.




* Arcade mode tweaks

By popular request: Now you can upgrade your guns at will with tokens on arcade mode, so you no longer need to reach 32x combos to upgrade your guns as before.
That being said, score is still required to obtain new unlockable guns (those that aren't pickupeable), so score is not entirely useless.
Also, centered guns are now compatible with arcade mode! So you can play arcade mode with either angled or centered guns!
Be aware that weapon upgrades only works on angled guns.


* Optional 360p and 640p sprite resolutions
Finally, players are now allowed to play with optional 640p rips, for those with high end computers that can handle such sprite resolutions.
In case 640p sprites is too much for your computer or if its filesize is too big for you to handle, then don't worry, optional 360p sprites are also a thing as usual, for mid end computers like mine.

Note: 640p and 360p sprites aren't included on main files, download is optional to save up to 500mb from main files.


* Optional music pack (included)
Added a selection of optional tracks for you to listen to while playing the game. You can toggle between ambience and action tracks, in addition to previously added ones. Not enabled by default.


* Optional D4T standalone monsters pack

The mod will feature an optional version of D4T monsters, converted into standalone for people to play with titan (as well as other mod's of their choice)
The monsters pack was tweaked so it makes use of some of the features titan has, like arcade mode and custom skills.
With that on mind, the monsters were also adapted in a way that they could be played as a standalone experience. Therefore, this monsterpack can be played with vanilla doom, as well as other mod's.


* Optional Obsidian sp mappack
A selection of levels generated with Obsidian.
Basically generated 5 different wads and selected few levels I liked from each wad, then mashed them up as a 10 level mini campaign and replaced few of the textures I didn't liked with doom 2 textures.
Mappack is optional, as the texture lump included on the pack messes up with vanilla campaigns.


* Weapon Brightmaps
The mod now features brightmaps that allow their guns to glow in the dark!
Brightmaps were edited at 640p then downscaled into 200p for performance and converted into grayscale for optimization purposes.
It is a very subtle change, but it is still a very cool feature to have.

* Bugfixes, optimized sprites, some file merging and more!


So, when is Titan 1.0 coming out you may ask?
Sometime on 2023. Yup, this year.



Then, after that, the mod will most likely enter manteinance mode, fixing bugs and perhaps adding one or two new feature if i'm in the mood for it.
I will continue working on Doosk and make minor updates to other mod's of mine as well.


So, yeah! That's it for now, enjoy the mod!

-Alphaent.

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A Doom 2016 weapons rip made by AlphaEnt. It features most weapons from snapmap, an optional arcade mode, partial heretic compatibility and optional centered...

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Titan: Version 1.0 - Hotfix 01b "Files only" (Last updated 04/08/23)

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Standalone version that only contains the files required to load directly into zdl or sourceport executables. A Doom 2016 weapons rip made by AlphaEnt...

Titan: Optional 640p sprites (Last updated 04/08/23)

Titan: Optional 640p sprites (Last updated 04/08/23)

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Optional 640p weapon sprites, for those who wants to play with Titan's weapons at better resolutions and have computers that can handle sprites at higher...

Titan: Optional 360p sprites (Last updated 04/08/23)

Titan: Optional 360p sprites (Last updated 04/08/23)

Sprite

Optional 360p weapon sprites, for those who wants to play with Titan's weapons at better resolutions and have computers that can handle sprites at higher...

Titan: Open Beta (Last updated 25/12/21)

Titan: Open Beta (Last updated 25/12/21)

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Finally, titan (open Beta) is released. A Doom 2016 weapons rip made by AlphaEnt. It features most weapons from snapmap, an optional arcade mode, partial...

Titan (D-Touch edition) 20/3/20

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A fork of the mod, specially made for D-Touch, with reduced animations to further improve performance on low-end cellphones. It also includes few weapon...

Post comment Comments  (0 - 10 of 68)
Guest
Guest - - 689,461 comments

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Guest
Guest - - 689,461 comments

This is amazing. Really motivates you to find all secrets and items, and oh boy the Doom 2016 Gatling Gun just feels so good :D

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V1thebot
V1thebot - - 1 comments

Standart doom 16 pistol when?

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Guest
Guest - - 689,461 comments

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Sgt_Viktor_mark_III
Sgt_Viktor_mark_III - - 62 comments

BRO THIS MOD IS DOOM4:DEATH FORETOLD WTF

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Guest
Guest - - 689,461 comments

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brosett311
brosett311 - - 123 comments

Not sure if I'm doing something wrong here, but I can't seem to pickup the combat shotgun or plasma rifle. Additionally, typing "give all" excludes those two weapons from the arsenal. I don't have any other mods loaded and even digging through the pk3 doesn't reveal anything particularly out of place. Thoughts?

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Guest
Guest - - 689,461 comments

This happens to me too! I hope this gets fixed if it is a glitch in the mod

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AlphaEnt Creator
AlphaEnt - - 396 comments

It is a glitch and I think i might have found the cause, most likely some missing sprites after I moved the idle animation outside of the mod.

Just to be sure, try to load the nod with the optional idle files too, to see if that fixes it.

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Guest
Guest - - 689,461 comments

How do i change weapon mods

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AlphaEnt Creator
AlphaEnt - - 396 comments

If you mean the closed beta, then you have to manually bind a key for it. It has no key by default, I think.

For open alha, there are no mods and for upcoming open beta, i guess r or v could work. Still manual binding would be suggested

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