Full release of the new version. It has a ton of fixes, balance stuff and some new features. Still compatible with GZDoom 1.8.6, Gzdoom 2.3.2, Zandronum Alpha 3.0 and D-Touch
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Full release, you dont need to download v1.0. Just get this (1.0.1), unpack and play!
So, what's new with this version?
- Single player and Deathmatch powerups: haste, regen, quad damage.
- Zandronum bots made smarter, more challenging
- Enhancements for coop play
- Lots of balance stuff
- Lots of bugs fixed
- New grenade launche sprites by Mr.Enchanter
Changelog
v1.0.1.1
* Fixed issue where weapons in SP/COOP could not be picked under certain circumstances
even when you weren't full on ammo for that weapon
* Fixed chainsaw being invisible in deathmatch
* Fixed lightninggun wrongly showing bullet puff in deathmatch
v1.0.1
Features
* Zandronum bots are able to use weapon's alt fires now
* Zandronum bots can jump and double jump now
* Added wallhack targetting to DM power weapons
* Added quad damage, haste and regen powerups to SP and DM
* Demon runes in DM will not appear unless there's 4 or more players in the map
Quality of life
* Coop projectiles go through players
* Coop players go through other players, too, and don't telefrag (except on spawning)
* Added better grenade launcher sprites
* Added "Allow Jump/Crouch/Freelook" shortcuts
* Added "Sprite clippin" shortcut
* Renamed custom sprites to avoid conflicts with certain wads
* Adjusted some visual "size scale" of demons to better represent their capabilities
* Added visual cue for when you take damage while still having armor
Balance
* Rebalanced rocket launcher
* Rebalanced DM grenade launcher
* Changed balance of some SP and all DM demon runes
* Adjusted DM demon rune rarities
* DM arachnotron alt fire completely changed: now it enters in turret mode,
making it harder to kill, but completely immobile. Projectiles in this mode
have slight seeking capabilities
* Changed general behavior of kinetic mine, to be proximity based rather
than tripwire based
* SP kinetic mines time out after a while
* Kinetic mines can now be placed in ceilings
* Explosive barrels have been buffed
* Siege Shot costs more ammo
* Fixed cyberdemon laser attack not piercing shield wall
* Changed completionist rewards
* Rebalanced chainsaw pinata execution ammo
Bugs fixed
* Fixed some issues about picking-but-not-picking weapons in net games, causing
weapons to respawn when they shouldnt
* Fixed DM grenade launcher gas grenade insta killing player demons
* Personal Teleporter respects z position of the beacon
* Personal Teleporter no longer vanishes if it hits the sky limit
* Fixed pinky demon "hoping" visual issue
* Fixed doom1 incompatibility
* Fixed titlemap lag in weak processors
* Fixed revenant rocket barrage lag in weak processors
* Improved failed glory kill behavior
* Fixed typo in menudef
* Fixed bad frames in gauss cannon explosion
* Added missing BFG ball decal
* Changed barrel explo sound
And another thousand tweaks that I couldn't keep track of.
Kinda fixed
* Partially fixed HUD gas and caco stains lasting until next live in MP. For some reason
zandro refuses to clean them all, while gzdoom works just fine.
(buried)
thx god,finally able to play ultimate doom without Doom high resolution texture pack
There is a bug that when you get hit sometimes the screen goes quickly white
Also i like the gl sprite
Not a bug. Thats the damage indicator when you have armor. When you don't have armor you get blood on the screen
Amazing mod, just discovered looking for updates on D4D. Haven't downloaded yet, but from the trailers I see the lost souls scream are the gore nest scream sound really, would you put the lost soul scream sound later?
If i ever find it, sure, I will change it. I have looked all around for that sound, but nope; that's why Im using it.
Dont expect this one to be like D4D. This one is much more streamlined, no menus nor configurations of any kinda. IMO, it plays much better because it's so straight to the point
I'm playing this new mod with a beta wad called Counterattack Doomworld.com, Men it is pretty insane, first level with 900+ enemies at normal:max monsters difficulty. First thing I noticed was that thing you said, this mod is more straight with no menus or configurations. And with multiplayer!I love the new sprites for pinkys, barons and hellknight, they are more fitting with the sprite design of core game. Other thing I noticed is the missing of the burst and vortex rifle. That 2 weapons will no longer be in future versions? Not even on multiplayer? What about the reaper from bloodfall dlc?
Have you ever thought about doing a mod like this but with sprites for the Doom 3 weapons? I know that there are Doom 3 weapon mods already here on moddb, but they're just rips from Doom 3. It'd be cool to see Doom 3 weapons in sprites like what you guys have done for the Doom 2016 weapons.
Not really. I dont particularly like the doom3 weapons, design nor sounds. I did revamp the mod "super doom 3" by doomero quite a few years ago. But that was that.
These blood effects are a hell of a lot better than in MetaDoom
ackspace heh, i played too little of meta doom to notice the blood effects, but thanks for the compliment :D
Is it just me or are the upgrade drops unbalanced. I played level after level after level and the only upgrade I ever got was the pistol charge upgrade, but that one about 3 times per level.
SoundOfDarkness mods are rare. And they are monster specific. It's very common to find the pistol upgrade because the zombiemen who drops it are the most common enemy in the entire game. All the other upgrades do drop, but again they're rare, and this is on purpose.
And even then, usually halfway through a megawad i already acquired 90% of all mods/upgrades. Just don't expect to find everything by the 3rd map you play in a row.
Ok, I thought the drops were random and not enemy specific. I don't play any megawads because I didn't find one that I really liked. Only the "Hell on Earth" starterpack that comes with brutal doom but even there I only like the first 10 maps.
Do you plan on making a full DOOM 2016 player sprite? I've seen your recent YouTube video and noticed that the hands where the 2016 version (which looks cool) I know an artist made them for this mod, but is he going to make a full player sprite?
zandronum can't launch it