Doom freeroam pack now has a new update, a hub level. Also includes a version with no scripts. Can run with all mods now. yey!
Doom freeroam pack now has a new update, a hub level.This hub level is doom guys spaceship. I got the idea from doom eternal. Also includes a version with no scripts. Can run with all mods now. yey!
Thank you for this update, and taking the time to make a mod compatible version.
Your welcome.
Hey dude thanks for granting my feedback also still my favorite mod
No problem.
can't wait for Thy Flesh Consumed Final Doom And Oh no the Plutonia Experiment
BTW love them mod but there's one issue it's a little bit bland exploring the world. You should add more props for that exploring feel
doom 2 open worlds are better than doom ones
YEAHHH. Love this stuff.
gg sir
finnaly i can play with brutal doom :D
there's a problem on Map31, where it displays nothing but unknown types on FreeNoScript.wad
strangely enough, both versions have unknown polyobjs on the second floor on the secret level. about the unknown types on the No Script version, it was supposed to be decor and enemies for that map. i hope i helped onto this. ^^
On the no scripts version the wolfenstein enemies don't exist because there's no scripting. Yeah the polyobjs have problems because I tried adding multiple from different maps but I found out they had a limit which could be reached really easy, and I would have to reassign millions of poly objects for each level I added, so that's why they're only on the first floor.
I've had a lot of fun playing this. Thank you again. Need to give the normal version a try sometime.
Will Freeroam ever get WadSmoosh compatibility?
Sort of redundant for this. You only need the doom2.wad and you'll be able to play the open versions of episodes 1-3 (not 4, as of now) and Doom 2 + No Rest for the Living
I cant interract with NPC's, help
Ok, this is because i loaded 2 packs
Got some feedback for you if you have time to read this.
Pros:
Obviously the new hub with doomguy's ship
The freeroaming aspect itself
Interacting with NPCs, buying and selling stuff with the points you accrue
The player character themself having different sprites depending on what weapon they have -- it's nice, very nice looking
Cons:
Misaligned textures in certain places and improperly placed geometry resulting in some enemies being stuck in place -- namely the demons in e2m6 Halls of the Damned.
Some of the doors in this game cannot open at all from the outside -- specifically e3m4 House of Pain's entrance door. I have no idea how to open it
The subjectively unnecessary increase in imp variety and changes to Hell Knight/Baron combat -- it makes them in-fight with each other unexpectedly
You can get telefragged by normal enemies in this mod -- i don't know whether it was intentional or not but a lost soul telefragged me in e2m5 Command Center.
in fact, almost ALL of the enemies in this wad can infight/telefrag each other regardless of what enemy they are. Needs to be addressed
The use of John Romero's later version of Phobos Anomaly over the original one by Sandy Petersen. Just a nitpick I suppose but I would have personally perferred Petersen's version of e1m8 myself if we're going for an authentic recreation of a free-roamable Phobos.
Getting sniped from afar by the Cyberdemon on Deimos, since there is no wall around the tower of babel's top floor as there technically SHOULD be
but yeah, those are some things I have noticed in my playthrough of this wad. I hope you can address a lot of these cons if you have time to.
For the next version, would you add the PSX and Xbox exclusive levels and the level music changes when you enter another area in the map?
This comment is currently awaiting admin approval, join now to view.
All the walls in E1M6 in Phobos Sector 2 need to be moved down a bit, doors are slightly ajar, wall lights are slightly too high, etc.
Map14 is a bit messy at the starting sector
DO i need the doom 2 free roam pack or is it included in this mod