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This is now an outdated version and has been replaced with ver. 3.0.
Some of the changes:
ver.2.2
-Further refined the player's weapon animations and made the fist punching more aggressive
-Added berserk packs in maps that didn't have them
-Turned blue armor room into a secret in maps 01 and 32
-Added 2 simple puzzles in map01 to help teach players the role of the face switches and its mechanics
-Made 2nd switch "puzzle" less confusing in map02
-Silenced door sound effect when face switch is toggled on in map09
-Removed lights in center of map09 to prevent monsters and player from occasionally getting stuck
-Added floor pattern in the square room of map12 to help players spot an alternative way to open the door
-Made certain floors red to make it a little easier to spot platforms that the player can run on in map13
-Made locked doors' colours more noticeable in map14
-Widened corridors during platforming sections to help it not be tedious near the end of Map15
-Made it easier for players to notice the best way to solve the exploding barrel puzzle in map16
-Moved megasphere near slime pit, added rocket launcher to where the megasphere used to be in Map23
-Tweaked a platform in large cave to prevent players from cheesing the plasma gun secret in Map23
-Swapped out rocket launcher and super shotgun near slime pit with plasmagun and plasma ammo in Map23
-2 secrets tease the player more by being more visible near the large slime room in map23
-Changed the 3 story lift near the large slime room to prevent the player from waiting too long in map23
-Cacodemons are easier to see in the large slime room when viewing through both switch cages in map23
-Overhauled the order in which the player can access rooms in map25 to help find the exit more easily.
-Replaced radiation suit with a berserk pack in map26
-Tweaked the central room's floor to make it easier to telefrag the cyberdemon in map26
-Added more enemies, mostly during times when player has low health to keep players on edge in map27
-turned secret wall near the end of map26 into a lift so that the player can access the other secret quicker
-moved the keys and locked bar switches in map28 to help communicate to the player what they do.
-the shrine/temple in map30 now actually looks like a shrine/temple
-Added more plasma ammo in final archvile room in map31
ver.2.1
-Refined the face puzzles in Map03
-Fixed a glitch where a rocket will disappear in a wall of Map04
-Added more rockets in Map31
-Added a secret and a floating island decoration in map23
-Removed issue where barons in a cave can attack the player before going into the cave in Map23
-removed a damaging floor near exit in Map25
ver.2.0
-Added a new room in maps 01 and 32.
-Changed the door mechanism in map02 for more consistency.
-Modified the lava puzzle in map05.
-Inescapable pit removed in final room of map08.
-made platforms slightly easier to leap from and to in map09.
-moved berserk pack to before the final room in map10.
-Replaced many of the Revenants with Hell Knights and added more rocket pickups in map14.
-widened demon witch doors and added text on floor to help with platforming in Map21.
-made skull switch a little more visible in the raise bridge room in map22.
-tweaked the secrets in maps 23, 25 and 30.
-Added more detail to map24.
-Fixed hall of mirrors glitch in final room of map28
-Overhauled the player's weapons animation, and certain monsters attacks.
-Synced up the explosion sound to the animation of the death explosion of the Spider Mastermind.
-Coop sound effects are back to normal (ie: item respawn sound effect).
-Added/replaced all the various elements that was unique to the officially licensed version, including a 4:3
version of all artwork. The 16:9 versions will get a release sometime in the future.
Couple questions:
Is this update now officially updated on the Bethesda release as well? This update came out in Feb. The Bethesda release of Doom Zero was in Dec.
Also, the Bethesda release has some widescreen graphics that this one doesn't. I used slade to copy them over to this release. But the Bethesda release has one extra plasma gun frame for recovery after you release the shooting button. This release has no plasma gun recovery frame.
Why the difference?
You might wanna ask at their Discord.
This isn't just a mappack, it's a mod, some enemies and weapons handle or sound different in order to make it more fun or more distinct from vanilla doom. I plan on contacting id to see if they allow add-on updates. There will also be a wide screen release soon.
what's with all those backstabbing portals?
a few times is okay, i'd consider it variety. but this many times and this often? you're half way through the BS territory here.
Great WAD! A wonderful project you made for the 25th anniversary of DOOM II! But I want to understand one thing: "What do you mean it's not compatible with other mods?" For the sake of interest, I decided to check the veracity of your words. I will say that DOOM ZERO works with mods, but not with all of them. Some lock the player between the corpses, while others can take down the final boss with a single hit, or maybe not.
Oh, yes, everything works fine with Beautiful Doom 7.1.0. You definitely lied about that! In Brutal Doom, a cage of corpses locks up.
Hey man, any news on Bethesda version update? It looks like they don't care for classic edition updates like for 6 months already, but I still have hope.
Nothing yet.
Awesome