Description

Adds new Active Skill feature, fixes numerous bugs.

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Doomzone v1.7
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Metaltooth
Metaltooth - - 2,664 comments

I hope you can one day impliment cyborgs

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GranFuma
GranFuma - - 4 comments

Hi, i'm loving te mod so far but i don't quite get how the Heavy classe bonus works, i don't know how to activate the Secondary fire options (unless those are the grenade throw, then is okay) or how to change between the arc mods. Can you help me?. Greetings, and keep the good work ^^.

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silentzorah Author
silentzorah - - 76 comments

The default key for toggling alternate fire modes is Q. There are more custom keys Doomzone uses, so take a look at the Customize Controls menu, at the very bottom.

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GranFuma
GranFuma - - 4 comments

Thanks for the advice, but it seems i dont understand one of the heavy class bonus, the one that says he has secondary fire options, because when i use the secondary option it throws the grenade, but all grenades look the same to me. Unless it means that he has like secondary options in the alternate fire modes with Q different than the others? I'm so lost, sorry for wasting your time with this, but i really dont get it xD.

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silentzorah Author
silentzorah - - 76 comments

Many of his weapons have alternate fire modes. You can tell what mode the weapon is in when you see text above the ammo counts. For example, pressing Q while his M82 is selected will prime the underslung grenade launcher. Then just pull the trigger (Mouse1). Pressing Q again will switch the weapon back to full auto.

I guess "alternate fire mode" is a little too similar to altfire. Think of it as a secondary mode.

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GranFuma
GranFuma - - 4 comments

Alright, thank you ^^.

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phobosvoid
phobosvoid - - 157 comments

nicely done indeed! what do you have in mind to add after this update?

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silentzorah Author
silentzorah - - 76 comments

I'm not sure. I thought about adding a Half-Life themed character, maybe. Still looking for sprites for that, though. We'll see what happens.

Doomzone's development is pretty much, "Oh, that sounds cool. I'll add that." lol

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stlurz
stlurz - - 54 comments

Nice work on the mod. However I'd like to report that I wasn't able to run doomzone with TNT Evilution wad. Ultimate Doom, Doom2 and Plutonia have no such problem.

Gzdoom version: 3.1.0
The error: Script error, "doomzone.pk3:dzbase.wad:ANIMDEFS" line 338:
Unknown texture wfall2

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silentzorah Author
silentzorah - - 76 comments

Please pick up the Doomzone Compatibility Patches and load the patch for TNT last in the load order. The download is in the Files section.

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stlurz
stlurz - - 54 comments

Thanks.

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zazman1171511399200
zazman1171511399200 - - 5 comments

Honestly, I can tell that alot of love went into this mod, but none of the guns (aside from a few) really feel good to use. Some animations are janky and strange. The HUD is intrusive and outdated looking, but I really like some of the monsters you have used. Is there any chance that you would do standalone mods for the weapons/monsters used? Or are they assets from other mods?

I really like the classes you've implemented though, but none of them feel hugely different aside from their weapons :s

I think I'll have to let this mod slide for the time being, but I'm looking forward to see the updates.

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silentzorah Author
silentzorah - - 76 comments

I'm sorry you feel that way. I'll be disabling forced scaling on the HUD in the next update, so you'll be able to manually scale it from HUD Options. It won't change how the guns feel, though. Unfortunately, I'm not much of a sprite artist, and I'm very much a one-man team.

I do hope you continue to play after the next release, but I can't promise I'll be able to address all of your concerns. :(

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themarine141
themarine141 - - 119 comments

No need for much hd sprites. What i really like to see in the future update of this mod is a much better texture for blood . Tbh nash's blood is old and you know all doom fans really love bloods sid doyles or ketchup would be better . I really hope you will consider that it would be great dont give up on this mod its really fun.also is there a mod option? I dont see it in gzdoom 3.2

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silentzorah Author
silentzorah - - 76 comments

What if I told you not everyone plays Doom for the gore?

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themarine141
themarine141 - - 119 comments

That's why i suggest sid doyles blood because for me it doesn't really exaggerate the blood that is coming out on the enemy. And certainly not asking for a brutal doomzone, i just sighted about the blood of the mod because if you would get close to dead enemy with tiny blood spots you could really notice it is elevated which is odd.

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YasuoKashida
YasuoKashida - - 1 comments

Its work in zandronum

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silentzorah Author
silentzorah - - 76 comments

The mod has not been tested in Zandronum, so I assume it does not work.

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