Let the Obsession begin. Again. This time, the entire forces of the netherworld have overrun Earth. To save her, you must descend into the stygian depths of Hell itself! Battle mightier, nastier, deadlier demons and monsters. Use more powerful weapons. Survive more mind-blowing explosions and more of the bloodiest, fiercest, most awesome blastfest ever! Play DOOM II solo, with two people over a modem, or with up to four players over a LAN (supporting IPX protocol). No matter which way you choose, get ready for adrenaline-pumping, action-packed excitement that's sure to give your heart a real workout.
This mod contains lots of weapons, sprites ripped at high res (optional), custom hud, compatibility with bot's on Zandronum and some more stuff. It is compatible with GZDoom, Skulltag and Zandronum. It can be played singleplayer, cooperative, deathmatch and some more gamemodes.
So, as most of you may be aware at this moment, Left 4 Dead 2 got a community update last year and Back 4 Blood, a spiritual sucessor of l4d2 was announced this year, made by the studio who developed l4d2 back then.
It was a matter of time for me to announce a new Left 4 Doom update =P
Not really, the mod was under hiatus for very long time (almost 5 years actually)
But after last year quarantine and no internet, I was in the mood of updating several old projects of mine, one of them being this Left 4 Doom mod.
It was pure coincidence that L4D2 update and Back4Blood announcement were made while I was secretly working on the update =P
So, this update is mostly a mainteinance update with several bugfixes, sprites improvements and the long awaited compatibility with L4Doom monsters pack, from ZDoom forums.
Actually, not truly compatible with the original monsters pack as is, but a fork of the monsters were made for this mod. Included on main download.
So you can play with them on LZDoom or modern version of GZDoom (>3.8.2)
Speaking of LZDoom, the mod is now compatible with that sourceport. And the mod is no longer compatible with Skulltag, as i've decided to use several features from zandronum/classic gzdoom to improve weapons behaviour.
This update was made out of boredom and I have no intentions to update the mod again in the future.
I don't have a changelog of all thing tweaked since last update, but at least I can take note of things done in the past months.
All lowres/highres weapons sprites were tweaked.
Reduced sprite shakiness on all weapons.
Blood no longer spawns underwater.
Low res sprites now merged into staticbase.
Weapon melee now throws enemies away akin to l4d2.
Mod is no longer compatible with Skulltag.
Rewrote some weapon actions, like reload and zoom. Now uses native wrf functions instead of jumpifinventory.
The mod now features custom bob. Sprites are no longer static while moving.
Blocked bob on certain sprites that shows the cropped sprites while bobbing.
Added bob to melee action.
Increased lowres size on some sprites that shows the cropped sprites while bobbing everytime.
Fixed few issues on HUD
Added mod options menu.
Added toggeable crosshair recoil.
Added an optional reduced recoil mode that takes away recoil on stock actions.
Added optional L4D2 monsters, taken from Zdoom forums.
Added alternate death states on vanilla monsters, based on which weapon player uses, akin to "the unmentionable mod".
Added an improved batch file to load the mod.
Deleted the autorun launcher. Although cool, I no longer have the editor to change autorun parameters. Since batch files were renamed and autorun no longer worked.