Deliverance 2600 is a Metroidvania-inspired, exploration-focused total coversion for Doom and Doom 2, powered by the GZDoom engine.
Story:
Stanford T. Pace, 33 years old. Former bounty hunter, currently unemployed. Born on Aug 10, 2566 in Cell 276-D of the federal prison. Raised by his mother.
Enlisted in the army on Apr 26, 2587 at the age of 20. Served for five years until honorably discharged. Promoted to Lance Corporal.
Became a bounty hunter after serving in the military. In profession for four years. Arrested for the murder of fifteen people on Dec 5, 2596. Sentenced for life. Released three years later on Jan 12, 2600 on the basis of volunteering for the new project aiming to rehabilitate criminals by means of extreme discipline, even beyond that of the military.
The project is codenamed Project Deliverance.
Sent out on a mission four days later on Jan 16, 2600.
MISSION BRIEFING:
Communication has been lost with a planetary research facility on Ferrus XII. A distress signal was sent out only seconds before communications went down. Last report heard indicates an attack by an unknown enemy force.
Your primary objective is to investigate the complex and identify the source of the communications breakdown. Secondary objectives are to escort any survivors and question them for potential information regarding the attack.
Expect high levels of hostile activity.
Features:
Another major(ish) update for Deliverance 2600 is now released - say hello to v1.3!
v1.3 adds two new cvars: one for skipping the autosave messages (which is ideal for potential speedruns), and another for replenishing the player's health at autosave points on D2600 God difficulty. The main map has also been slightly modified, mainly to clean up the automap view.
This will probably be the last update for Deliverance 2600, as I feel I've fixed everything that needed fixing since v1.0. Unless a new version of GZDoom breaks something in the mod, which has often been the reason for the minor updates in-between. And of course, bug reports are most welcome.
Anyway, enjoy.
An unofficial YouTube playlist for fan-made videos appears, and v1.2 is on the way with a quick fix for the opening and ending sequences.
The wait is over - the final version of Deliverance 2600 has landed!
This build fixes a few bugs, among them one that essentially made rank A impossible to obtain, as well as fixing the overheat/cooldown mechanic and the...
This is v1.31 of Deliverance 2600. Not much has changed here, just a couple miscellaneous fixes and other tweaks I felt the need to make.
This build adds two new cvars and cleans up the automap view of the main map.
This version of Deliverance 2600 makes a few minor changes here and there, such as a fix to the ending sequence and the enemy sprites.
This is v1.22 of Deliverance 2600. This one only fixes a typo and moves the custom cvar setup menu.
This is v1.21 of Deliverance 2600. This version primarily fixes the custom text strings so that they don't get overwritten by GZDoom's default ones in...
What I am missing in this map are more light sources with some cool glow and much more decorative stuff like boxes, barrels and some machines.. Also the sound of the starter weapon is to piu piu like. Or better not enough force behind. Maybe a stronger sound would fit better. And at least are the dieing animations. Would be much cooler if the robots explode in a few peaces which stay on the ground. Maybe you can config universal gibs. It has an option for springs and screws rather than blood and guts when you enable it
I have no plans to make this compatible with any other mods. Sorry.
You don't have to make it compatible you should implement it... If the enemies only disappear into nothingness its not so cool
Just think about. Also will you put more details into your map? And what about lighting effects? Like glowing monitors or different colored light sources?
Not likely, at least in the case of the main map. If I was to add new textures and varying light sources, they'd be in an "expansion pack", which is an idea I've been entertaining lately.
This mod is amazing... Really cool style
Probably a stupid question but... how do I change my renderer to hardware mode? The game keeps prompting me to do it and I dont know how.
If you're running the mod in GZDoom, your renderer should be in Hardware mode by default. You can check it (and change it if necessary) by going to either "Set video mode" or "Change rendering output" in the options menu, depending on your version of the engine. Same method applies for Zandronum.
As for ZDoom and QZDoom, they have no other renderers other than the software one, so unless you run the mod in either GZDoom or Zandronum in Hardware rendering mode, that message will keep popping up.
Deliverance?
the movie made famous by assrape?
is this supposed to be like, very hard?
Not unless you stay tuned for v1.1 which will introduce a new difficulty level that removes health pickups and powerups. :P
I'm really liking the art style used for this wad.
Best of luck. Can't wait to play. Looks huge. How long are you planning on making it?
Thanks for the kind words! They mean a lot to me. :D
I'm hoping to make the mod so that it'd take at least 1.5 hours or so to complete 100%. For non-completionists, I'm aiming at a solid hour of gameplay.