DOOM Infinite Demo v.0.977.2 (Hotfix 2).
PK3 file inside the ZIP. GZDoom 4.8.2 or higher required.
Installation:
- download and unzip
- drag and drop on gzdoom.exe or use a mod launcher
- (optional) use the infinite.ini to save time on configuring the game
Changelog:
- fixed one of the secret rooms preventing the player from escaping if entered twice (split decision E3/E4) by adding an extra exit switch
- fixed Emergency Restart freezing the spawner and other elements if used inside of a secret
- added a correction for a rare monster position overflow
- fix to active items being disabled by leaving the map via a secret exit (secret room)
- added options for X and Y offsets for Stream Overlay (HUD)
- added crosshair detection to autoconfig / Nerdy Imp
- fixed Cinematic Screenshot bind not working properly
- fixed repeated achievements notifications appearing on new runs
- fixed shop poster randomization not working
- fixed a stuck spot on E3M4
- Guide: added monster trait list. Accessible through Guide -> Advanced Mechanics -> Demons, page 6
- Guide: added weapon quirk list. Accessible through Guide -> Advanced Mechanics -> Weapons, page 6
- updated Monster.IsIdle() function to check for alternate animations
- fixed Toxic demon trait not actually working
- fixed Lost Soul's Kamikaze attack not being able to be shot down while flying
- increased hitbox size for unique weapons making them easier to pick up
- added an option for Small or Big font for Stream Overlay
- map timer properly resets after finishing a rotation map
- improved Blink (Active Powerup) detection for forbidden areas
- improvements to Haywire Chronoplast (passive powerup), jumps to past point will happen maximum of two times per point, added a check for sector height, so the player won't be transported to a collapsed sector
- fixed Bad Status Effect animations being able to be interrupted by active item animations, leading to them never fade out until the end of the map
- improved floor traps visual effects (and screen shake)
- new Floor Trap: Slowing Circle
- small improvements to new game screen
- fixed modding guns not counting towards the modding achievements
- added a miracle
- even more secret room fixes
Requirements:
- GZDoom 4.8.2 or higher
- Doom2.wad
Recommended companion mods:
Many thanks to our team, patrons and all the patient people who discovered this mod! You rock!
At first it is a little too hard imo, beign shutdown on my way back by mastermind wasn't fun, overall it reminds me mostly of horde mode where monster are constantly respawning not something like in binding of issac BUT looking at it i'm looking forward for the next version beacuse roguelike i something i love - one question - what is the mode name for that arror on the ground "where to go" it's great and i need it now :)
Yeah, it's a tough mod (balancing is still work in progress), but gets easier the more you play - you unlock more stuff and get much better at the core gameplay elements as a result! Classic Mode can be very hectic, and the only "win" condition as of now is dead so... Much more to come!
The "helper arrow" (Options -> Doom Infinite Options -> Accessibility -> Display Help Arrow / Display Help Points) is a built-in mechanic to help out with the OG Doom's often cryptic level design. As for now it's just that, a built-in part of the mod, but maybe later one day we'll make it a separate thing. One more thing - it demands the mapper to place those markers themselves, but that's a very easy and streamlined process.
Thanks for trying Infinite out!
Great!!! This mod have potential!!!
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