Available now!

This mod is compatible with gzdoom (1.8.06 and up) and LZDoom (3.8.2 and up)

Some of the features of the mod:
* All weapons from Dusk were ripped (even the cigar and dual weapons)
* Sickles deflections were added (you can pickup different types of deflectios)
* The crossbow now goes through walls and enemies. It can even be used to jump higher!
* Games mutators were added, modifying the behaviour of certain weap />* Achievements were added, for those who wants some challenge =P
* Trowable explosive barrels/soap
* Fast fire totems!
* And finally, an optional Dusk movement addon, made by Ivory Duke, compatible with gzdoom 3.8.0 and beyond (you can still chosse between doom and dusk movement)

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How's going?


Welp, it's that time of the year again where I make another Doosk update =P
Last year I didn't wrote an article, mostly because it was mostly a manteinance update with bugfixes and just one new multiplayer level, so I didn't wanted to be too loud for a single level.

But this year, the change is more substancial, so i felt like writing about it and even did a trailer to celebrate the ocasion.

So, without further ado, here's an abridged list of some of the new things i'll be adding to the mod:


Buzzsaw and Totem are now unlockable weapons if you achieve specific amounts of untouchable/low-tech achievements. (That means you no longer need a cheat to get them, yay!)


Added 4 new multiplayer levels, based on some well known "Quake champions" levels.

Ruinas sarnosas, based on QC's Ruins of Sarnath.


Vale of Pwat?, based on QC's Vale of Pnath.


Wort covenant, based on QC's Blood covenant.


Corrupted cult, based on QC's Corrupted keep.


Two singleplayer "proof of concept" levels
, for players to give a try at how levels of mine would look/feel like.


One "horde mode" level (zandronum only):
A heavily modified deathmatch level that recreates the skulltag's invasion experience, fully done from scratch with acs.


New singleplayer mutator: Claw swap. (Replace "Totem" sprites with "Dark claw")


* Added/re-textured 4 FREEDM levels to match the vibe of the mod.

And a bunch of bugfixes:

* Heavily improved Sword responsiveness.
* Fixed a major bug regarding ammo not respawning while in multiplayer.
* Fixed an issue where cowgirl/mama won't spawn projectiles to attack enemies who attacked her, due to checksight looking for players out of sight instead of checklof looking for current monster target.
* Added back previously taken dynamic lights to Crossbow projectile, it no longer shows light if below floor.
* Added optional chiptunes music. (From dusk '82, OST made by Andrew Hulshult)


And few more stuff (full list on changelog, once the mod gets updated)


Either way, I hope you enjoy the next update, and just so you know, there will be few more updates coming eventually, I'm still commited to have a singleplayer campaign done.

And I found no mappers for this project, so I decided to make the levels myself.
I just decided to make the multiplayer ones first to gain some mapping experience first.

Doosk 4th anniversary update coming February 14th.

(Yep, on valentine's day. Cancel you date, Doosk is now your new date =P)


And unrelated to doosk, but i'm planning to make some updates for other mod's of mine as well, like Quake 4 weapons rip, Corridor 7-0.34 and Titan, as well as releasing some unannounced mod's

So, stay tuned for those as well.
- Alphaent.

Doosk: New update coming February 14th =P

Doosk: New update coming February 14th =P

News

I've been working on an update for doosk's 2nd anniversary, with bunch of bugfixes, several weapon mutators, and finally added the all-time requested...

Doosk: December 10th update (Dusk monsters, bugfix and more)

Doosk: December 10th update (Dusk monsters, bugfix and more)

News 5 comments

Doosk is now including optional dusk monsters. You can choose to play the mod with either doom or dusk monsters. Monsters are also standalone, so you...

Dooskworld update and some things to come in the future...

Dooskworld update and some things to come in the future...

News 5 comments

Doosk in now becoming multiplayer/zandronum compatible. Enjoy fragging a bunch of bots (or people) in a frantic deathmatch experience, or coop with your...

Quick info about upcoming Doosk updates...

Quick info about upcoming Doosk updates...

News

Doosk is getting an optional update, which will allow you to see the sprites at larger resolutions with a little more definition (360p instead of the...

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Doosk "Manteinance update 05" (14/02/24)

Doosk "Manteinance update 05" (14/02/24)

Full Version 63 comments

A mod that ports Dusk weapons and some of its mechanics into Doom engine. Also features achievements, a custom hud, a flashlight, and a bar of soap. And...

Doosk (Files only) "Manteinance update 05" (14/02/24)

Doosk (Files only) "Manteinance update 05" (14/02/24)

Full Version 8 comments

This is a special version of the mod with files only, for those who find too complicated using batch files and decompressing sourceports.

Standalone Dusk monsters (14/02/24)

Standalone Dusk monsters (14/02/24)

Other 4 comments

Play with dusk monsters on any mod compatible with custom monsters. Replace the vanilla doom/heretic monsters with dusk monsters and play with doom/heretic...

Doosk: Optional 720p sprites (Updated 14/02/23)

Doosk: Optional 720p sprites (Updated 14/02/23)

Patch 1 comment

Optional 720p sprites that enhances even further the way weapon looks on larger screen resolutions. 360p files are no longer required.

Doosk: Optional 360p sprites (Updated 14/02/23)

Doosk: Optional 360p sprites (Updated 14/02/23)

Patch 3 comments

Optional 360p sprites that enhances the way weapon looks on larger screen resolutions.

Post comment Comments  (0 - 10 of 90)
18960360997
18960360997 - - 7 comments

And also I hope you could reset(or you can call it improve)the fire rate of the shotgun dual mode. For example, a little bit slower in order to make the animation and movement more precise and smooth. :D

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AlphaEnt Creator
AlphaEnt - - 396 comments

I explained this issue on the zdoom forums, but I don't mind explaining it here as well.
Weapon code is capped at 35 fps, so regardless of how I coded the gun, it will never be accurate to Dusk's firerate (it's either few milliseconds faster or slower, as 1 tic equals 27 milliseconds, so I can't accurately match dusk's firerate)

Earlier versions of this mod had slower firerate, as I based the rof on the video i recorded, but after a bunch of feedback I ended up increasing the firerate by 1 or 2 tics.

Now, it's few milliseconds slower than normal, but even by being slower, it's actually closer to the original firerate, than if I had gone faster.

Extra info here: Forum.zdoom.org

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18960360997
18960360997 - - 7 comments

Hi! I really love this mod and have played it for couple days in several maps, finding that it's greatly amazing. I like the Dusk weapons and movement. But could you make another update to add some functions like spinning weapons while firing especially for super shotgun like the Dusk does and 1 bullet per shot for assault rifle on account of the fact that it really runs out of ammo rapidly.

I hope you're doing well . Have a great day !

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AlphaEnt Creator
AlphaEnt - - 396 comments

Assault rifle does double damage compared to dual pistols, so, while the ammo is spent faster, you also do damage faster. Tapping the gun will always be accurate, so that way you could also make better use of your ammo, just like in both doom and dusk.

And actually, there's already an option inside the mod to make all gun ammo behave like Dusk.
I think it's located inside options - mutators - dusk ammotype

That way, each gun will have its own ammo pool like dusk did, i cannot guarantee a stable balance throughout the whole episode or campaign though.

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unrealasriel
unrealasriel - - 26 comments

can you please just make a PK3 version of the mod, my retard brain can't figure out how to make this mod work

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AlphaEnt Creator
AlphaEnt - - 396 comments

There's an alternate "files only" version of the mod, it's as easy to use as drag and drop into your sourceport of choice (I personally use zandronum, but gzdoom/lzdoom works just fine)

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Sgt_Viktor_mark_III
Sgt_Viktor_mark_III - - 62 comments

this mod run with ZandronuM?(me useĀ“s 4ever ZandronuM,and sorry for my inglish).

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AlphaEnt Creator
AlphaEnt - - 396 comments

Yeah, it totally works with zandronum (as well as gzdoom, lzdoom and qzandronum)

There should be an update on few months with more bugfixes.

Reply Good karma+1 vote
Pigcop
Pigcop - - 32 comments

Why is the Scarecrow still a sprite and not 3D?

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linux-gayming
linux-gayming - - 1 comments

Why is there an exe file in the mod that is sus (does gzdoom auto run exes? Presumably not for security reasons)

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AlphaEnt Creator
AlphaEnt - - 396 comments

I included copies of the sourceports because back then I had several reports that they didn't knew how to load my files into the engines, so I included the sourceport zip files, so they can decompress it on their own folder, then load the game directly through batch files by double clicking the bat files, which basically gives instructions to the executable to load the files on a specific order (batch files can be opened with text editors, so the whole code is available for everyone to see as well)

Edit: I forgot to mention, there's also an alternate download with mod files only and no sourceport copies for those who do know how to load the mod on zdl or other custom launchers.

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