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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Hi! It's been several months since last time i've posted an update...


Ok, so i've been working hard on the monsters update to make this upcoming patch worthy enough for you to give the mod another try =P

If you thought the mod was good before, then wait until you see the things i've done for this update.
And if you haven't played the mod yet, then what a perfect time to join the frenzy =P

So, what's new on this update?


* Over 25 monsters from Dusk were ripped to this mod, making the Dusk experience even more accurate.

Because weapons weren't enough =P
Choose between Doom and Dusk monsters directly through skill menu, so that way you don't have to quit the game to select a different monster set.

Dusk monsters in action.


* Optional models (with additional help from JD-513): Sprites were ripped through keyposes, so synchronization between sprites and models were near perfect.
Sprites and model textures were pattetized at 8bpp, so that way filesize is vastly reduced.

* Optional standalone versions of the monsters: So they can be played outside of Doosk.
A separate download for those who wants to play with monsters, but not the original Doosk mod.
Load it with Titan, Q4 rip, or vanilla doom, if you want. Also compatible with Heretic.

Pressumed to work with other mod's too, as long as they don't collide with other monsters, scripts or user variables that monsters uses.

Dusk monsters being played as standalone.


* Compatibility with heretic: Although this mod was designed with Doom on mind, later updates added Heretic support. Monsters also support Heretic and some of the monsters health pool were tweaked to match heretic better.
They can also drop items randomly, ala heretic to keep the ammo balance.

Dusk monsters being played through heretic.


* Custom wolfenstein textures: To match the Doosk spirit.

Guttentag!

And more stuff, like:


* Toggeable Classic/Improved flashlight for modern sourceports, made by Ivory Duke.
* Improved gore mechanics and duel support.
* 3 New multiplayer skins.
* Damage numbers for multiplayer, done by Michaelis.
* Improved mortar behaviour, no longer explodes at random times.
* More bots cameos.
* Timer for multiplayer, so you can time the items and powerups.
*
fastfire/superhot powerups remaining time shown on hud.
* Deflected projectiles now make 5x damage, making the deflection feature more useful.
* Gibbeable corpses (for modern sourceports)


Amongst other things...

And that would be pretty much it for 2020.


Then I hear you ask: you've done so much for this mod, no way you can do more stuff, right?

Well, there's one more thing planned for this mod in the future: custom maps!

Current plan is to make either a demo campaign with 8+1 maps or 3 episodes with 5+1 maps, while respecting the original themes dusk episodes had. Or something like that, idk yet.

Also, there will be several multiplayer maps, most likely aimed at deathmatches.

I haven't started making singleplayer maps yet, but i have currently done one multiplayer map for testing purpose, quite a fun experience so far.

An example of a multiplayer map. Recreation of skulltag's duel10.


There's not an estimated date for this mappack, as i haven't started yet and maps are quite a complex task to do, considering i'm not that skilled at mapmaking.

Unless anyone wants to help :P


The monsters update is coming on December 10th. Just in time for both Dusk and Doom anniversary.


I hope you have fun with upcoming update and don't forget to throw some feedback, so I can improve monsters bevaviour and fix stuff :P

AlphaEnt2

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...

Doosk (aka Dusk weapons rip) announcement

Doosk (aka Dusk weapons rip) announcement

News 2 comments

So, I'm pleased to announce Doosk, a new Doom mod i've been working on these past months. The mod accurately recreates Dusk's weaponry and ports them...

Add file RSS Files
Doosk "Monsters update" (14/02/20)

Doosk "Monsters update" (14/02/20)

Full Version 52 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) "Monsters update" (14/02/20)

Doosk (Files only) "Monsters update" (14/02/20)

Full Version 1 comment

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 (14/02/20)

Standalone Dusk monsters (14/02/20)

Other 3 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 5/5/20)

Doosk: Optional 720p sprites (Updated 5/5/20)

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 5/5/20)

Doosk: Optional 360p sprites (Updated 5/5/20)

Patch 3 comments

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

Comments  (0 - 10 of 73)
Guest
Guest

How can I use DUSK monster in DOOSK.First in game is doom monster.

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AlphaEnt Creator
AlphaEnt

Dusk monsters is already included on the original download, so a separate monsters download is not required.

The standalone monsters is only useful if you want to play with dusk monsters on vanilla doom or other mod's that supports custom monsters.

Reply Good karma+1 vote
ANDROIDFERRET
ANDROIDFERRET

Hi ...I uploaded a short video showcase..

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AlphaEnt Creator
AlphaEnt

Mod just got updated.

Current changelog:

Monsters update (10/12/20)
Improved flashlight on Dusk movement playerclass (Made by Ivory Duke)
Solved an issue with wrong version of fast fire totem showing up on heretic playthroughs.
Added the circle bar hud for Fastfire totem and Blistering heat powerups.
Deleted coloured blood from few Doom monsters.
Added extra vertical player boost to mortar and riveter's SP projectiles.
All obituaries and pickup messages were moved to language.enu for easier manipulation.
Increased Fastfire totem heal from 25 to 50.

25+ Dusk monsters ripped for the mod.
(Several modeldef coded by JD-513)
(Noesis suggestion and additional pickup models given by TheZombieKiller)
Added additional skill levels to play with Dusk monsters.
Added shotgun and assault rifle variants to soldier. They all fire projectiles though.
Added several audio cues to Big john's large attack state.
Added several voice cues to Mage/Soldiers.
Added random horizontal/vertical pitch to several Dusk monsters projectile.
Added some monster randomizers for certain monster types.
Made some monsters with high health pool more easily gibbeable.
Decreased stimpack value on dusk monsters mode from 10 to 7.
Decreased medikit value on dusk monsters mode from 25 to 15.
Now all dusk projectiles can be deflected (except cowgirl and bigjohn rocket projectiles)
Deleted frequent mutators options from skill menu, as dusk monsters were added and the space was needed for it.
Ripped rotating pickups for ammo, health, armor and powerups.
Added optional models to ammo and weapon pickups.
Added an accurate gore system, akin to dusk.
Supershotgun and Sniper rifle now can gib monsters.
Deflected projectiles now does 5x damage to monsters.
Added noblood flag to certain "sickle deflect monster" actors.
Projectiles no longer plays death sound when deflected by sickles.
Increased sickles blocker height and range.
Monsters corpses are now gibbeable (lzdoom/modern gzdoom only) Code taken from Q2TC demo.
Monster sprites were separated from base pk3. Monsters are now an optional addon, but they do require doosk to run properly.
Optional standalone versions of the monsters were made to be played without doosk. It requires a separate download.
Added dive, surface and puzzfail sounds to player.
Additional tweaks to some monsters, now some of them won't attack inmediately after entering see state.
Wendigo and dogbox now drops additional ammo, in compensation for the large health pool they have (3/4x more than the monsters they are replacing)
Added dusk monsters to heretic.
Added model definitions to heretic variations.
Added several multiplayer skins.
Added an option to delete single weapons upon picking up a duplicate weapon.
Tweaked health pool of "dusk heretic" monsters variants to fit the game better.
Dusk Monsters can now switch targets if they're attacked.
Added another hitsound option that changes based on which mode you're playing.
Improved mortar behaviour: Now grenade lives for full 6 seconds instead of exploding at random.
Mortar Projectile is less bouncier and it no longer spams the bounce sound if grenade is too attached to the floor.
Fastfire totem and soap no longer spawns on duels.
Mortar sprite replaced with actual mortar projectile.
Replaced some "vanilla replaced" sounds with custom ones.
Weapon pickup sprites converted into 8bpp.
Tweaked the options menu logo while on heretic mode.
Explosive/wood barrels replaced with actual dusk barrels.
Added radiation suit sprite/models replacements.
Tweaked the Assault rifle code while on fastfire mode.
Added different gore for scarecrow.
Reduced small chompers spit damage while on heretic mode.
Increased rat size.
Replaced several dialogues with language lumps.

(Michaelis) Players now shows the damage done to other players on dooskworld.
Addition to Crush states on all monsters.

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Guest
Guest

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Guest
Guest

Can it work on freedom?

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AlphaEnt Creator
AlphaEnt

It is designed with that on mind.

Upcoming doosk update will allow you to play with either doom/heretic or dusk monsters, so the monsters pack will replace the ones from freedoomif you choose that.

Reply Good karma+2 votes
AtticusZed
AtticusZed

A couple small changes I'd like to see in future releases:

-Removal of the single pistol and shotgun once you collect their akimbos. Or at least the option to not have them show up. It's a small thing but it messes up my cycle when I want to switch over to the right weapon.

-Seperate ammo pickups for the pistols/assault rifle, hunting rifle/crossbow, and mmmmaaaybe the mortar/riveter. Divided by small/large ammo pickups. The only reason that I'd not consider dividing the mortar/riveter between small and large ammo pickups is because one could be considerably rarer than the other. I think it's a BFG replacement so possibly nonexistant in Doom 1 maps.

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AlphaEnt Creator
AlphaEnt

Ok, so i have done the pistol/shotgun removal.

That will be a tweakable option inside mutators for next update.

Separate ammo is a frequent request, so i'll consider trying to do a toggeable option, but it might take me a while as i would have to rewrite most of the weapons code for that to happen. Even then, not sure if i will be able to do it as I want.

So, it's a no for now, but it's into consideration for the future. By that I mean, later next year, hopefully.

Reply Good karma+2 votes
AlphaEnt Creator
AlphaEnt

I understand what you mean with the single weapons removal. Although i think it would be not that good, i'll see what can be done about it. Have an idea, not sure it will work.
I imagine it can be toggled via mutators.

Not sure if it will be achieved for december's update though.

Reply Good karma+1 vote
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