Blessed by Newblood, this mod features all weapons from dusk, ported into Doom engine. The mod also features game achievements, game mutators and even an optional fork of ZMovement, called "Dusk movement" made by Ivory Duke himself.

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JohnnyTheWolf
JohnnyTheWolf - - 1,058 comments

Really not a competitive multiplayer person myself, but a proper multiplayer component is a nice touch nonetheless! Keep up the good work!

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Description

You have 100% completed Dusk and already played Doosk with both Doom and Heretic games. You've proven yourself worthy.
Now it's time to prove that worthiness to others...

Doosk is now multiplayer compatible, and therefore, zandronum compatible.
Introducing Dooskworld, A multiplayer-like option where you can frag your foes at will on a skirmish match.
Fight against a bunch of bots (or people, if you want) on a frantic, fast-paced deathmatch experience.
Or become partners. Share your greatness with others and defeat the forces of hell together in a fun, cooperative experience.

Some of the features this new doosk update will include:
* Custom bots designed for this mod. Some of them include chatfiles so they can even talk to you. (There are some hidden cameos there, I'm sure you'll recognise them.)
* Two optional mutators, multiplayer exclusive. Now you can play against others on an instagib match!
* The mod is now partially compatible with QCDE Mappacks. Included additional actors to the mod, so that way I can improve the playability of the mappack outside of QCDE.
* You can play Dooskworld with heretic if you so wish! (Remember, regular doosk is also compatible with Heretic.)
* Damage sounds were added to the weapons, that way you can hear when you hit someone from the distance.
* Now you can select a particular dusk track to be played endlessly instead of randomly being chosen.
* All singleplayer mutators no longer affect the multiplayer part of the game.
* A new mutator was added for singleplayer, now you can tweak how much damages does the weapons inflict on monsters.
* "Mutators" and "Weapon keybinds" were located inside "Mod options", for easier accessibility, as they were often unnoticed.
And few more things...
Full list of changes inside the changelog.

PS: This update got sightly delayed, as you may know i'm still offline and don't have internet service.