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Legend of Doom v1.1.0

Legend of Doom v1.1.0

Full Version 34 comments

Map improvements, bug fixes, and many quality of life improvements! Sprite and texture upgrades migrated from the Zelda 1 Redux ROM hack. Requires GZDoom...

Music fixes and FDS Sounds

Music fixes and FDS Sounds

Audio Pack 7 comments

2 music packs that properly loop the music. One includes the Zelda Famicom music and sound effects, for the purist player!

Legend of Doom v1.0.3

Legend of Doom v1.0.3

Full Version 2 comments

The Legend of Doom is a total conversion for DOOM that seeks to faithfully recreate the original NES world of Hyrule!

Legend of Doom v1.0.2

Legend of Doom v1.0.2

Full Version 3 comments

This conversion aims to faithfully bring the original NES land of Hyrule to life in the GZDoom engine.

Legend of Doom v1.0.1

Legend of Doom v1.0.1

Full Version 4 comments

An update that fixes various (one serious) issues in the initial release.

Legend of Doom 1.0.0

Legend of Doom 1.0.0

Full Version 5 comments

The Legend of Doom is a total conversion for DOOM that seeks to faithfully recreate the original NES world of Hyrule!

Post comment Comments  (60 - 70 of 77)
ThatGeoDude
ThatGeoDude - - 2 comments

Beat the mod a little while ago! Was really fun, felt amazing to play Zelda 1 in first person, you did a fantastic job. Here are some of issues I found in my playthrough.

Whenever I picked up the Clock item and would kill an enemy its hurtbox would still linger until after the clock ran out.

In level 6, There's a room with Gleeok that after killing him the doors would not open, I had to noclip to get out, and In level 9 I had 2 crashes that would consistently happen when I walked into either of two dirt rooms. As soon as the crash happened it would bring up the command screen ~

VM Execution aborted: tried to read from address zero. In function parameter "type"

Called from ZeldaSpawner.SpawnMonsters at lod-1.0.1.pk3:actors/zeldaspawner.zs, line 142

Called from SpawnController.worldTick at lod-1.0.1. pk3:actors/zeldaspawner.zs, line 333

Called from Actor.Spawn [Native]

There was also a spike trap that would block a stair tile in level 9.

I was playing on your V1.0.1 (Thats the version I started yesterday)

If you need a video or something of the crashes lemme know and I'll try to record something for you.

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DeTwelve Creator
DeTwelve - - 22 comments

No, that's a great report. Thanks! The Gleeok issue is fixed in 1.0.2 but I'll need to go in and look at those rooms in level 9, the clock, and the spike trap for 1.0.3.

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theineptgrower
theineptgrower - - 3 comments

Did a full playthrough last night and it's pretty damn fun, is it possible to put a longer delay on bombs? as they are now they're kinda useless for combat, and there's a trap in level 9 that doesn't move and stays on top of the staircase causing you to take damage no matter what, manhandla's hitboxes feel a little wonky, and arrows do no damage to the heads of it.

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DeTwelve Creator
DeTwelve - - 22 comments

Good feedback. Thanks for playing! You're the first person that's done a full playthrough that I know of! I'll take a look at the spike trap in level 9 and the other things you mentioned.

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theineptgrower
theineptgrower - - 3 comments

I can provide more feedback if you'd like, I speed run zelda for the nes and am pretty familiar with it, oh and another thing is I noticed that if you don't move through shutter doors fast enough you get stuck in them

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Guest
Guest - - 693,829 comments

sick mod ngl

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DeTwelve Creator
DeTwelve - - 22 comments

Than you!

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jim97
jim97 - - 1 comments

Is there any chance this will have support to play on zandronum with coop play in future?

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DeTwelve Creator
DeTwelve - - 22 comments

That would be sweet! I bit off a pretty big bite doing this as my first mod and some features like this felt less approachable initially.

I would like to prioritize better weapon switching/dual wielding for a v1.1 release, but co-op would be really fun and it is definitely something I will look into if I'm able to keep iterating on the project.

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JagDogger2525
JagDogger2525 - - 2 comments

The Rupee game stalls, even after saving and reloading - I played it once and it won't do it again - Otherwise, must've been super hard to structure everything as it is in the mod - awesome mod

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DeTwelve Creator
DeTwelve - - 22 comments

I actually noticed this too. When I entered a rupee game from the sea shore, there were no rupees. Ran over to the rupee game entrance just left of where you first start the game and the rupees were there. It's strange because they should both be taking you to the same rupee game room. This is definitely on my list of things to look at for a 1.0.2 release.

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JagDogger2525
JagDogger2525 - - 2 comments

huh, I just noticed that one of the steps going up to Level 6 (after the Graveyard) is missing a step and brings user down and shows a missing texture

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DeTwelve Creator
DeTwelve - - 22 comments

Thanks a lot for the feedback! I did a v1.0.2 update that fixes both the rupee game and that busted stair by level 6.

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