PsychoPhobia is a new Doom2 campaign for GZDoom and Skulltag
Important:
To play it, you need GZDoom Version 1.5.06 or Zandronum v1.2 or higher.
(playable only in opengl mode [the software renderer is not supported])
To run Episode 1 and 2 correctly you must load the 3d-decorate.pk3 (it is included in the package).
-> If you find bugs or glitches feel free to report them.
Features:
- new weapons
- new monsters
- new textures
- new music
- new sounds
- new decorates
- new Hud
- new maps
- new Episodes
- and many other different things
- all decorate things are now breakable (also the originals from Doom2)
- light effects
- new monster deaths
Episodes:
- Episode 1: "Rise of a Psycho" (8 maps) (location: Earth future)
- Episode 2: "The Dark Age" (8 maps) (location: Earth in medieval times)
- ZBloodpack: (This is the old ZBloodpack.)
- The Pit: (The Pit is an example map for the new stuff. Here you can arrange monster fights. ;-) )
Videos:
Playthrough: Youtube.com by EG22582262
Playthrough: Youtube.com (map01 - map04) by Pi3rd3K
GamePlay (of an older version): Youtube.com by Pi3rd3K (This Video contains a link to a installation Tutorial)
Links to compatible Ports:
Zandronum Zandronum.com
GZDoom: Osnanet.de
Skulltag: Skulltag.com
Versions:
Latest Version is v2.25.
-> Mod is not dead. Only the progress is going very slow. <-
(Version (2.25) is now compatible with Zandronum and Skulltag)
Thanks to all for the positive comments and feedback. :-)
This last week has been busy with quite the list of mods to go over. So have a listen and see if anything takes your fancy!
So that's it for this week modders, but don't fear we will be back next week with more mods and goss for you all to enjoy! Don't forget to send your modding/gaming questions to dave@moddb.com and we will answer the questions on the show!
Here is the impressive music from PsychoPhobia made by our supporter and friend John S Weekley.
This is a DoomStarter I wrote last summer. The entries in the config-files must be adjusted to your Port and Wad loactions. I planned to release it with...
This is a not complete version of 3d monsters for PsychoPhobia. We have more 3d monsters, but some of them are from Doom3. This package does not include...
This is a package of HiResTextures for PsychoPhobia. It is not finished yet.
This is PsychoPhobia Version 2.25. It contains Episode 1 & 2, The Pit, and ZBloodpack. Changelog can be found on our homepage and inside the package...
This is PsychoPhobiaCM (Contend Mod) Version 2.04. This is the last zdoom compatible veriosn without 3d stuff.
I Fixed those black textures , by disabling some option on OpenGL options
I Can wait for 2.25 , One Question , There will be new Monsters or new Features?
There will be one new monster. The attacks of the Priest has been improved and a few monsters got alternative deaths. The shot of the BFG can be charged like the melee attacks. Two new amazing music tracks by John S Weekley. Two new magazines and some other changes.
And I am also working on a compatibility mod that will allow to play psychophobia with BrutalDoom. First version already works. But there is also some other work to do.
Until the next version comes out, I was wondering if it would be possible to make a patch to include the different spells as a random chance pick-up replacement for the BFG in the Content Mod? Currently there is no way to acquire them without console commands, or codes.
I already added this to the new version 2.25. But I dont know when I will release it. ;-)
Awesome to hear! Can't wait for the next episode!
i really want the all the monsters back has anyone got the zipper or rar folder for psychophobia v1.00 please?
Many of the old monsters are also in ZBloodpak.
i dont understand how to run it on skulltag, i want to play it on coop :(
Too bad the last version is not compatible with skulltag , try it on Zandronum , i think this will only run in GZDoom
I will try to make it Zandronum compatible. Because me and my brother are playing in coop too. ;-)
The only problem is the new A_Seekermissile function of zdoom. GZDooM has it too, but Skulltag and Zandronum not. I hope they will build it into the next Zandronum version, but I am not sure if they plan to do it. So I will have to find a workaround for this problem.
Would this be sufficient?
ACTOR Rocket_alpha_seeker : MageStaffFX2
{
Spawnid 127
Radius 4 Height 4 Speed 20
+MISSILE -FIREDAMAGE +FRIENDLY +NOGRAVITY -EXTREMEDEATH +NOTELEPORT +FOILINVUL +NOBLOCKMAP +ACTIVATEIMPACT +ACTIVATEPCROSS +DROPOFF +RANDOMIZE +ROCKETTRAIL +SEEKERMISSILE
ReactionTime 2000
Scale 0.6
Seesound "effects/rocklfly"
Deathsound "effects/rocklexplosion"
obituary "%o rode %k's rocket."
Renderstyle Normal
States
{
Spawn:
TNT1 A 0 A_CountDown
TNT1 A 0 A_LookEx(2,0,60,0,360,"See")
MISL A 1 bright A_MStaffTrack
Loop
See:
TNT1 A 0 A_CustomMeleeAttack(random(1,8)*32,"none","none")
TNT1 A 0 A_ClearTarget
TNT1 A 0 A_ChangeFlag("FRIENDLY",0)
TNT1 A 0 A_LookEx(0,0,0,0,360,"Death")
Death:
TNT1 A 0 A_ChangeFlag("ROCKETTRAIL",0)
TNT1 A 0 A_ChangeFlag("NOCLIP",1)
TNT1 A 0 A_Scream
TNT1 A 0 Radius_Quake(3, 28, 1, 4, 0)
TNT1 A 0 A_Explode(230, 192)
TNT1 A 0 A_SpawnItemEx("SFX_RocketExplosion", 0, 0, 0, 0, 0, 1, 0, 128 | SXF_NOCHECKPOSITION, 0)
TNT1 A 20
Stop
}
}
Thanks. Now the seeker Rocket and chain lightning works on skulltag and zandronum. Your help saved me a lot of time. ;-)