Metroid Doom v2.2
Patch 2 commentsVersion 2.2 fixes the Walker's death animation for real, improves ACS music changing, prevents Unholy Massacre from showing in LZDoom, removes some unnecessary...
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Version 2.2 fixes the Walker's death animation for real, improves ACS music changing, prevents Unholy Massacre from showing in LZDoom, removes some unnecessary...
Version 2.1 adds a TITLEMAP, makes the default Power Beam faster, adds new firing frames to the Missile Launcher, (hopefully) fixes the Walker's death...
It's Doom. It's Metroid. It's Metroid Doom. It's a Metroidvania Doom 2 map with new sounds, music, enemies graphics and gameplay and a new map which is...
there's a piece of foliage that is blocking my progression on the latest version any help?
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Nice work. Just finished yesterday. I've got a couple o bugs tough: The Nightmare acts like an Archvile and starts to ressurect dead momsters around. The Archvile sprite even pops up.
Also even after getting the Autoaim off it still keeps working. Making the red gun almost useless at close range.
But still, one of the best things i'ved played on the last years. Congrats!
Thanks for the feedback and bug reports! Sorry about the delayed response, I've been on a bit of a Doom hiatus.
Nightmare is actually supposed to revive enemies, however its sprites for doing so weren't named correctly. They've been renamed and the proper animation will be in the next patch.
As for the autoaim issue, it's not actually autoaim. Especially fast projectiles have buggy movement in GZDoom, and the FastProjectile code class exists to fix their issues. Strangely, none of the beams were FastProjectiles, so I went in and set them as such. Aiming at close range now works properly and should be much more intuitive in the next patch.
As for what this fabled "next patch" entails, expect the described fixes, as well as a new Quake-style intro map (and some other technical changes that would bore you to death if I described them). Metroid Prime 4's release date-ish announcement got me all hyped up on Metroid again, so I've been back to work at the mod. Thanks for playing!
Is there anyway this could run on Chocolate or no?
Nope. It's far too advanced, never mind the fact that it's in a format that Chocolate doesn't support. Someone could probably create a pretty close approximation on ports like Woof and DSDA-Doom, though, since they have a lot of tools for modders while still being very vanilla-accurate.
Looks amazing
this kind of incredible, one of a kind mod
Thank you so much for this mod, finally a metroid experience for VR (gzdoomvr)
can you make a zandronum version plz ?...