A Star Wars/Dark Forces themed mod for GZDoom. It replaces Doom's weapons, enemies and (almost all) decoration objects. The mod takes elements from both Star Wars cannon and legends. Most projectiles are 3d models of Star Wars blaster effects. Gameplay is changed quite a lot, hitscan attacks are rare and most projectiles typically move much faster than those in Doom. Infighting is also rare and only happens between imperials, aliens and bounty hunters (they won't attack their own team). The Icon of Sin is also replaced with a more traditional boss enemy, Emperor Palpatine! You can also unlock force powers by finding lightsabers. You can get up to seven powers, including being able to throw your lightsaber. Force powers use force energy which slowly regenerate or can be charged up faster at the cost of movement speed. The mod uses built in ZDoom controls for inventory items and force powers. There are new names for the user key functions for the force powers.

Add file Dark Forces Music Patch
Filename
DarkForcesMusicX.1.zip
Category
Music
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Ximmerman
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460.76kb (471,822 bytes)
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654 (1 today)
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bce9e9c893a4ec5632e8b3f4ab0eefae
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Description

20 Midi Tracks by Clint Bajakian--for the authentic Dark Forces experience. Put together by Darman Macray to be used with Xim's Star Wars Doom.

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Dark Forces Music Patch
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pointblankprg
pointblankprg

I wonder what option there is to make it emulate the synth sound present in x-wing, tie fighter, and dark forces, as dictated by DOSbox. I would like to hear these songs as close to that as possible.

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Ximmerman Author
Ximmerman

In GZDoom you can change the MIDI device under sound settings. Not sure if you can get the exact sound from the DOS games but there should be some more "old school" sounding midi modes in there. It might depend on your computer though, I'm not sure.

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Doom II
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