DOOM(4) for DooM

A gameplay mod bringing some of the Doom4 mechanics and it's weapons, with mods included.

Filenames
d4d.pk3
Size
38.73 MB
MD5
db1bca1b579cdb57d80265103e5fcf3e
SHA-1
13441dd5e44cafd205c44d9afcc0935dfd60ec5f
SHA-256
4720ae3eec22298cbd00489ef4a90ef1f4ea20d63caa8ddf47ab96f2cae70e91
WAD Type
PK3
IWAD
Doom II
Engines
Boom, Legacy, ZDoom
Lumps
3505
Maps
TITLEMAP

Read Me

===========================================================================
Archive Maintainer      : (special instructions if any)
Update to               : (original filename if updating an existing file)
Advanced engine needed  : (ZDoom, Boom, Legacy, etc. if REQUIRED)
Primary purpose         : Single+Coop play / Deathmatch / No levels included
===========================================================================
Title                   : DOOM(4) for DooM
Filename                : D4D.pk3
Release date            : 07-18-16
Author                  : DBThanatos, Major Cooke, Michaelis
Email Address           : [email protected]
Other Files By Author   : "Quake4 Lightning Fast Mod Doom Edition",
                          "Doomstorm", "AEons of Death", "Super Doom 3 Take II",
                          "The Ultimate Torment & Torture: Take II", "Dream of 
                          magic 2.0"
Misc. Author Info       : Stuff.

Description             : A gameplay mod bringing some of the Doom4 mechanics 
                          and it's weapons, with mods included.

Additional Credits to   : See credit list below
===========================================================================
* What is included *

New levels              : None (unless you count the "Titlemap")
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : A plethora of Zdoom specifi lump
Other files required    : None other than a recent GZdoom devbuild


* Play Information *

Game                    : Doom 2 (compatible with Doom)
Map #                   : No
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes, a lot of them


===========================================================================

* Construction *

Base                    : New from scratch 
Build Time              : 6 weeks
Editor(s) used          : Slade, Programmer's notepad, GIMP, Audacity
Known Bugs              : The latest Gzdoom devbuilds might corrupt savegames
May Not Run With        : Anything but GZdoom devbuild. Will NOT work with 
                          Zandronum. It might run in ZDoom but it will look
                          like crap due to color limitations.
Tested With             : GZdoom devbuilds of July 9th


===========================================================================
* Credits *


Neccronixis             : Creator of all the Doom 4 weapon sprites &
                          doomdoll pickup and animation.

DBThanatos              : Project idea and direction. Import, offseting, 
                          renaming all of Neccronixis' weapon sprites.
                          Edited all muzleflash sprites from the weapons.
                          Created base functional code of all weapons.
                          Doom4 sound ripping, conversion and processing. 
                          Created voxels for: ammo pickups, health pickups,
                          armor pickups, chaingun pickup and it's holograph
                          version, all holo system mod/upgrades and cursor.
                          Created sprites for all voxels DBT made.
                          Coding and adding all decals for monsters and
                          weapons. Coded all monsters. Titlemap. Menu
                          graphics and design. Implementation of DoomDoll
                          and grenade system. "Roach" monster recolor (which
                          was used as D4D imp). Game balance.
                          Resource gatherer and organizer.  
                          Final polishing of visual effects.

Major Cooke             : Design, creation and implementation of the "Holo
                          upgrade system". General overhaul of the weapon
                          code to enable "hold altfire to ready mod". Creator
                          of the BFG tracers and electric effects. Creator
                          of almost all particle effects, including bullet
                          tracers, pickup trails and just about every single
                          fancy particle system found in here. Finetunning
                          most of the DECORATE code. Deprecation of many
                          ACS based systems and ported them to DECORATE.
                          Implementation of "Double Double Trouble Trouble"
                          (double supershotgun) via overlays. Behavior and
                          visual effects of syphon grenade explosion. Coder
                          for spawned Holo-player. Developed and implemente
                          Half Life-like laser for Gauss Cannon and Static 
                          rifle. General DECORATE mastermind.

Michaelis               : Ripping, conversion and processing of graphics for
                          the Heads Up Display. Implementation of reticles
                          specific to each weapon, including the charging
                          animations. Rip/processing/implementation of blood
                          elements in the hud (along with cacodemon HUD hits)
                          General SBARINFO mastermind.

Roxas                   : Creator of the weapon voxels minus the "chaingun". 
                          Teaching me how to do voxels from scratch.

Xaser                   : Assistance to create the Titlemap. General advisor.
                          Fine tunning of weapon animations.



* Other credits * 

BeardedDoomGuy          : Creating the "Demon tears mug" image.

The Zombie Killer       : Footsteps scripting system & sounds.

Amuscaria               : Monster sprites for arachnotron, archvile, hell
                          mancubus, baron of hell, pain elemental. All from
                          Demon Eclipse.

HorrorMovieGuy          : Doom 64 pinky with clasic doom's color pallete.

Zanieon                 : Bullet tracer model & texture

Voxelbro                : Allmap, radsuit & berserk voxels

id Software             : Quake 4 / Doom 2016 sounds and graphics

Flying Wild Hog         : Hard Reset Sounds



* Beta Testers *

- 3xlneed
- BeardedDoomGuy
- Colossus
- Hellser
- iSpook
- JonnyTheWolf
- Matsilagi
- TheZombieKiller
- TiberiumSoul


* For monsters from Realm667 *

- "Unmaker zombie" (chaingun guy replacement)
Sprites: Id Software
Sprite Edit: Xim

- "Roach" (base sprite for imp)
Sprites vader
Sprite Edit: Ghastly_dragon, Mike12

- "Psychic soul" (lost soul replacement
Sprites: Id Software
Sprite Edit: Neoworm, Maelstrom

- "Blasterborg" (shotgun guy replacement)
Sprites: Id Software, 3D Realms
Sprite Edit: Neoworm

- "Rapid fire trooper" (zombieman replacement)
Sprites: Id Software
Sprite Edit: NMN, Tormentor667

===========================================================================
* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse. JUST LET ME KNOW :) Permissions have been obtained 
from original authors for any of their resources modified or included 
in this file.

You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format as long as you include this file intact. I have received permission 
from the original authors of any modified or included content in this file 
to allow further distribution.

Maps

No image available

TITLEMAP

Deathmatch Spawns
0
Co-op Spawns
1