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.