MZZ
Content Creator
- Joined
- Apr 5, 2018
Ok, final round: MEGAAwesome, thanks this is great. Though the baronofhell is too tall and skinny. :)
btw, did you try Titty Doom?
Ok, final round: MEGAAwesome, thanks this is great. Though the baronofhell is too tall and skinny. :)
Ooo thanks, I'll try the new version out later today.
Thanks for your review. I admit I play not that serious, so the split second target recognition by shape/color is not that important for me personally.Your sound effect points are absolutely on point as always. I wonder where you get them since they sound so similar, and the art is just as good.
Love your work
Thanks for your review. I admit I play not that serious, so the split second target recognition by shape/color is not that important for me personally.
Cheers!
Doom is fun!
Great modding.!I wonder when these mods will be released?
Doom is fun!
What software do you use? Daz Studios? Blender? Mixamo?
When can I download these variants?
That sounds totally RAD :D
Pre-Internet, we got our hacks/mods from game magazines.
With an hex editor you could change a byte and make the Shotgun fire as fast as the Chaingun. Making it an absolute murdermachine :D
Thanks :)
Playtesting, critiques, resources and ideas are very welcome.
Oh, Sirens.wad, I see you are a man of culture as well ;)
Doomworld still has it, Wraithchild is listed as the author.
The whole "x-rated" wad section is a hilarious time capsule. Good times ;)
If possible, I want to play nice and use citable resources and give credit where possible. Ripping games is always an option for later.
But you are right, sounds make or break the immersion.
The XDeath (Extreeeeme, because 90ies) animations are even necessary,
because otherwise the engine would switch back to the old sprites. Which is horrifying in a completey different way :D
When I got the basics down, I think I can look into additional death animations, so fighting and the "post carnage" floor looks more varied.
I think the cast should have individual names.Hi All,
for my personal amusement I started to make a mod (wad) for the old Doom game.
The caveat to my endeavor is a) I'm not an artist and b) this is my first Doom project.
So there is much to learn & do :D
A mayor inspiration for me is (among others) Pixiv user "Beast Anime"
Mission statement
Replacing the Doom(II) monsters with sexy Zako girls without changing gameplay or their AI state machine.
As long as vanilla monsters are used, the mod should be compatible with other mods/maps.
Where to get it?
In the RPG Other Download section, Name is "Zako Doom".
How to get it to run?
- You need ZDoom or GZDoom. Both can be downloaded her for free: GZDoom
You also need the original asset files (wad) from Doom or Doom2.
- Copy the Zako.wad into the same folder as (G)ZDoom, then drag & drop the file onto the (G)ZDoom.exe.
The game then starts with the mod and you can play vanilla doom with Zako Girls ;)
Whats the difference between ZDoom and GZDoom ?
Both versions are extended implementations of the old Doom engine.
(Id Software released the source code yonks ago and allowed the community to go nuts. They did.)
ZDoom uses a software renderer and looks more "true" to the original Dos version.
GZDoom is basically the same engine, but uses an OpenGL Hardware accelerated renderer.
Which allows for a lot of gimmicks and effects (lightning, shaders, etc) IF called for by a mod.
Recommendation
Use Beautiful Doom alongside, it really pumps up the sounds & visuals
of stock Doom without changing to much gameplay.
Command line for a startup batch:
gzdoom.exe -file bdoom630.pk3 zako.wad
(adapt for a higher version for Beautiful Doom)
Release is Done :)
Known Bugs:
- Monster gallery at the end of Doom II uses stock sounds (may be hard coded) and ignores the scaling factors. So you get a gallery of "attack of the 50 feet woman". Which is kinda funny :D
- if the player is gibbed (e.g. barrel explosion) the general xdeath sound is played, which is now a female scream.
I used Poser12 (competitor to Daz Studio) with the model Daz3D Aiko3 (Ancient model, but I like her anime style look)What software do you use? Daz Studios? Blender? Mixamo?
don't expect much, its really just doodling around with gzdoom.When can I download these variants?
Besides their functional descriptor, I didn't thought about itI think the cast should have individual names.
Brightmaps don't use GLDEFS, it is an overlay of another texture where the pixel color and alpha channel are used by the renderer.Is there a separate GLDEFS (OpenGL Defs) file for the brightmaps of Zako 1.0 and the Zako 2.0 72.28MB ? I wanted to use some of the characters brightmaps as individual instead of the whole PK3. I've already have the Zako file with brightmaps and it work as a whole pk3 but would like to see the GLDEFs files and/also for the new Zakos 72.28 MB file on Mega. Basically looking for 2 GLDEFS files to download from those WADS.![]()