Zakos for (GZ)Doom (Release) (4 Viewers)

Deleted member 615349

Vivacious Visitor
Joined
Oct 1, 2024
Ok, final round: MEGA

btw, did you try Titty Doom?
Ooo thanks, I'll try the new version out later today.

As for Tittydoom, I have played that a bit. Besides the performance issues, which are worse than zako, I think it lacks some readability that zakodoom has.

Shotgunners/chaingunners/zombiemen all use the same attack sound, in vanilla doom shotgun/chaingun enemies use the same sound, but zombieman uses a pistol sound.

Cacodemon and painelemental have the same silhouette, which is bad when painelementals are usually your primary target in a crowd. I have the same complaint about the zako painelemental not standing out enough, especially in dark lighting. Adding some brightmaps to her ship would go a long way in fixing this, though I know brightmaps are a bitch to work with.

Not a readability thing, but lost souls move WAY faster than vanilla, not sure what is causing this.

Imps look too similar to hitscanners.

I do think the randomization of hair/skin/eye color is a really cool feature, but the loss of readability between imps and zombiemen is too much. Putting the zombeimen in green would fix this issue a lot. And contrary to what most people say, I think the arachnotron is fine. At least her corpse doesn't get in the way, and your solution is the only feasible solution.

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
 

MZZ

Content Creator
Joined
Apr 5, 2018
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!
 

SirBruce

Modder
Editor
Joined
Jan 25, 2026
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.

Doom 2: Sirens II Special - Map01​

 

SirBruce

Modder
Editor
Joined
Jan 25, 2026
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 think the cast should have individual names.
 

MZZ

Content Creator
Joined
Apr 5, 2018
What software do you use? Daz Studios? Blender? Mixamo?
I used Poser12 (competitor to Daz Studio) with the model Daz3D Aiko3 (Ancient model, but I like her anime style look)

When can I download these variants?
don't expect much, its really just doodling around with gzdoom.
72.28 MB file on MEGA

I think the cast should have individual names.
Besides their functional descriptor, I didn't thought about it 😅
 

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