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Doom 2 cd art master levels
Doom 2 cd art master levels







doom 2 cd art master levels
  1. DOOM 2 CD ART MASTER LEVELS MOD
  2. DOOM 2 CD ART MASTER LEVELS MODS

Support for thyinterpic.wad to be automatically integrated to provide Episode 4 with an intermission screen.Support for Maps of Chaos versions of Doom 1 maps as well.Support for Doom 2 assets (enemies, decorations, weapons, etc) to be dynamically added to Doom 1 maps in specific locations.Support for Freedoom and Freedoom 2 as their own standalone episodes using Doom 2 textures and assets.Support for Doom 1 (and Ultimate Doom), Doom 2, Master Levels for Doom, No Rest for the Living, John Romero’s E1M8 remake, and Final Doom to all be played alongside each other seamlessly.

DOOM 2 CD ART MASTER LEVELS MOD

This mod contains the following features: This mod is in BETA! Expect to find bugs! Features It contains no information from Doom 2 at all and does not run as an IWAD. This pk7 file should be used as a pwad for Doom 2. See the Installation section for more info.

doom 2 cd art master levels

You will need to provide your own versions of the relevant IWAD files. It works by dynamically creating a pk7 file for use with GZDoom and Zandronum via a script. It dynamically replaces textures when needed, and can (optionally) spawn Doom 2 enemies in Doom 1. This mod aims to create a streamlined experience across all retail Doom IWADs, including Doom 1, Final Doom, and the Master Levels. Fixed a texture error related to SW1STONE in Doom 1.I had installed it and forgotten that it was not standard. Fixed the batch file using cp instead of copy.Added the ability to use NERVE.WAD from Doom 3 BFG Edition to get the NRFTL maps, rather than having to use the (far more obscure) NRFTL+.WAD.Fixed up some Plutonia textures that were causing conflicts in other maps.If there are any issues, I will remove it for the next release. As it effectively doesn’t exist anymore, and I can not contact the original developer, I have included it in the hopes that someone might find it useful. thyinterpic.wad is now automatically present within the _DOOM_IWAD folder in the archive, as it is extremely hard to come by.This is just for organisation and shouldn’t affect much. Added an intermission screen for the Master Levels for Doom 2, created by Julio Jimenez.

doom 2 cd art master levels

I am still looking for recommendations and feedback on this

  • Added some more item placements, including placement of Doom 2 specific decorations, in Doom 1.
  • This can be disabled with a console command.
  • Added the ability to use TNT’s animated computer monitor textures in all other games.
  • doom 2 cd art master levels

    Replacement does not work in Zandronum, so that feature is disabled in that version, however all added items still work.In some cases, original items/enemies have been replaced with Doom 2 versions (for example, the Chaingun pickup in E1M2 is now a chaingunner) Tweaked a lot of item placements based on feedback.Added an options menu to configure the mod (only in the GZDoom version).the Zandro version will work in GZDoom and Zandronum, but has less features The gzdoom version is more advanced, but is only compatible with the gzdoom source port. make.cmd now creates 2 files - DC_gzdoom.pk7 and DC_zandro.pk7.Fixed some animated textures breaking if having some wads but not other (eg providing TNT.WAD but not DOOM.WAD).Added a lot more enemy and item placements to E4, tweaked some others in Doom 1 maps.

    DOOM 2 CD ART MASTER LEVELS MODS

  • Changed the way the map hashes are generated, to increase compatibility with mods like DarkDoom that change sector brightness.
  • Added checks to make sure we are only stripping vanilla weapons (not mod-added ones) when playing the Master Levels, as it’s not possible to replace the correct weapons via script.
  • Added a console cvar to turn off Master Levels weapon stripping if it is not desired.
  • Currently, no items are replaced, but all maps are playable with the Doom 2 textures/sprites.
  • Bug fixes and some internal file changes.
  • Finished off all Doom 1 maps item placements - now to focus on Freedoom and other maps.
  • Fixed an arch-vile spawn on E2M5 not having the “Teleport in” effects.
  • Added a small delay to the Baron Fight Hellknight spawns.
  • Moved the added blood pool spawned in E1M1 to make it more obvious - This is done as a way to demonstrate that the item spawner is working and the mod is installed properly.
  • The randomizer can be turned on/off, and specified to be used only for PWADs Fat enemies won’t be spawned because they might get stuck in walls.
  • Added a randomizer, which will make PWADs have some Doom 2 content.
  • Added support for the John Romero E1M8 remake.
  • The script changes whenever there are texture updates or item placement updates If there are any ACS script changes, all savegames made for previous versions will stop working. When upgrading to a new version, you will need to re-run make.cmd. Doom Combined Release Candidate 1 Changelog









    Doom 2 cd art master levels