10/4/2023 0 Comments Gzdoom gameplay modsNote 3: Make sure your Sprint is bound! Same with Reload and/or Zoom. Super-extended resolutions brought about by any further versions are probably going to make things look funny. Note 2: This mod was designed with GZDoom 3.4.1 in mind. If you get stuck, just hit Use Inventory. Note 1: Keep in mind that because of all the mobility options, it's extremely easy to sequence break even by accident! It's encouraged not to try this mod on a mapset you haven't already played, unless you're brave. If you've been looking for a mod where you can play as a robot, android, gynoid, or you've been looking for something to compliment Stardate 20X7, this might be up your alley. Rather than being very simple and low-tech, this mod is a little bit more complicated and hi-tech. Designed to act as a complement for sci-fi/space-age mapsets, the gameplay mod acts as a direct contrast with High Noon Drifter. Inspired by Mega Man X, gameplay feel is a little bit more cartoony and high-tech than usual, with some pretty outlandish weapons doing some silly functions. And to help out wherever she's needed, admittedly. Armed primarily with mobility, a series of battle chips for extra combat data, and a variety of utensils installed into her gauntlets, she zips from place to place to gather additional combat data. It could definitely lead to more cross-chatter and cross-forum wad posting, at the very least.Highway Acceleroid Booster is a GZDoom gameplay mod where you play as a robot girl that's part car and part super fighting robot. Just a simple "other Doom community resources" tab or section somewhere with the ZDoom forums and a handful of other Doom sites/forums, and having other forums do the same. I really would like to see Doomworld and the ZDoom forums act slightly more as associates than we currently do. In a way, it's useful and makes sense - we have one place that's 3/4ths "Maps of the boom, vanilla and LR variety", with the other 1/4th being gameplay mods, "fancy" map packs for (G)ZDoom and Eternity, etc - then on the ZDoom forums, there's more of a distinct focus on mods and ZDoom-centric mapsets (naturally) with some other stuff mixed in. My understanding, as flawed and mockable as it might be, is that gameplay mods mostly flow from the ZDoom Forums, while Doomworld tends to be more map-centric and Boom-centric, and there’s always been differences, both cultural and political (for lack of a better word). Lazy stereotyping? Probably! Mapper friendly! All new items and weapons can be placed directly without randomization, certain features like automatic loot placement can be turned off by placing a specific thing anywhere in the map, and there are several new things designed specifically for custom maps, like extinguishable fires and Meathook grapple points! Secrets and Easter Eggs galore! From secret pickups to new cheatcodes, it just wouldn't be one of my mods without them. The Codex, a powerful assistant by DrPySpy that records information and lore about every weapon, item, monster and pointless piece of paraphernalia you find. Fancy visual effects! Procedurally-generated loot item spawns! All sorts of other fun stuff! Intelligent Randomization doles out new weapons and monsters gradually, giving you time to get your footing before unleashing the true mayhem of the Extended Doom Universe unto you.įlagrant Abuse of every new feature GZDoom introduced during development as it appears. then the resulting mass of flesh and guns gets thrown into a blender for five minutes. And then the obscure stuff, like the mobile games and console ports, get thrown in. MetaDoom is a gameplay mod that attempts to merge in elements from every Doom game ever made into something loosely resembling a cohesive mass, with Doom 2, 3, 2016 and Eternal elements standing side-by-side and often merged together in new and interesting ways. Ultimately, looking at these efforts made me take a step back and think: why restrict yourself to mashing just two games together.? Similarly, Doom 2016 received similar recreation efforts, with varying levels of closeness to the original source material. When Doom 3 came out, there were a number of attempts to recreate its gameplay within the boundaries of the Doom source ports of the time.
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