Mortal Kombat Doom "as is"
Mortal Kombat Doom "as is"
It's Mortal Kombat Doom. This patch is old and obsolete. I haven't done any real work on it in almost two years (Today being 2/2/99). I didn't even bother to give Akuma some real walking or death frames or add more blood like I was going to. This patch just isn't worth finishing. I made the level back when I couldn't even align textures. Well give this patch a try if you want. I'll probably use the few good ideas for other patches.
MKOMBAT2 - Mortal Kombat Doom (version 2) - for Doom II Updated with new music and graphics, difficulty settings, and most of the gameplay bugs removed. NOTE: MKOMBAT REQUIRES A SOURCE PORT WHICH SUPPORTS DEHACKED PATCHES AND WADS CONTAINING SPRITE GRAPHICS - SUCH AS ZDOOM, MBF, BOOM, PRBOOM, LEGACY, ETC. This is a modified version of MKOMBAT.ZIP Original Author : Gokuma firstname.lastname@example.org Version 2 mods by: Sparky of KISS Software email@example.com Note: this version has been released with the consent of the original author. Please note that Mortal Kombat Doom was an early, unfinished work by Gokuma and is in no way representative of his excellent later work. In other words, if you think MKOMBAT2 is a piece of shite... blame Sparky for updating and releasing it, not Gokuma! To see what Gokuma can really do, visit his sites at: http://doomnation.com/tf/ http://geocities.com/kuronue13/ Mods made by Sparky of KISS Software: - fixed the offset of the Menu Logo which was causing Legacy Win32 to crash (but strangely, not Legacy DOS). - aligned the Menu Logo with the Title Screen so it looks more aethetically pleasing (it's not aligned with either version of Legacy v1.28 though). - fixed some minor graphics offsets: stdisk, m_skull1 and m_skull2 - removed the modified cheat codes from the DeHackEd patch - but don't use them or you will have access to weapons which were not modified and were never intended to be used (pistol, both shotguns and the chaingun). You'll probably want to use IDDQD though until you work out how to defeat each of the new monsters (some of them are pretty tough). - modified the structure of the wad slightly to put resources (sprites and wall patches) between start/end markers. - added new names for the different skill levels. Modified those from subzero.wad by Female Subzero (firstname.lastname@example.org): I'm Too Young To Die NOVICE Hey, Not Too Rough DISCIPLE Hurt Me Plenty WARRIOR Ultra-Violence CHOSEN ONE Nightmare MASTER - added difficulty settings - in the original version all 3 skill settings were identical (except the BFG which only appeared in CHOSEN ONE and MASTER). - made the secret door more obvious and removed the redundant exit switch (there's a stash of stuff in there now too). - made the pitch-black areas slightly brighter - so now you can only just see the ammo, health and monsters in these areas. - aligned most of the wall textures and cleaned up around the exit door - fixed which lines do and don't appear on the Computer Map. - turned the Player 1 start around 180 degrees to face the Mancubus. - replaced the faulty trooper in the level with a green demon (this new monster was not used in the original version at all). - removed the unmodified ss_guards and replaced them with imps (except for the one in the special hidden area). - replaced the faulty Baron of Hell mith a Hell Knight. - fixed about 6 HOMs in the Mortal Kombat Symbol Room (most were very small and difficult to see). - added level text for the stats screen at the end of the level. - removed the unused/incomplete sprites from the wad - SMIT and HEAD. The HEAD sprites would have looked more at home in a VIC20 game (if you know what a VIC20 is, your age is showing!). - added music for MAP01 - Mortal Kombat Theme (kombat.mid downloaded from www.cowdance.com, and converted using MID2MUS). - added the intro/intermission music - thanks to Chris Lloyd (email@example.com) author of hongkong.wad. - modified the Title and Credit Screens to add my name as the author of the Version 2 Update. - deleted the redundant stuff from the DeHackEd patch - end of episode text (never used), flats name changes (they didn't work), monster name changes (only seen after level 30 so they were pointless). I left all the startup text changes even though none of the current Source Ports display them. - added an edited screenshot MKOMBAT2.GIF for distribution/promotion. NOTES: ----- 1. MONSTER BEHAVIOUR - I did not modify the monster behaviour at all, so anything weird you see was in the original (eg. a hopping-mad Cyberdemon, etc.) - I tried getting rid of the "Monsters Cannot Cross" lines but these are there for good reasons: a) the Mancubus' gushing blood can trap and hurt the other monsters; b) you don't want the CyberDemon trapping you on the platform. 2. SKILL SETTINGS Most people should play on NOVICE first until they are familiar with the new monsters and weapons. If you start on a higher skill and get your arse kicked... don't say I didn't warn you. After you've gained some experience: WARRIOR is for average players, CHOSEN ONE is for seriously good players (unless you know where everything is), and MASTER is probably impossible. 3. TESTING The original author intended MKOMBAT to be used with the Legacy Source Port. This is actually the worst of the Ports to use due to several bugs which don't appear in the other Ports (see below). MKOMBAT2 has been tested with the following Source Ports: ZDoom v1.18b - recommended - the demos have been disabled at startup, and instead the Title and Credits screens are displayed sequencially. Also has high screen resolutions and mouse-look. MBF v2.03 - good - high screen resolutions available PRboom v2.02 - good - " " " " Boom v2.02 - not recommended - only 320x200 low resolution Legacy DOS v1.28 - not recommended - bugs (see below) Legacy Win32 v1.28 - not recommended - " " " - use a screen resolution of 640x400 otherwise the pixels are elongated. For example, 800x600 has the wrong aspect ratio and the menus in ZDoom are distorted. - if you like to use the mouse-look feature then use ZDoom rather than Legacy. MKOMBAT2 also tested okay with 'Plain Vanilla' Doom II v1.9 by: - running the patch mkombat2.deh through DeHackEd v3.1 - adding the missing sprites to mkombat2.wad using WinTex This is not recommended due to the resulting file size (over 5.3 MB) and the low resolution graphics (300x200) of the original Doom II. 4. KNOWN BUGS a) Some of the monsters were created using screen shots from the real Mortal Kombat, so some of them tend to walk a bit funny. b) Sometimes the beating hearts leak floating blood. This bug is random, so if you see this in the first room near the start just restart the level. c) In all of the Ports (except ZDoom) and 'Plain Vanilla' Doom II none of the weapons will open secret doors, so you'll have to use a punch or a kick. d) Legacy Win32 and DOS versions - the Menu Logo is offset - the menu text "Choose Skill Level" is offset - the Cyberdemon transparency flashes on/off - the player face background is green Although Legacy has the best sound (on my system) and arguably the best unaccelerated graphics of all the Source Ports, I couldn't recommend you use it because of all the bugs. The original text file follows: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For Doom 2 with Doom Legacy (untested with other ports) ================================================================ Title : Mortal Kombat Doom "as is" Filename : mkombat.wad mkombat.deh Author : Gokuma Email Address : firstname.lastname@example.org Misc. Author Info : Doom page at doomnation.com/tf other page at geocities.com/Tokyo/Island/6139 Likes Street Fighter a lot more than Mortal Kombat Description : It's Mortal Kombat Doom. This patch is old and obsolete. I haven't done any real work on it in almost two years (Today being 2/2/99). I didn't even bother to give Akuma some real walking or death frames or add more blood like I was going to. This patch just isn't worth finishing. I made the level back when I couldn't even align textures. Well give this patch a try if you want. I'll probably use the few good ideas for other patches. Usage : doom3 -file mkombat.deh mkombat.wad Additional Credits to : Justin Fisher (I got some of his wall texture gfx and lightning gfx the 3D game Alchemy CD's graphic library. I modified them before using them though.) VK (http://yoda.com/~ryuujin/) (I got Akuma gfx from animated gifs he made) Midway Id ================================================================ * Play Information * Episode and Level # : map01, the level isn't finished but it is fully functional with an exit and stuff. Single Player : Yes Cooperative 2-4 Player : I guess Deathmatch 2-8 Player : Yes Difficulty Settings : I forget New Sounds : Yes New Graphics : Yes New Music : Yes Demos Replaced : None * Cheat codes * Change music = music Chainsaw = kickassÿÿ God mode = isuck Ammo & Keys = blood Ammo = soul No Clipping 1 = ghostlyÿÿÿ No Clipping 2 = walkÿÿ Invincibility = istinkÿÿÿ Berserk = iwupyoass Invisibility = noobÿÿÿÿÿ Radiation Suit = shieldÿÿÿ Auto-map = greymapÿÿ Lite-Amp Goggles = lookÿÿÿÿÿ BEHOLD menu = dullardÿ Level Warp = warpto Player Position = hereÿÿÿ Map cheat = maps ================================================================ * Things replaced * Imp = Brown Ninja Spectre = Noob Saibot Cacodemon = Reptile Pain Elemental = Ermac Hell Knight = Smoke Revenant = Golem Baron of Hell = Akuma Arachnotron = Thomas Dead Cacodemon = Spewy Dead Imp = Eyes for pitch black caves Dead Lost Soul = Bridge for Doom Legacy Dead Player = Dead Heavy Weapon Dude Dead Zombieman = Dead Wolfenstein Soldier Guts and Bones = Dead Hell Knight Guts and Bones 2 = Dead Arch-Vile Pool of Blood 2 = Beating Heart Tall Green Pillar = Spike Short Green Pillar = Bloody Spike Tall Red Pillar = Heavy Weapon Dude Head on Spike Short Red Pillar = Zombieman Head on Spike Chainsaw = The Ass Kicker Rocket Launcher = Rayden's Lightning Plasma Gun = Scorpion's Hellfire BFG 9000 = The Finishing Move Statues: Brown Stub = Ninja Eye in Symbol = Revenant Grey Tree = Demon Tall Brown Tree = Cyberdemon Pile of Skulls = Imp Skulls in Flames = Vile Burning Barrel = Thomas Pool of Blood in Dehacked = Pool of Blood in DEU Pool of Blood 1 in Dehacked = Pool of Blood 2 in DEU Pool of Blood 2 in Dehacked = Pool of Blood (small) in DEU = Beating Heart ================================================================ * Construction * Base : New patch from scratch Editor(s) used : a ton Known Bugs : slime trails stuff is unfinished Don't bother reporting any bugs * Copyright / Permissions * You may do whatever you want with this file as long as I get some credit. * Where to get this WAD * http://doomnation.com/tf