Doom(4) for Doom v2.0

A gameplay mod bringing some of the Doom4 mechanics and it's weapons, with mods included.

Filenames
d4d.pk3
Size
50.02 MB
MD5
2fafe5e680b3ebb1f5596e361bdf422c
SHA-1
8f539a1042ac11788cd458dce6f2f49ddf62e398
SHA-256
75cb7c40e7e46349a19011265f828c1e002abf5ea01fffe3ae73aed8eec5600c
WAD Type
PK3
IWAD
Doom II
Engines
GZDoom, ZDoom
Lumps
4637
Maps
TITLEMAP

Read Me

===========================================================================
Archive Maintainer      : (special instructions if any)
Update to               : D4D.pk3
Advanced engine needed  : GZDoom v2.2
Primary purpose         : Single player, no levels included
===========================================================================
Title                   : DOOM(4) for DooM
Filename                : D4D.pk
Release date            : 10-31-16
Author                  : DBThanatos, Major Cooke, Michaelis
Email Address           : [email protected]
Other Files By Author   : DBThanatos: "Quake4 Lightning Fast Mod Doom Edition",
                          "Doomstorm", "AEons of Death", "Super Doom 3 Take II",
                          "The Ultimate Torment & Torture: Take II", "Dream of 
                          magic 2.0"
                          Major Cooke: "AEons of Death"
                          Michaelis: "ZBlood+", "AEons of Death"
Misc. Author Info       : Stuff.

Description             : A gameplay mod bringing some of the Doom4 mechanics 
                          and it's weapons, with mods included.

Additional Credits to   : See credits section
===========================================================================
* What is included *

New levels              : None (unless you count the "Titlemap")
Sounds                  : Yes
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : A plethora of Zdoom specifi lump
Other files required    : None other than a recent GZdoom devbuild


* Play Information *

Game                    : Doom 2 (compatible with Doom)
Map #                   : No
Single Player           : Designed for
Cooperative 2-4 Player  : No
Deathmatch 2-4 Player   : No
Other game styles       : No
Difficulty Settings     : Yes, a lot of them


===========================================================================

* Construction *

Base                    : New from scratch 
Build Time              : Something like 6 months
Editor(s) used          : Slade, Programmer's notepad, GIMP, Audacity,
                          Notepad++, Paint.net, FL Studio, GitKraken
Known Bugs              : Sometimes glory kills will only do a quick punch
                          of death instead of the GK animation. Mastermind
						  GK will never show full animation due to tech
						  limitations.
						  Sometimes glory killing will make monsters clip
						  through walls, floors or celings while being
						  executed.
						  If you use Gzdoom devbuilds, HUD elements might
						  look off. GZDoom 2.2 is recommended.
May Not Run With        : GZDoom current devbuilds. Will NOT work with 
                          Zandronum. It might run in ZDoom but it will look
                          like crap due to color limitations.
Tested With             : GZdoom v2.2


===========================================================================
* Credits *


Neccronixis             : Creator of all the Doom 4 weapon sprites &
                          doomdoll pickup and animation.

DBThanatos              : Project idea and direction. Import, offseting, 
                          renaming all of Neccronixis' weapon sprites.
                          Edited all muzleflash sprites from the weapons.
                          Created base functional code of all weapons.
                          Doom4 sound ripping, conversion and processing. 
                          Created voxels for: ammo pickups, health pickups,
                          armor pickups, chaingun pickup and it's holograph
                          version, all holo system mod/upgrades and cursor.
                          Created sprites for all voxels DBT made.
                          Coding and adding all decals for monsters and
                          weapons. Coded all monsters. Titlemap. Menu
                          graphics and design. Implementation of DoomDoll
                          and grenade system. "Roach" monster recolor (which
                          was used as D4D imp). Game balance.
                          Resource gatherer and organizer.  
                          Final polishing of visual effects.

Major Cooke             : Design, creation and implementation of the "Holo
                          upgrade system". General overhaul of the weapon
                          code to enable "hold altfire to ready mod". Creator
                          of the BFG tracers and electric effects. Creator
                          of almost all particle effects, including bullet
                          tracers, pickup trails and just about every single
                          fancy particle system found in here. Finetunning
                          most of the DECORATE code. Deprecation of many
                          ACS based systems and ported them to DECORATE.
                          Implementation of "Double Double Trouble Trouble"
                          (double supershotgun) via overlays. Behavior and
                          visual effects of syphon grenade explosion. Coder
                          for spawned Holo-player. Developed and implemented
                          Half Life-like laser for Gauss Cannon, Static 
                          Rifle and many more. Created the Carrion Cannon.
                          General DECORATE & ZScript mastermind.

Michaelis               : Ripping, conversion and processing of graphics for
                          the Heads Up Display. Implementation of reticles
                          specific to each weapon, including the charging
                          animations. Rip/processing/implementation of blood
                          elements in the hud (along with cacodemon HUD hits).
                          Implementation of multi jump and ledge grabbing.
                          Added powerups and situation-aware crates.
                          General SBARINFO & ACS mastermind.

ZZYZX                   : Making shaders for glory kill effect, shaders for
                          holographic effect. Current internal dev working on
                          top secret stuff.

* Special Credits *

Roxas                   : Creator of the weapon voxels minus the "chaingun". 
                          Teaching me how to do voxels from scratch.

Xaser                   : Assistance to create the Titlemap. General advisor.
                          Fine tunning of weapon animations.

HorrorMovieGuy          : Doom 64 pinky with clasic doom's color pallete, glory
                          kill base system

The Zombie Killer       : Footsteps scripting system & sounds.

BeardedDoomGuy          : Creating the "Demon tears mug" image.

Zanieon                 : Bullet tracer model & texture, 1st iteration of baron
                          sounds. Baron of Hell and Hell Knight sprites.

Phobos867               : D4 imp sprite, modified from the "roach" monster and
                          cacodemon sprite
						  
MW-21                   : Sound contributions for Archvile and Arachnotron

* Other credits * 


Amuscaria               : Monster sprites for Arachnotron, Archvile, Hell
                          Mancubus, Baron of Hell, Pain Elemental. All from
                          Demon Eclipse.

Voxelbro                : Allmap, radsuit & berserk voxels

ScubaSteve              : First person Mancubus weapons

Mike12                  : First person Revenant cannons

id Software             : Quake 4 / Doom 2016 sounds and graphics

Flying Wild Hog         : Hard Reset Sounds

Activision              : Battlezone I & II Sounds

Monolith                : Sprite used for Baron of Hell hand

Blizzard                : Diablo II Sound (just one!)



* Beta Testers *

- 3xlneed
- BeardedDoomGuy
- Colossus
- Hellser
- iSpook
- JonnyTheWolf
- Matsilagi
- TheZombieKiller
- TiberiumSoul
- DoomKrakken
- Snivyus
- MW-21
- Hellstorm Archon
- TheZombieKiller


* For monsters from Realm667 *


- "Roach" (base sprite for imp)
Sprites vader
Sprite Edit: Ghastly_dragon, Mike12

- "Psychic soul" (lost soul replacement
Sprites: Id Software
Sprite Edit: Neoworm, Maelstrom

- "Blasterborg" (shotgun guy replacement)
Sprites: Id Software, 3D Realms
Sprite Edit: Neoworm

- "Rapid fire trooper" (zombieman replacement)
Sprites: Id Software
Sprite Edit: NMN, Tormentor667

===========================================================================
* Copyright / Permissions *

Authors MAY use the contents of this file as a base for
modification or reuse. JUST LET ME KNOW :) Permissions have been obtained 
from original authors for any of their resources modified or included 
in this file.

You MAY distribute this file, provided you include this text file, with
no modifications. You may distribute this file in any electronic
format as long as you include this file intact. I have received permission 
from the original authors of any modified or included content in this file 
to allow further distribution.


Maps

No image available

TITLEMAP

Deathmatch Spawns
0
Co-op Spawns
1