Neccronixis on the ZDOOM forums has created some really fantastic sprites of the weapons in DOOM 2016. People will be able to use these to make really awesome DOOM 2016 gameplay mods for the original games.
The Adventures Of Square is an awesome retro FPS based on the ZDoom engine with fast gameplay, colourful visuals and a great sense of humor that sees you squaring off against some evil circles to rescue Doctor Octogon.
Gameplay is fast, fun and very retro, there’s no stealth or cover shooter mechanics here – it’s all about blasting and strafing as you take on the organisation known as the Circle of Evil. The beautiful, vibrant visuals of The Adventures Of Square are a particular standout, it’s colourful world makes it one of the happiest and cheery first person shorter you’re likely to play.
From start to finish The Adventures Of Square is a retro infused blast of pure fun that proves it’s hip to be square.
Chibi Rebellion is pretty much a brand new game for the ZDoom engine, set in the Star Wars universe. Jaiyl is a spunky engineer who lives on the planet Nothoth and when the Empire invades, they wreck up her repair shop. Not to be discouraged, she joins up with the Rebels and does more work than anyone else toward undermining the Empire’s assault.
SWCR is fantastic. It has a cute sense of humor, lots of faithful Star Wars recreations and EU nods, and plenty of baddies to shoot up. Gameplay is divided into a series of hubs made of randomly selected areas that constitute your major missions, the only downside being that accessing the big finish requires seeing all of the possible hub elements, which will involve a lot of already-seen content toward the end due to the surplus of final objective maps. It’s worth it, though, and the hub sections are - for the most part - very short.
After (apparently) hinting not too long ago that there was more stuff to be seen, Romero posted on his twitter two Dropbox links containing what some people in the community was wishing for years, the missing frames in some marine rotations, enemies and player included.
Let me explain this even further, the original engine limitations (and the fact that they were trying to save space in the game’s assets) only allowed the player and some enemies such as the undead marines to have certain frames only, while the missing ones were “mirrored”. This means, that if you were to look at Doomguy (or any of the aforementioned enemies) from their right side, you would see the frames from the left being mirrored, which in turn makes the whole “actor” have a lot of inconsistencies.
This long awaited release will fix that. Now the only thing we should wait for is the community to rip these assets, and insert them in the game in WAD form (and trust me, it’s only a matter of hours). One would guess that the only way to see them in action would be using ZDoom because of how much the source-port itself is free of limitations such as the one I mentioned previously, but let’s see if the community manages to insert these in the most well known vanilla ports (like PrBoom+)
You can see these directly from their source by following these links
Metroid: Dreadnought is a work-in-progress love letter to one of the greatest video game franchises throughout the years, a partial conversion that brings Samus Aran, her weapons, and levels to the fray to wreak some havoc. Though designed primarily with the Zandronum engine, it is playable in ZDoom as well. The aim is to combine the speed of Super Metroid with the hectic gunplay of Metroid Prime, resulting in frantic twitch-based gameplay and a massive arsenal to back it up. Fans of Metroid will be using familiar weapons such as the Boost Ball, Power Bomb, Spazer Beam, and Super Missile, executing spectacular moves in the blink of an eye–and there’s a few interesting new weapons and techniques as well, just begging for someone to learn and master them.
Even for those who aren’t a fan of Metroid, however, we’ve done our best to make a gameplay mod that is not only interesting, but does some new things. Traditional Doom gameplay is thrown almost completely out the window–sequence breaking is a proud Metroid tradition, and here you are given hundreds of extra tools in order to go through levels however method you want it to. If a cliff looks too high up, you can jump, double-jump, and wall-jump up there. If there’s a large gap between you and another section of the map, charge up your Speed Booster and leap over. If a set of bars separates you from your freedom, you can use the Morph Ball and slide between them. Or if you want to play fair and go through maps how the mapper designed, that’s perfectly fine–there are no punishments for playing a levelset how it was intended to be. Or perhaps you want something a bit more…competitive? This mod is also compatible with different gamemodes for unique PvP action–this works in Deathmatch, team Deathmatch, CTF, Last Man Standing, team LMS, and much more. Swiftly wipe out your foes with a stream of plasma and then quietly roll away to make your escape, or grab the enemy base’s Metroid and deftly leap and dive through all counterattacks to capture the baby.
Whether you play in co-op and tear through endless hordes of monsters or play in deathmatch and tear through whatever friends or enemies challenge you, one thing’s for sure–Samus Aran is about to have a very, very bad day.
Hello again, another Memoirs of Magic Update here!
Today we have the Hawkman Knight, Prince Baradus, Elemental Affinity to Air and Signature Color Yellow!
Young Prince of the Hawkman Kingdom, he is the son of his Father, King Baradus, and is next heir to the Hawkman Kingdoms Throne. With the world in Magic in Turmoil, Prince Baradus has geared up and set forth to protect his homeland from the evil Evil Entity That Threatens it. While being a prince, he is not the snooty type, and is a kind and honorable man, who will do anything to protect his people and his kingdom. No Stranger to combat, being one of the highest classed ranks in the Hawkman Army, he is ready to banish this evil from the World of Magic.
Like William Slay III, Prince Baradus is inspired by Shining Force II Character; in this case, he is based off Luke from the Same game!
A lot of us have been wanting to map for a
while, but can’t really get over that initial hump. There’s only one way
to improve, but oh man is it painful to just grind, grind, grind until
you get a clue and figure out what to do. We get awesome ideas! Oh, man,
this would be so cool! Then we jump in and…stare at the grid for
For 2016, I really want to better my mapping abilities and
put out some good stuff. Two friends, Mystical and Gardevoir, said that
a good experiment might be to try speedmapping. Just get the shit out
of the mind and into the editor, stream-of-consciousness work. 4-6
hours, Zandro compatibility, vanilla monsters/weapons. Then a friend
decided to jump on board. Then another friend. Then another friend. Then
we had a whole bunch of people making maps, vet and newbie alike, all
pushing against a 4-6 hour deadline to make some ZDoom maps to jump up
and down on. Then we compiled them into a single pack and gave ‘em one
more run through for polish and decoration.
finished. We now present to you, a small hub leading to a handful of
different maps. Beat each map to unlock the exit, and exit to win. Gameplay
mods should be supported. Pistol start is enforced, though, so
something like DoomRLA or Hideous Destructor will likely piss you off.
Monsters are vanilla, except for the secret/final map, which comes to a
grand total of two new enemies.
The primary purpose of this
project is to have a way for all of the newbies to try and push over
that initial hump together, to MAKE something. It’s a way for the vets
to lead on some new mappers, welcome them into something they wouldn’t
normally try. Please enjoy, a lot of people really fought tooth and
nail in order to hurdle over the hump and make it in. Also please feel
free to point out any issues, troubles, errors, imbalances, and etc
about the maps. Don’t feel the need to sugarcoat, give it to us
straight–none of us are pro-tier mappers. We can’t improve if we don’t
know what’s wrong.
Hello again, Octii Here with the first REAL update for Memoirs of Magic!
This is the first footage of my Project, Memoirs of Magic!
In this video, the Warrior Gear is Showcased. This consists of The Axe, Shatter Shotty and the Water Tome and all its spells. For the purpose of this video, all weapons are shown at their level 3 variations, to showcase the full potential of the skills you can utilize with these weapons. It should be noted that the only weapon that is truly Exclusive to the Warrior Class in this video is the Axe, as the Shatter Shotty and the Water Tome can be learned by other classes; but these weapon overall fall into the Element of this Class, which is Water.
The Axe is the Signature Tier 1 Weapon of the Warrior, which is the slowest of all of the tier 1 weapons, but also the most powerful, being able to one shot skeletons, and in some instances, gib them in a single shot due to the power of the weapon. The axes special attack, which it acquires at LVL2, varies from from its LVL3 Counterpart which is featured in the Video. The Level 2 Axe does not act as a boomerang, but simply a penetrating projectile that goes through masses of enemies, eventually hitting the wall in which the axe becomes embedded in. You are able to receive the axe again to regain some of your Mana Points.
At LVL3, the axe becomes a boomerang which has the ability to suck in enemies into the vortex and perform constant damage. However, if they are a bunch of enemies close together, it can get pretty hectic and they start all flying about!
The Second Weapon featured in this video is the Shatter Shotty, which is an Alchemical Tier 2 weapon which uses Alchemy instead of Mana for Ammo. Due to the weapon being a Sawn Off Shotgun, it fires 16 pellets, which do immense damage at close range; further away however, the bullets suffer from severe spread, weakening the blow of the Shatter Shotty. At LVL2, the Shatter Shotty gains the ability to freeze enemies with Ice Pellets with the Alt Attack, which the duration is Increased at LVL3. The Ice Pellets are generally weaker then the average shots, so its advised not to use it as a overall method for defeating enemies.
The Shatter Shotty is the only weapon in the game that reloads, and at LVL1, it Reloads Per Shot; at LVL2, it Reloads every 2 Shots; and at LVL3, Reloads every 4 shots, which is shown in the video.
The Last Weapon Showcased in this Vid is the Water Tome; all tomes have a total of 3 Spells, which you gain with each level, in addition to upgrading the effectiveness of said Tome. The first spell showncase here is “Ice Sentry”, which summons Ice Sculptures of Cherubs to fire arrows at your enemies. At LVL1, you summon a Single Ice Sentry, LVL2 you summon 2, and at LVL3, you summon 3. At Water Tome LVL2, you gain the ability to freeze time, and at LVL3, you increased the duration in which you can freeze time in. When Time Freeze is active, you have the ability to throw out attacks which will all resume at once when the Time Freeze period has ended.
Stay Tuned, as they will be more videos to come as I showcase the other Class Gears in Memoirs of Magic!
PS: for all of the gear class showcases, the HUD will use Temporary Icons which will changed very soon, so don’t mind that little guy in the corner!
PPS: Due to the amount of content in each class gear types, I will be uploading a video per day (HOPEFULLY) so it is much easier to follow the amount content I will be discussing!