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Re: Doom Forever REDUX (2016)
Posted: Sun Aug 14, 2016 6:55 am
by Julian
Finally checked it out. Amazing work, CeeJay.
The only thing that makes me sad is time-limited berserker, kicking Lost Souls was never so funny before!
I've also tried to pass through maps MAP28, MAP29 and E3M6 - everything works fine, no crashes (on Test-2 Build).
The only thing that does not looking good is broken green pillar. Perhabs, it should be more detailed:
Re: Doom Forever REDUX (2016)
Posted: Sun Aug 14, 2016 7:06 am
by CeeJay
Julian wrote:Finally checked it out. Amazing work, CeeJay.
Finally? I just released the new version a few moments ago.
Julian wrote:The only thing that makes me sad is time-limited berserker, kicking Lost Souls was never so funny before!
Making it time-limited was a compromise to keep the whole syringe effect working. Besides, I have a sneaky suspicion that the berserk was originally meant to be time-limited and for whatever reason was changed in the last minute. Or somebody messed up the code.
Julian wrote:I've also tried to pass through maps MAP28, MAP29 and E3M6 - everything works fine, no crashes (on Test-2 Build).
Yeah, had to disable headshots because of the (very) weird bug. Works just fine in my other mods, but not here.
Julian wrote:The only thing that does not looking good is broken green pillar. Perhabs, it should be more detailed:
If I had better sprites, I would use 'em. At least the colors matches pretty well.
Re: Doom Forever REDUX (2016)
Posted: Sun Aug 14, 2016 7:08 am
by CeeJay
Oh, and check out the music downloads
Re: Doom Forever REDUX (updated)
Posted: Thu Feb 23, 2017 4:48 am
by CeeJay
Here's the current build of the mod:
http://www.mediafire.com/file/hh89m0k8lisadcc/DFRE.WAD, it kicks ass with the recent builds of 3DGE but
as mentioned here:
http://www.tdgmods.net/smf/viewtopic.php?f=27&t=2665 it crashes the engine.
Re: Doom Forever REDUX (updated)
Posted: Wed Jan 06, 2021 7:30 am
by Lobo
So a list of everything different to stock Doom that this mod changes then please?
I don't want to have to trawl the code...