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Doom 64 wad gzdoom
Doom 64 wad gzdoom







doom 64 wad gzdoom

*MAP07 fixed a bug where you can cheat the level by stepping up a platform near a switch. *MAP06 fixed a bug where the Baron of Hell could get stuck in a player-only teleporter. *MAP05 added some visual effects to the level. *Added additional monsters to the sewer area, along with some ammunition. *MAP04 fixed a bug where decorative detail only geometry appeared on the AutoMap. *MAP04 has added health and armor in the beginning of the map. *MAP03 has a glitch fixed where you can break the sky by viewing over the horizon. *MAP03 also has some visual changes in the garage area, with additional monsters. *MAP03 has red key area completely changed, adding a new area to the map to conquer. *MAP03 has changes to switch textures that are more consistent with function and map theme. *The yellow key in MAP03 is now slightly more visible from a distance. *MAP02 now has additional ammunition near blue key area. *MAP01 has slight visual changes, and a widened entrance to the toxic room. *Fixed bug where BFG9000 would detonate with Doom 64's sound effect (used for The Unmaker.) *MAP08 has a some health added to Old Abaddon battle for balance. *MAP07 has a bug fix where walking over a certain step was considered "the void" which would instantly kill the player. (A sector containing a switch accidentally got flagged "9 - secret". *MAP06 has a bug fix where 100% secret completion is now possible. *MAP04 has a bug fix where the player can no longer get stuck behind crates near the Spider Mastermind. Also, this only works with GZDoom or Skulltag with OpenGL (or Zandronum of course), because of things like skyboxes and possibly fog. Hopefully everyone that plays it enjoys it. and clever puzzles instead of just "hahaha lots of monsters is my. I also try to be clever, really deep hidden secrets, yet with hints leading to them. Although this is Doom II, Doom 64 is my favorite Doom ever, (Doom 64 puzzles and atmosphere are incredibly unique,) and it definitely had an impact on how I designed my maps.

#Doom 64 wad gzdoom full#

I don't even use Z-Look, ever (although that's not as bad as jumping.) Two "new" guns, and a new end boss, using various resources (Modified resources from Realm667 as well as Doom 64.) Of course there are full credits listed with the. This would have taken you pros like a week, it's taken me 5 years.) It's basically just 9 levels for Doom II (8+1 secret level) designed to be played without jumping, classic Doom style. I've been working on this for a long time, (way too long. REQUIREMENTS: DOOM2.wad IWAD, OpenGL rendering (tested with Zandronum OpenGL rendering, and briefly with GZDoom.)









Doom 64 wad gzdoom