Download: https://www.moddb.com/mods/fastdoom Ok this is an actual GZDoom WAD and not a meme this time. Here's a mod I'm making that significantly tightens the controls for Doom, intended for those slaughter WADs.
Weapons instantly fire on click + weapons are slightly faster overall, weapon switch has been sped up significantly, player friction is reduced while player speed is also increased, and you can can move while in the air. While this made things a lot more fun, I felt this made things a lot easier, so all non-hitscan enemies have the +fastmonsters flag enabled. Now it's an FPS bullet hell.
Going back to Vanilla Doom after making this WAD, feels like I'm sliding on ice lmao.
Part 2 for the concept mod for GZDoom showcasing the rest of Knee Deep In The Dead.
Download: https://www.moddb.com/mods/gba-doom-ii-total-conversion-for-gzdoom/downloads/gba-doom-1-in-the-southpaw-engine
Credits go to "Mr. Atari 2600" for creating remixes of the original Doom soundtrack using GBA Doom II instruments!
https://www.youtube.com/user/killkenny5000
dISCORD: https://discord.gg/ZAWNaKx
COFFEYy: http://ko-fi.com/kippykip
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https://www.youtube.com/watch?v=n1HrXXTkhf8
Dayum, the InDarkWaters pokemon demo prototype was more finished than this...
PAtreoN: https://www.patreon.com/Kippykip
dISCORD: https://discord.gg/ZAWNaKx
tWITTer: https://twitter.com/kippykip1
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https://www.youtube.com/watch?v=cjdphZ0BHgM
Added a new function to the engine that allows me to add animated textures with a framespeed, and apply them to existing map textures via filename.
dISCORD: https://discord.gg/ZAWNaKx
COFFEYy: http://ko-fi.com/kippykip
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https://www.youtube.com/watch?v=VZQhcugnBi4
The original and authentic song extracted out of the UPK file, never played in-game without a mod...
MP3: https://dl.dropboxusercontent.com/u/28742532/goat%20simulator/Temp_Music.upk_097a8b21.mp3
OGG: https://dl.dropboxusercontent.com/u/28742532/goat%20simulator/Temp_Music.upk_097a8b21.ogg
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https://www.youtube.com/watch?v=3eqjuieN9cA
I thought I would do more of an internal update to the engine this time. I've cleaned up a tonne of the fmod sound code and added the ability to put DSP FX on any of the sound entities in the game engine now.
I've only got a few basic DSP effects right now, but I'm planning to add more:
0 = None
1 = Low Pass Filter
2 = High Pass Filter
3 = Flange (Sounds kinda like an airplane)
4 = Underwater
Hope you like it!
PAtreoN: https://www.patreon.com/Kippykip
dISCORD: https://discord.gg/ZAWNaKx
tWITTer: https://twitter.com/kippykip1
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https://www.youtube.com/watch?v=7crBYfmK2ss
If you import the entire rom as RAW in audacity (Signed 8-Bit PCM,No endianness, 8000hz, mono) towards the end are the sound effects. If you open it with 12000hz you can find each individiual instrument earlier.
It was a bit of a gamble with exporting parts as raw and finding it in a hex editor etc. Also I couldn't get the final audio clips to export at the correct speed so I just replaced it anyway so it's a little slow motion.
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https://www.youtube.com/watch?v=_rjiMljQ9FA