ZDoomnow comes in multiple flavours! The primary port, GZDoom, sports advanced hardware (OpenGL) and enhanced software rendering capabilities, while the port LZDoom serves as an alternative with a different feature set, detailed below. Although the parent ZDoom codebase has been discontinued, the latest official release is available here for posterity.
LZDoom is based on an older version of GZDoom. It does not provide all features currently supported by GZDoom but in turn is capable of running the hardware renderer on older hardware which does not support modern OpenGL features.
Want more features? Get more out of GZDoom! The release builds are not all that GZDoom has to offer. If you want to stay ahead of development, try out some Dev Builds and be the first to try out the newest features in development, before everyone else does! In doing so you can help to ensure releases are smoother, by reporting any bugs that you may find! LZDoom Builds also available!
For help getting started, see the online documentation in the wiki. You need to provide your own game IWAD. If you do not have a copy of a doom-engine game, the easiest way to obtain them is to purchase them from Steam or GOG. When you download them from either of these stores, ZDoom will automatically find them.
This is a standalone version of ZDoom's internal node builder. Its most important feature is that it knows about polyobjects, but it can also build GL nodes if you don't want to wait for glBSP to do it. At the time of writing, it is also the only nodebuilder with UDMF support.
This is the latest source code for ZDoom's version of ACC. It includes both a makefile for GCC and a project file for Visual C++ 6, so you can build a Windows, DOS, or Linux version. It is also available on its GitHub repository.
ZDoom supports using FluidSynth for MIDI playback. To use it, extract libfluidsynth.dll to the same directory as zdoom.exe and then configure it from within ZDoom. FluidSynth is bundled with GZDoom since v3.1.0, so this separate download is only useful for older versions.
ZDoom supports using TiMidity++ for MIDI playback. To use it, extract timidity.exe and timidity.cfg and read the instructions. TiMidity++ has become an internal player integrated within GZDoom since v3.3.0, so this separate download is only useful for older versions.
This is the source code for ZDBSP 1.19. The build system uses CMake, so you can generate project files for any version of Visual C++ from 6 up or several other IDEs, or you can create Makefiles as well. It is also available on its GitHub repository.
A DETH-based editor for ZDoom that runs in a DOS box. Comes with minimal documentation. If you don't already know how to use DETH, you should go find a good tutorial that explains it. If you plan on doing any ACS scripting, you should be sure to also download ACC below.
Back in 2011 I started screwing around in Doom adding "Metroid Enemies" to the game. I didn't know much about Doom modding at the time, my only other Doom mod being something I made back in the mid-nineties so it was pretty crap. After playing "6 Golden Souls 2" I got an itching to make Doom maps and decided to finish my Metroid Doom mod and now here it is.
I didn't know how to do a pk3 thing so I just did it like I always did and just replaced stuff in the original wad file (I used TNT Evilution as a base) and added a dehacked file for random stuff. You need to run two wads and a deh file.
DIFFICULTY: Yes. Play on "Metroid Hunter" difficulty for a normal challenge. Save often. There are no auto-saves. The game might seem too difficult if you don't use your map to look for Energy Tanks and Missile Expansions.
The arm-cannon image makes me uneasy. I took it from a google image search thinking it was the one used in Metroid Prime but it's from a mod (more info: -Prime-Arm-Cannon-3ds-obj-etc/1/). I couldn't contact WNxKraid to ask for permission, but I didn't want to throw away all the files I created from the original image. What I mean is: I'm not taking credit for the arm-cannon base image because I didn't make it. I stole it just like I stole all those Metroid sprites and Metal Gear Solid Textures.
Things I wish someone else would make: Working Morph Ball (no arm cannon when crouching, use bombs) , pk3 format, custom UI, other stuff. If you think you can do this, then please do it. I'm done with this wad, if you want to screw with it (or make new maps) then go ahead.
What he wanted to say is that projects are usually based on doom.wad or doom2.wad since these iwads are much more common. Using any others (such as tnt.wad) means needless limitation of your player base.
What he wanted to say is that it's much more common to base projects on doom.wad or doom2.wad since these iwads are much more common. Using any other iwads means needless limitation of your player base.
Some rooms feel too crowded, and some enemies are tank-ish (the zoomer in the first area is a good example given how many zoomers are around), i'd balance things out a bit and make some rooms a bit bigger personally, especially in the Norfair area.
I'd personally take this a step further by coding some more metroid accurate mechanics kinda like in Metroid Dreadnought, it would really shine that way (Especially if you get a working morphball going instead of faking it with the default crouch). I'd also rework some enemies that acted more like vanilla doom's monsters, such as the security robot being a mancubus.
If you disable the weapon lower/weapon raise it will look like you're switching between beams, if you have the patience you could go a step further and even draw transition animations between one beam and another.
Batandy: It's an honour! Thanks and I'll look into the solid plants. They were not created in decorate and are actually graphic changes of previous stuff, they work fine in my end, but I'll maybe make decorate versions of them to be sure. When? I don't know, I'm tired and lazy.
really nice wad. but you should use this instead. I edited the file since in the large outdoor forest area with the old temple, there are two spots where a plant blocks you and you have to noclip through it. I simply removed those two plants. other than that, its exactly the same.
I played this through, easy setting as I do when playing anything for the first time to get a feel for it. Monsters early on drop the ice beam pickup, is this supposed to happen? Missiles are almost too plentiful, I had 130 by the end and Mother Brain was the only enemy I really used a lot of them on. Harder settings likely offset this but even by the time I got 75 of them I stopped really caring if I got more. Likewise few energy tanks, I only found 2 with one of them being late in the game, which if consistent through difficulty settings may be a big problem for the harder choices.
I liked the level design. Overall I had few real complaints about this map or the mod and only mostly nitpicks. I do think having missiles available by cycling through is needless since they alt-fire regardless of beam. I wish Samus was immune to splash damage from her own missiles as she normally is, this did get to be a bit of an issue at times, it makes using missiles at close range much harder. Chozo statues would have been nice for items but I don't know how to really do those in 3D using the Doom engine as either sprites or structures. Morph ball was sort of missed, but in 3D with crouching it's probably not needed, Prime often had to shoehorn in various puzzle rooms to make it necessary.
I'm curious why the main Norfair music is a remix from Heretic/Hexen? The rest comes from Metroid games. The ruins in the desert area could use minor editing to remove the Daedric runes, I guess these textures are from Daggerfall? People will recognize them. One of the bosses is Biollante from Godzilla but I guess it fits the visual theme, though I was unsure where to actually hit it, head or glowing center. There is one map station in Norfair and everything is one map- the only way I can see bypassing this is to use hub levels with separate map stations per section, which could also allow each section to be larger. I used the "fix" linked above but those plants really didn't need collision at all, the ones remaining were a bit in the way when walking around them.
I played through with gzdoom-g3.3pre-297-g56f656516-x64 with no obvious issues, didn't save/quit at any point, went on a full 2 hour 22 minute run start to finish. I have GZDoom 3.4 but as it tends to randomly crash during level transitions I barely touch it.
I noticed the second jump of the Space Jump has a forward thrust to it that isn't really needed and makes precision aiming in the escape sequence a bit harder. But aside from that the platforming sections didn't bother me- and such things usually DO bother me as they aren't often designed with an FPS view in mind. None of the jumping felt irritating, unlike Golden Souls where it's tiny platforms over instant death traps.
I also wonder if the zebetites could be replaced with enemies that take a few shots, the rising pillars are one shot switch/door combos and no real challenge. The turrets in the final section were also obnoxious, impossible to dodge, even at full 300 health I still barely had enough health to kill Mother Brain. I think they fire a projectile rather than hitscan but it moves very fast.
The one obvious omission though is Kraid. But having a giant monster 2 rooms tall isn't going to matter much unless you can set the hitbox into the mouth only using separate sprites and mouselook would render any platforming to hit the spot pointless. Maybe go classic NES where he's just smaller, along with the weaker fake before the battle.
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