Sunday, December 2, 2007

X-Mas Nightmare for DOOM 2 - The Commercial District

Duration: 21:45 minutes
Upload Time: 2007-09-14 01:20:45
User: JudgeSpear
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Description:

I'm returning to my old roots, when I made DOOM maps! This is a mod I did a long time ago for Doom II. It is the first of several game mods I would make. I made this 12 years ago, to be exact. It is based on a mod made for the first Doom called X-Mas Nightmare (made in 1994 by ByteBrothers Software). I converted it for Doom II, and made several maps for it. Now, I am updating this mod for GZDoom, a modern source port. This modern update will be called "X-Mas Nightmare for Doom 2007". New features will include: *Optimized real-world textures consisting of brick walls, snow, ice, carpeting, and textiles. *Detailed realistic topography as can be done on the DOOM engine. *Optional MP3 music in a separate PWAD file. MIDI music will still remain. *New sounds for every monster. Finally, all non-human enemies have different pain sounds instead of sharing the Demon pain sound. There are many sound improvements, but at the same time, there are some hilarious sounds for some monsters. The sound replacement is in a separate PWAD, so you can use the sound PWAD in any of your play sessions. *Swimmable water. *Total old-school DOOM gameplay. While this is a source port update, I will not make things like jumping and swimming progress requirements, but as secondary features. There are no custom monsters. Every changed monster is a sprite-swap of another existing monsters. *Customized obituaries. Example: when you get killed by a Boo Buddy: "(Player name) was frightened by a Boo Buddy". *Extensive ACS scripting allowing for special effects, information kiosks, and security cameras (like in Duke Nukem 3D). You may be asking, "What do Snifits and Boos have to do with Christmas?" Well, these are my first-ever spriting attempts 13 years ago, and I was (and still am) a huge Mario fan. Those two enemies are my favorite Mario enemies. So, that's why they are in this mod, and will remain in the modern update. This video is a playthrough of MAP04, The Commercial District. It is a modified version of the original map made by the original mod authors. Textures are heavily updated, and a progress path has been placed in the map. Expect this mod to be released around Christmas 2007. You need your own copy of Doom II and GZDoom (no other source port will run this properly!) to run this mod. If you have Ultimate Doom, and if you want to play the original version of X-Mas NIGHTMARE, go to: http://www.doomworld.com/idgames/index.php?id=1174 Music featured is an MP3 cut of a remix Tchikaovsky's The Nutcracker March.

Comments

JudgeSpear ::: Favorites  2007-09-14 01:46:08

You may be asking, "What do Snifits and Boos have to do with Christmas?" Well, these are my first-ever spriting attempts 13 years ago, and I was (and still am) a huge Mario fan. Those two enemies are my favorite Mario enemies. So, that's why they are in this mod, and will remain in the modern update.
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cloud8745 ::: Favorites  2007-09-14 02:04:45

lol this is great :D
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ScoolyD1337 ::: Favorites  2007-09-14 02:20:47

i love the X-mas nightmare vids!keep it up!
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keykanonmania84 ::: Favorites  2007-09-14 03:00:33

Wow!! How could you download that modd on Doom?? I really want to do it!!
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JudgeSpear ::: Favorites  2007-09-14 03:01:40

It is not finished.
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BBHood217 ::: Favorites  2007-09-14 03:51:21

I'm looking forward to this mod ;) One question. Did the blue Wolfenstein guys ever get more than one facing sprite for their firing animation? It seemed silly that it may look like they're all shooting at you when they're probably actually shooting at something else (like maybe each other).
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JudgeSpear ::: Favorites  2007-09-14 04:00:44

Originally, they never did have more than one facing sprite when shooting. In Wolf3d, the SS guys always fired at you, and there was no monster infighting. Also, the SS guys were imported directly into Doom II without anything new other than a splatter animation. So I made my own firing animations for all directions for the SS guys for this mod.
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JosephCollins ::: Favorites  2007-09-14 04:10:15

Will this sucker work on the latest version of ZDoom?
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JudgeSpear ::: Favorites  2007-09-14 04:13:00

Only GZDoom, since it uses some GZDoom-exclusive features. You're better off using GZDoom, since it has all the features of ZDoom plus more.
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JudgeSpear ::: Favorites  2007-09-14 04:16:01

Example, the huge pool of blood in the last part of the video. The pool has submerged topography AND translucent surface textures, both GZDoom-only features. It's hard to see due to the crappy compression YouTube did to the video, but there's a lot of stuff at the bottom of the blood pool.
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JosephCollins ::: Favorites  2007-09-14 04:25:29

Okay then. GZDoom it is. Thanks for the tip! I wonder if Team ZDaemon's gonna make a "GZDaemon"...
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Gamedino ::: Favorites  2007-09-14 06:40:04

OMG you killed Santa....you bastard..now how are the kids gonna get their gifts!?
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zebdal ::: Favorites  2007-09-14 07:10:57

NO, THIS IS SPARTAAAA!
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oddisnum1 ::: Favorites  2007-09-14 07:15:36

hehehe bloodbath. i thought they based doom off of duke nukem. thats basically what it seems like.
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goldskarr ::: Favorites  2007-09-14 08:07:40

this is pretty cool.nice work. i just wanna know some of the other games you modded.and the download links for the mods IF POSSIBLE. keep up the good work,judge!
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