![]() ![]() The Dark Archon (ACS and Decorate assisstance) Tormentor (Map assistance, map11 help, and mapping inspiration)īouncy and King-of-Flames (SP and Coop testing) Mololith Games (Blood and Blood: Plasma Pack)īlizzard Entertainment (StarCraft and Diablo II) Raven Software (Heretic(1&2) and Hexen(1&2))ģD Realms (Duke 3D(s) and Shadow-Warrior) NOTE: You will need to run GZdoom using OPEN GL mode, notĪdditional Credits to : ID Software (Doom(1&2&3)) Own weapons, monsters, and theme, designed for a new gaming This is planned to be a 5 episode mod, a total of 30 maps.Įach episode is designed to stand out on it's own, althoughĬontinuating the original Story. 18 new weapons and/or revamps,ġ0 of which designed especially for episode 2. Features 24 new monsters (although not all used yet) Almost all the original Doom weapons areĬompletely redrawn from scratch to make the weapons lookĬonsistent. The Mode features a host of new monsters, weapons, and other Author Info : Sprite and graphics artist for doomĭescription : This Package includes the completely updaded version ofĭemon Eclipse Epsisode 1 as well as the all new episode two. Primary purpose : Continue the Story of Demon Eclipse, Doom Monster and Weapon resource, Doom fun!Įmail Address : Files By Author : First Episode release of Demon Eclipse Zdoom Forums (For help and resources) Doomworld Forums (where this all started)Īdvanced engine needed : GZdoom (1.0.20 or newer >) Randy (Zdoom and Forums) Graf Zahl (GZdoom and Forums) Carnevil (Skulltag Powerup ideas) Tormentor (Map assistance, map11 help, and mapping inspiration) Kirby (Map09 help and ideas) Bouncy and King-of-Flames (SP and Coop testing) The Dark Archon (ACS and Decorate assisstance) NMN (Graphics assisstance and artistic inspiration) Vader and Little White Mouse (Graphics inspiration) Agent Spork (Simplicity and monster ideas) Scuba Steve (My doom mod-hero for GB-Doom2, guy that inspired me to start on doom-modding) Xaser (Zen-Dynamics) The Shooter 17, SolarSnowfall, and Jallaman (Regeneration Script) Code Imp (Doom Builder) Maker of Wintex 4.3 (for wintex, duh) Maker of XWE (XWE) Gothic99 team (Music) Doom 64 TC team (the Doom64 TC) The Monster and Weapons Resource wads (ideas and sounds) Those who have supported me by playing this and offering suggestions Anyone else I forgot to mention Team TNT (people that I learn how to map from) This allowed for a real Gravity Suit and a Scan Visor.ID Software (Doom(1&2&3)) Raven Software (Heretic(1&2) and Hexen(1&2)) 3D Realms (Duke 3D(s) and Shadow-Warrior) Mololith Games (Blood and Blood: Plasma Pack) Banjo Software (Hacx) Blizzard Entertainment (StarCraft and Diablo II) Midway Entertainment (Doom 64) Also, Demon Hunter is a campaign! Finally, a campaign for this mod!įor starters, I'm porting classes over to ZScript. I have added more abilities, balanced the weaponry, and with the help of others we have added new sprites and models and a new HUD! Why 'Demon Hunter'?ĭreadnought isn't really appropriate to use anymore now that Dread is a real thing. Over the years it has grown significantly, and I fixed bugs that prevented the mod from running with GZDoom. I started working on this mod adding small things here and there and tinkering with code a little bit. This mod is a fork of the original Metroid Dreadnought by TerminusEST13. Scans.pk3 Contains all the scan visor entries.Metroid Levels.pk3: Contains maps and map editing resources (textures, models, props).Everything from Samus' abilities and weapons to item drops and how drops are handled. Experimental is for pretty much all changes to the code and assets as I switch things over to ZScript, therefore this branch will receive the majority of updates as things change. This branch will receive very few updates. Main is for the stable channel of updates and code. This repo has two branches: Main and Experimental.
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