A Doom II coop mod

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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ezzetabi
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Posts: 3
Joined: Tue Aug 05, 2025 4:49 pm

A Doom II coop mod

#1

Post by ezzetabi » Tue Aug 05, 2025 5:28 pm

phpBB [media]


gameplay video (I was kinda sleepy, but shows the point)

I made this mod to play with casual, and often not very computer savvy, players in a large (15-20 players) game. It is a simple coop mod: more enemies both in number and kind, lots of ammo, no enemy hitscanners, enemies shoot through their own kind, pistol is removed, but players starts equipped, and get invulnerability for few seconds on start (to shoot few BFG9000 blasts or rockets to have a reasonable starting position). Enemies disappear with a cute effect after 3 minutes (video 3:45), Archviles don't have all day now.
Minor tweaks there and there: for example colorful blood, decals (video 11:50), the Cyberdemon quickly retaliate while in pain, the Pinky corpses become a bit smaller after death (video 10:05) to not cover the view too much, ...

Nothing fancy, only DECORATE (and font sheet to increase the console font size), tested and made by Zandronum, but I expect it to work with other ports as well for its simplicity.
a_coop_doomii_mod.7z
in the archive file is the pwad and a configuration file I suggest to use to host your game with. In particular it prefers large-ish maps.

The command line I use to host is:

Code: Select all

zandronum -host -private -nobroadcast +exec config.cfg  -iwad doom2.wad -file doom2.wad cheello_voxels_zan.pk3
and of course the analogous with connect to play.

As you can see from the config file DMFlags is 23675008, so DMFlags & 33554432 is zero. Yet you will lose your keys on death, be careful.
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ezzetabi
New User
Posts: 3
Joined: Tue Aug 05, 2025 4:49 pm

Re: A Doom II coop mod

#2

Post by ezzetabi » Thu Aug 07, 2025 1:38 am

a_coop.doomii_mod.7z ~ same file, but stored externally so you can download without logging in.

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