Hard-Doom v7.1 - Updated 9/30/16

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Empyre
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RE: Hard-Doom v6.3.2 - Updated 1/24/14

Post#41 by Empyre » Sat Jan 25, 2014 3:32 am

IE has the great virtue of being already there. I plan to try Firefox sometime soon. I tried and didn't like Google Chrome.
Meanwhile, it was the fact that wad files were not yet associated with Zandronum. I recently reinstalled Windows and hadn't yet installed Zandronum, but I have now and the download works just fine for me now.
"For the world is hollow, and I have touched the sky."

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RE: Hard-Doom v6.9 - Updated 5/7/14

Post#42 by Faerlyn » Wed May 07, 2014 10:06 pm

Version 6.9 is released! The next version was supposed to be v7 and have three new enemies but I decided to release it as is for now as v6.9. :smile:
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RE: Hard-Doom v6.9 - Updated 5/7/14

Post#43 by DevilHunter » Sat May 10, 2014 6:32 pm

Mirrored because HELL YEA!!! ....

Hard-Doomv69.pk3

Hard-Doomv69.txt

Sorry I was a bit late, Just now got net like awhile ago. Had to play catch up. heh

EDIT: Since I redone my wads folder, I have updated the links. Also linked the txt since its no longer in a zip.
Last edited by DevilHunter on Tue Apr 21, 2015 5:09 am, edited 1 time in total.

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RE: Hard-Doom v7 - Updated 1/18/16

Post#44 by Faerlyn » Tue Jan 19, 2016 8:10 am

Version 7 is released!
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RE: Hard-Doom v7 - Updated 1/18/16

Post#45 by Ænima » Tue Jan 19, 2016 10:12 am

This beats Complex Doom any day of the week.


Can't wait to play the new version when I get home. Good job Aerial, glad you're still here.
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Doom64: Unabsolved: Doom64 and Diablo2 had a baby


ZandroSkins
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RE: Hard-Doom v7 - Updated 1/18/16

Post#46 by Empyre » Tue Jan 19, 2016 10:47 pm

Firefox didn't like the site you linked. Why not post the Best Ever link, since you also uploaded it there?
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RE: Hard-Doom v7 - Updated 1/18/16

Post#47 by mifu » Wed Jan 20, 2016 2:39 am

Ænima wrote:This beats Complex Doom any day of the week.


Hard Doom = The OG of monster modifier mods.

Its awesome and im glad its got a release. I might play some later when I get home if im not busy :P
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RE: Hard-Doom v7 - Updated 1/18/16

Post#48 by FascistCat » Thu Jan 21, 2016 3:45 pm

Man, I missed so much playing a mod where almost everything has the ability to one (or two) shot you down. 10/10!

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RE: Hard-Doom v7 - Updated 1/18/16

Post#49 by Faerlyn » Thu Jan 21, 2016 8:36 pm

Empyre wrote:Firefox didn't like the site you linked. Why not post the Best Ever link, since you also uploaded it there?

I'll add more links to the first post. I just noticed today that my Firefox dislikes gamefront also.
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RE: Hard-Doom v7 - Updated 1/18/16

Post#50 by Sompi » Mon Jan 25, 2016 7:06 am

Hello all

With the long-awaited release of Faerlyn's Hard Doom v7, I recorded a new video of the action in the form of a playthrough of Romero's newest map few days back.
Since I was pointed to this topic, so I'm just going to drop this here.
Spoiler (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag


Also, do consider of checking out and joining into the BE-servers available in survival-mode coupled with Hard Doom for some good action.
I can be occasionally seen playing on the servers and there's room for more firepower and greater number of curious eyes to join in. And don't let empty servers stop you. Company might be just around the corner. : -)

And of course, big thanks to Faerlyn and all the contributors for Hard-Doom. Let's keep dooming hard.

Now, if you excuse me, I'll follow my own advice. : -)

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RE: Hard-Doom v7 - Updated 1/18/16

Post#51 by Ænima » Mon Jan 25, 2016 11:25 am

Sompi wrote:Hello all

With the long-awaited release of Faerlyn's Hard Doom v7, I recorded a new video of the action in the form of a playthrough of Romero's newest map few days back.
Since I was pointed to this topic, so I'm just going to drop this here.
Spoiler (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag


Also, do consider of checking out and joining into the BE-servers available in survival-mode coupled with Hard Doom for some good action.
I can be occasionally seen playing on the servers and there's room for more firepower and greater number of curious eyes to join in. And don't let empty servers stop you. Company might be just around the corner. : -)

And of course, big thanks to Faerlyn and all the contributors for Hard-Doom. Let's keep dooming hard.

Now, if you excuse me, I'll follow my own advice. : -)


I noticed a bug at 0:53 and again at 0:59. The nukage footstep sound was spawned even though you jumped right across the gap and you were in the air far above the nukage.


I'll take a look at the DECORATE.
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Squad Radio: a WASD-powered chat menu, add your own sounds
AeniPuffs: neat blood and puff effects

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Re: Hard-Doom v7.1 - Updated 9/30/16

Post#52 by Faerlyn » Fri Sep 30, 2016 4:51 pm

Version 7.1 is released! This new release now requires Zandronum 3.0 if you wish to play on this port.

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Re: Hard-Doom v7.1 - Updated 9/30/16

Post#53 by Faerlyn » Sun Nov 06, 2016 7:41 pm

Here is a nice video that Sompi made of Scythe Map11 with Hard Doom v7.1! :biggrin:
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phpBB [media]

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Re: Hard-Doom v7.1 - Updated 9/30/16

Post#54 by Zocker » Tue Dec 20, 2016 7:24 pm

Just came by to say that I really appreciate the work that has gone into the mod. I was here when the first versions of Hard Doom were released (back on the epic days with tons of HD Survivals in multiplayer. Especially Hell Revealed 2 sticked to me :) ) and just recently played Epic 2 with the newest version. Really had a lot of fun, well done, sir!

While I would say that the Cyber Annihilator is unfarily strong, everything else provides great fun and challanges. First, I was against adding new monsters, but now that they happen less frequently, it is an interesting ingredient that spices up things in some situations. I also think the addition of the Quad-Shotgun is really fun. It probably makes the game a bit too easy in some aspects, but hell is it satisfying.


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