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RE: Hard-Doom v6.3.2 - Updated 1/24/14

Posted: Sat Jan 25, 2014 3:32 am
by Empyre
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.

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

Posted: Wed May 07, 2014 10:06 pm
by Faerlyn
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:

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

Posted: Sat May 10, 2014 6:32 pm
by DevilHunter
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.

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

Posted: Tue Jan 19, 2016 8:10 am
by Faerlyn
Version 7 is released!

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

Posted: Tue Jan 19, 2016 10:12 am
by Ænima
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.

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

Posted: Tue Jan 19, 2016 10:47 pm
by Empyre
Firefox didn't like the site you linked. Why not post the Best Ever link, since you also uploaded it there?

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

Posted: Wed Jan 20, 2016 2:39 am
by mifu
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

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

Posted: Thu Jan 21, 2016 3:45 pm
by FascistCat
Man, I missed so much playing a mod where almost everything has the ability to one (or two) shot you down. 10/10!

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

Posted: Thu Jan 21, 2016 8:36 pm
by Faerlyn
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.

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

Posted: Mon Jan 25, 2016 7:06 am
by Sompi
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]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]

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. : -)

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

Posted: Mon Jan 25, 2016 11:25 am
by Ænima
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]
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
[/spoiler]

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.

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

Posted: Fri Sep 30, 2016 4:51 pm
by Faerlyn
Version 7.1 is released! This new release now requires Zandronum 3.0 if you wish to play on this port.

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

Posted: Sun Nov 06, 2016 7:41 pm
by Faerlyn
Here is a nice video that Sompi made of Scythe Map11 with Hard Doom v7.1! :biggrin:
[spoiler]
phpBB [media]
[/spoiler]

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

Posted: Tue Dec 20, 2016 7:24 pm
by Zocker
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.

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

Posted: Sun May 14, 2017 9:24 pm
by Faerlyn
Zocker wrote: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.
Thanks for that! At least some people still enjoy this mod. Also I'm starting to work on v8 of Hard Doom. Below is a few images of the HUD improvements and two new enemies(new lowest tier zombieman and shotgunguy). :biggrin:

v8 Hud
[spoiler]Image[/spoiler]

v8 New Enemies
[spoiler]Image
Image[/spoiler]

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

Posted: Mon May 15, 2017 9:24 pm
by Untitled
You're still working on this! Wow, that was unexpected.

And yes, dropping in to say that I am a fan of your work; in general, there's not too much to say about it that hasn't already been said.

With that in mind, what are these two new enemies? they certainly look neat, if not quite fitting (It does seem weird that a dual-pistol zombie would be a rare spawn for a sonic-railgun zombie, or that a shotgun zombie would be a rare spawn for the quite threatening SSG zombie, but I'm guessing at their weapons via only their sprites, so it's all conjecture).

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

Posted: Tue May 16, 2017 11:04 am
by Faerlyn
Untitled wrote:With that in mind, what are these two new enemies? they certainly look neat, if not quite fitting (It does seem weird that a dual-pistol zombie would be a rare spawn for a sonic-railgun zombie, or that a shotgun zombie would be a rare spawn for the quite threatening SSG zombie, but I'm guessing at their weapons via only their sprites, so it's all conjecture).
The two new enemies are becoming the main replacements for the Zombieman and Shotgunner. It should help a little bit in making early on maps less brutal.

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Mon Jul 10, 2017 7:18 am
by Faerlyn
Version 8 is released! Check the main post for links and details.

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Mon Jul 10, 2017 7:44 pm
by Untitled
Wow, that changelog! Glad to see this isn't dead.

Re: Hard-Doom v8 - Updated 7/10/17

Posted: Tue Jul 11, 2017 6:23 am
by Combinebobnt
ok argentum looks like there is more hard doom for u now; keeping it alive past its glory years