Doom 2 Tower Defense

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Shadez12
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RE: Doom 2 Tower Defense

#21

Post by Shadez12 » Thu Aug 08, 2013 7:12 am

Seiat wrote: Woohoo!!
Thanks to scifista42, D2TD now works with Zandronum provided you run it with this patch:

http://www.speedyshare.com/hA8VP/skullt ... -fixed.pk3
(do not add skulltag_actors.pk3)

So far previous bugs with Zand aren't present, will be testing to find any possible additional bugs. Thanks again, scifista42!

And yeah... certain things were overlooked, like skins and stuff. Mah bad, not as good at this as I thought.

Also Qent, I appreciate you taking a look. I'll definitely be doing that for the full version if I get to it, for now though this patch seems to be working. Also in the full version I'll include an mp3 stripped copy to help that filesize... Mind you, a good chunk of it is the sentry info displays... Might have to do somethin about them as well.
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RE: Doom 2 Tower Defense

#22

Post by Tux » Thu Aug 08, 2013 10:23 am

I think you don't need that patch anymore
Last edited by Tux on Thu Aug 08, 2013 10:23 am, edited 1 time in total.
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dear diary, tux today was a faggot again[/size]

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-Jes-
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RE: Doom 2 Tower Defense

#23

Post by -Jes- » Thu Aug 08, 2013 10:30 am

You don't.
-Fixed Zandronum compatibility issues. Now works when run with skulltag_data.pk3 and skulltag_actors.pk3

Tomslucky7
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RE: Doom 2 Tower Defense

#24

Post by Tomslucky7 » Mon Aug 11, 2014 9:24 pm

I really want to get this to work but I have no idea why it is being such a piece.

This is all happening on D2TD1. I say sometimes because these bugs don't happen on the first 1 - 2 waves. Usually during or after the third one.

- When I die, it sometimes shows 2 defeat signs. one on the top right and one on the bottom center.
- When I look at the tab map, it shows a really small doom guy's face near the bottom left corner (closer to the middle)
- Sometimes enemies will stop giving me money on kills. I think it's when I go back to the core room and pick up money dropped by the core.
- Towers will glitch when buying/placing/something happens then I can place as many of them as I want (flood the map with them because they glitched and the item to place them will not disappear so i can keep placing them over and over)
- Repair gun works for a short while. Sometimes it won't repair the tower at all. Armor on turrets is only visible when actually using the repair gun on the turret so you have to waste money in order to see what it's at.
- Turrets are always at 100% armor, regardless of the actual value they are at.

On D2TD2 (forest map)

- first 3 waves of enemies give me NO money

this is all I could distinguish at the moment.

- I'm using Zandronum 1.2.2 to create a server and host a skulltag game (selected as game mode). That sometimes resets to the cooperative game mode when I check the server settings in Zandronum after I've created the server.
- I have map set to use D2TD1
- I have IWAD set to Doom2.wad
- I am using these pk3's (none have been renamed):
--- Doom2TowerDefense.pk3
--- skulltag_actors.pk3
--- skulltag_data_126.pk3
-I've tried using skulltag_data.pk3 but it did nothing different.
-I am playing with the Pussy class. The Badass class doesn't start with a weapon.

Pics for reference:

The Doomseeker server creation settings

-ignore all the other pk3's in this picture. I was adding whatever I could find from post http://zandronum.com/forum/showthread.php?tid=417 to see if it would fix anything. No luck.

Image

The Zandorum server settings.

Image

Here's what happens if i try to host it without actors and use skulltag_data_fixed.

Image

Here's what shows on the server log when it starts:

Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'SFLSA0' in texture 'BFLASMAL'
Unknown patch 'SFLSA0' in texture 'RFLASMAL'
Unknown patch 'SFLSA0' in texture 'WFLASMAL'
Unknown patch 'SFLAA0' in texture 'GFLAA0'
Unknown patch 'SFLAB0' in texture 'GFLAB0'
Unknown patch 'SFLAC0' in texture 'GFLAC0'
Unknown patch 'SFLAD0' in texture 'GFLAD0'
Unknown patch 'SFLAE0' in texture 'GFLAE0'
Unknown patch 'SFLAF0' in texture 'GFLAF0'
Unknown patch 'SFLSA0' in texture 'GFLSA0'
Unknown patch 'SFLSB0' in texture 'GFLSB0'
Unknown patch 'SFLSC0' in texture 'GFLSC0'
Unknown patch 'SFLSD0' in texture 'GFLSD0'
Unknown patch 'SFLSE0' in texture 'GFLSE0'
Unknown patch 'SFLSF0' in texture 'GFLSF0'
Unknown patch 'SFLSA0' in texture 'GFLASMAL'
Unknown patch 'SFLAA0' in texture 'YFLAA0'
Unknown patch 'SFLAB0' in texture 'YFLAB0'
Unknown patch 'SFLAC0' in texture 'YFLAC0'
Unknown patch 'SFLAD0' in texture 'YFLAD0'
Unknown patch 'SFLAE0' in texture 'YFLAE0'
Unknown patch 'SFLAF0' in texture 'YFLAF0'
Unknown patch 'SFLSA0' in texture 'YFLSA0'
Unknown patch 'SFLSB0' in texture 'YFLSB0'
Unknown patch 'SFLSC0' in texture 'YFLSC0'
Unknown patch 'SFLSD0' in texture 'YFLSD0'
Unknown patch 'SFLSE0' in texture 'YFLSE0'
Unknown patch 'SFLSF0' in texture 'YFLSF0'
Unknown patch 'SFLSA0' in texture 'YFLASMAL'
Unknown patch 'turba0' in texture 'ARTITU1'
Unknown patch 'turbb0' in texture 'ARTITU2'
Unknown patch 'turbc0' in texture 'ARTITU3'
Unknown patch 'turbd0' in texture 'ARTITU4'
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'SpidBite' more than once.
Tried to register class 'PowerWeaken' more than once.
Tried to register class 'BarbTrail' more than once.
Tried to register class 'terminator' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Tried to register class 'DoomImpBall' more than once.
Tried to register class 'CacodemonBall' more than once.
Tried to register class 'BaronBall' more than once.
Tried to register class 'RevenantTracer' more than once.
Tried to register class 'ArachnotronPlasma' more than once.
Tried to register class 'FatShot' more than once.
Tried to register class 'Rocket' more than once.
Tried to register class 'BFGBall' more than once.
Tried to register class 'BFGExtra' more than once.
Tried to register class 'LostSoul' more than once.
Tried to register class 'FirebombExplosion1' more than once.
Tried to register class 'FirebombExplosion2' more than once.
Tried to register class 'FirebombExplosion3' more than once.
Tried to register class 'BulletPuff' more than once.
Tried to register class 'RLDisplay' more than once.
Tried to register class 'ZZCure' more than once.
Tried to register class 'ZZIdent' more than once.
Tried to register class 'ImpHead' more than once.
Tried to register class 'CacolanternBall' more than once.
Tried to register class 'BFG10kShot' more than once.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
DistX in slider decal BSlide1 is unsupported
DistX in slider decal BSlide2 is unsupported
PWO_LoadDefs: Loading PWO definitions...
M_Init: Init miscellaneous info.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
using alternate port 10667
player 1 of 1 (1 nodes)
Initializing network subsystem.
Server using alternate port 10667.
Winsock initialization succeeded!
IP address 192.168.1.xxx:10667
GeoIP initialization failed.
UDP Initialized.
Sucessfully added port mapping.

*** D2TD1: Abandoned Factory ***

compatflags changed to: 0

Someone please help me! tell me what it is I am doing wrong :( Thanks in advance..

*edit*
I THINK I may have figured it out.

You can't die. I was respawning and it was causing those issues. Probably cause the gamemode keeps changing to cooperative.

Otherwise all is well for the most part.

The only Issue I'm still having is that dang repair gun not repairing fast enough and armor always displaying at 100% (even if a turret is smoking)
Last edited by Tomslucky7 on Mon Aug 11, 2014 10:04 pm, edited 1 time in total.

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ForrestMarkX
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RE: Doom 2 Tower Defense

#25

Post by ForrestMarkX » Mon Aug 11, 2014 9:55 pm

Tomslucky7 wrote: Someone please help me! tell me what it is I am doing wrong :( Thanks in advance..
Load Skulltag_Actors and Skulltag_Data before the main mod
Image[url=steam://friends/add/'.76561197997881512.']Image[/url]

Tomslucky7
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RE: Doom 2 Tower Defense

#26

Post by Tomslucky7 » Mon Aug 11, 2014 10:38 pm

ForrestMarkX wrote:
Load Skulltag_Actors and Skulltag_Data before the main mod
I did that as well (check the edit on my post). Thanks for the suggestion!

Quick question, which map is supposed to be the first map to start in? I've been using D2TD1 but then when I completed it, it brought me to a lab. I feel like that should be the starting map but not sure which one it is. Let me know if you can, thanks!

*edit*
also, any way to save your progress via multiplayer so you don't have to start from scratch on every level?

I'm trying to find a different engine that could do that like GZDoom or Zdoom or ZDaemon or Odamex.

None of them work with this mod.

Also, how would something like that work? In NORMAL Doom, if you die, you're dead until you restart the game from a save state. If 2 or more people are playing and one person dies, do you have to restart from the last save state of the server then? Would get frustrating if someone keeps dieing constantly and you keep losing progress because of it.

Respawning I've figured out corrupts this mod (via Zandronum) so that is an unacceptable choice. This would just be an alternative that works to save progression.

Bugs I would love to see fixed for this mod

Bugs I've found so far in multiplayer:

I played with a friend of mine in multiplayer and this is what I found.

-Progress/purchased items are carried when moving to the next map (if you buy a shotgun, you have it when you go to the next mission or replay a mission). If you die, you lose all of your weapons (purchased upgrades I am assuming too) when the level is reset.

-Saving your progress is impossible. You always have to restart when 1 person dies
---If someone dies, the level's waves stop coming in and you have to re-press the switch to start it again. It starts sending waves again then from wave 1.
-----If I die after someone dies, the level restarts but we lose all of our weapons. My friend left the game before the level was reset. When it did reset, both my client and the server crashed.

-Sometimes one of us would spawn in a secret room and we wouldn't be able to get out until the other person found out how to free which one of us was stuck.

-Enemies that aren't supposed to retaliate, retaliate (ex. wave 1 on the first map, those pistol dudes are shooting us)

-If I buy an upgrade towards the core, it upgrades for me but not for anyone else in the server.

-My friend bought a shotgun and the door opened for the upgrades towards it. When we played a map and came back, that door was closed. At that time when we saw that the door was closed, I bought a minigun and the door for the minigun upgrades opened. When we played another map and came back, the door for the minigun was closed, but the door for the shotgun was opened. I don't quite remember who was starting and/or exiting the levels, but I think these bugs might relate to that.

-One of the times we did a rerun of the second map, I pressed the switch but the core did not turn on. The waves were coming but the core was not enabled so it was not spitting money at us.

-The armor disappears too quick on turrets (even in single player). It's hard to keep track of sometimes.

-You CANNOT save on multiplayer

-You cannot respawn in multiplayer, it will break your character (monster kills will not grant you money. Also if you can buy a sentry, you can place an infinite amount of them because the item never disappears from your inventory) until the level is reset. Playing 1 life survival mode or disallowing respawn on coop fixes this. However, with disallowing respawn on coop you are unable to save your progress unlike in singleplayer.

-Armor for turrets will not display properly (always 100%) when repairing them in multiplayer.
Last edited by Tomslucky7 on Sat Aug 16, 2014 7:24 am, edited 1 time in total.

bruiserdaemon
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RE: Doom 2 Tower Defense

#27

Post by bruiserdaemon » Mon Jan 05, 2015 10:31 pm

Is this mod dead? There is a lot of stuff here i'd be disappointed if you dropped everything at this point... i love the battle with chtulu, the most strategic battle i ever did on an fps.

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Seiat
 
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RE: Doom 2 Tower Defense

#28

Post by Seiat » Sun Jan 11, 2015 6:19 pm

TomsLucky7 wrote: A whole lot of stuff
As mentioned in previous comments and in the readme, this mod has some serious issues in multiplayer. It's designed as a single player wad even though it only works on a multiplayer port.

I did make an effort to make this mod compatible in MP. And after a lot of confusion and frustration, that effort was soon followed by me saying 'fuck this, single player it is'. I know that sounds pretty lethargic on my behalf, but I'm still happy with the current outcome.

Maybe I'll take another stab at better multiplayer gameplay in future updates. But if it pisses me off, I'll probably say fuck it again.
bruiserdaemon wrote: Is this mod dead? There is a lot of stuff here i'd be disappointed if you dropped everything at this point... i love the battle with chtulu, the most strategic battle i ever did on an fps.
I'm only ankle deep in this mod with full intentions of going balls deep, so yeah it'll eventually get an update. For now though, I'm working on my other project, and between being a solo modder and not enough hours in a day progress is pretty slow.

I've had a lot of discussions and suggestions about where to take this mod from where it currently is. Also D2TD still has some issues, mostly with the lagfest at the end of the game when you have to spam sentries. I may have to re-think battle styles so that spamming hundreds of sentries isn't a thing that needs to be done. Moral is, yes expect an update at some point, but don't expect it anytime soon.
*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************

bruiserdaemon
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RE: Doom 2 Tower Defense

#29

Post by bruiserdaemon » Mon Jan 12, 2015 11:26 am

I think D2TD is actually better in SP... it takes strategy and planning, powerups and use the right weapon at the right moment... in MP it would be totally chaotic, plus there is not enough place for all the towers which would end up killing all the players if there are too many of them.

So i suppose think you are right when you say you need to prevent tower spamming, maybe try something like this: make towers upgradable in exchange for money. This way players will end up making a few elite towers instead of a massive amount of basic towers. Limit the number of towers to 20 x player. Also, increase some HP for upgraded towers, so they will last longer and are more convenient.

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RE: Doom 2 Tower Defense

#30

Post by Hardbash » Thu Aug 13, 2015 2:19 am

I played this quite a bit, but never started the castle map.

Hard as balls though. REAL fun!
I haven't touched it in a year, and the new Zandronum updates ruined it I think, since I can't start it. If you ever get back to working on this, here's some errors I got while launching it...
[spoiler]LoadActors: Load actor definitions.
Script error, "Doom2TowerDefence.pk3:actors/d2td/inventory.txt" line 1182:
Cannot replace class MaxHealthBonus with itself
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'ImpHead' more than once.
Tried to register class 'CacolanternBall' more than once.
Tried to register class 'Bloodtrail' more than once.
Tried to register class 'SpidBite' more than once.
Tried to register class 'PowerWeaken' more than once.
Tried to register class 'BarbTrail' more than once.
Tried to register class 'terminator' more than once.
Tried to register class 'CometDeathGlow' more than once.
Tried to register class 'CometDeath' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1204:
Cannot replace class DoomImpBall with itself
Tried to register class 'DoomImpBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1239:
Cannot replace class CacodemonBall with itself
Tried to register class 'CacodemonBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1267:
Cannot replace class BaronBall with itself
Tried to register class 'BaronBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1303:
Cannot replace class RevenantTracer with itself
Tried to register class 'RevenantTracer' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1343:
Cannot replace class ArachnotronPlasma with itself
Tried to register class 'ArachnotronPlasma' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1375:
Cannot replace class FatShot with itself
Tried to register class 'FatShot' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1404:
Cannot replace class Rocket with itself
Tried to register class 'Rocket' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1434:
Cannot replace class BFGBall with itself
Tried to register class 'BFGBall' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1463:
Cannot replace class BFGExtra with itself
Tried to register class 'BFGExtra' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/replace.txt" line 1480:
Cannot replace class LostSoul with itself
Tried to register class 'LostSoul' more than once.
Tried to register class 'BFG10kShot' more than once.
Tried to register class 'FirebombExplosion1' more than once.
Tried to register class 'FirebombExplosion2' more than once.
Tried to register class 'FirebombExplosion3' more than once.
Tried to register class 'PlasmaBall1' more than once.
Tried to register class 'PlasmaBall2' more than once.
Script error, "Doom2TowerDefence.pk3:actors/d2td/auto.txt" line 712:
Cannot replace class BulletPuff with itself
Tried to register class 'BulletPuff' more than once.
Tried to register class 'RLDisplay' more than once.
Tried to register class 'ZZCure' more than once.
Tried to register class 'ZZIdent' more than once.

Execution could not continue.

12 errors while parsing DECORATE scripts[/spoiler]
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Ivan
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RE: Doom 2 Tower Defense

#31

Post by Ivan » Thu Aug 13, 2015 2:53 am

Those aren't the fault of Zandronum updates, those are just bad modding practices showing their face.
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Re: Doom 2 Tower Defense

#32

Post by Mobius » Thu Jun 07, 2018 11:02 pm

I can't even run it on older versions of Zandronum 2.1.2

Works on 1.3
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Combinebobnt
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Re: Doom 2 Tower Defense

#33

Post by Combinebobnt » Thu Jun 07, 2018 11:30 pm

patch out the bad modding practices if u want it to run with 3.0. patch out = have to reupdate the core wad lol its fudged

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Seiat
 
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Re: Doom 2 Tower Defense

#34

Post by Seiat » Fri Jul 06, 2018 2:27 am

I'm finally working on this again after being on modding hiatus for a good long while. Once I've hammered out new maps new sentries and a bunch of other stuff (there's too much i want to do with this lol), I'll be giving D2TD an overhaul so it works with Zan 3.0... Or the latest Zan if it gets another update before then. Lots of little mistakes to fix.. bad modding practices indeed. Plus a decent sized list of in-game bugs overlooked in the original release. Correcting it all shouldn't be a big deal tho, just time consuming.

Multiplayer is pretty much out of the question unfortunately but I'm 100% good with this being a single player mod on it's own, so here's hoping you guys are good with it too. Also, don't expect anything soon, it's gonna take a while cuz rushing will cause more mistakes and an unfinished result.

Guess there's no point posting without a sneak peak of at least something.
Spoiler: Some stuff I'm screwin' with (Open)
Sentries can be upgraded on the field (once purchased in lab), after which they have alternatable firing modes and gain a lot more power as they level up.
Bio
Image
Rocket
Image
Frost
Image

Not sure if I wanna keep the color scheme for the bases or leave em all grey.

Some new maps
Spoiler: Core map: Missile Base (Open)
Image
Image
Spoiler: Core map: Polar Station (Open)
Image
Image
Image
Spoiler: Core map: Insidious Portals (Open)
Image
Image
Image
Image
Spoiler: Siege map: Unholy Core (Open)
Image
Image
Image
Image
Image
Image
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Image
Still gotta load that siege map up with monsters and shifty traps. When it's all finished there will be 20 maps, 2 secret maps and a pile of challenges. New lightning sentry and BFG sentry are underway, will likely make more different sentries because why not? Re-balancing here and there (machinegun sentry getting nerfed a bit, sniper sentry will overheat when fired off too much, wave adjustments / lab price adjustments etc.) ...and gonna be upping the drop rates from bosses and most challengers. Bosses will now have 5%-10% chance of dropping cool rare items you won't find anywhere else. Like the Pandora sphere, that selects one of 150 random effects when you use it (player buffs, death, weird effects, anything goes). Capping waves at 40 because 50 just feels too long. Map 9 and 10 will be a bit easier but expect some of the new maps to be extra hateful.

Mod should be pretty epic if you dig tower defense games. Everything is still WIP so anything could still change. Throw some ideas out if ya want.

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Re: Doom 2 Tower Defense

#35

Post by yunoguy123 » Sun Jul 08, 2018 8:41 pm

To be honest the mod works better as a SP mod because in MP it'd be wayy to easy and there would be no challenge.
Why yes! I did cancel a terrible idea for being terrible!

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Seiat
 
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Re: Doom 2 Tower Defense

#36

Post by Seiat » Wed Jul 11, 2018 3:57 am

yunoguy123 wrote:
Sun Jul 08, 2018 8:41 pm
To be honest the mod works better as a SP mod because in MP it'd be wayy to easy and there would be no challenge.
True that, unless sentries were blowing your mates away haha.
At 20 maps I figure it'll definitely be something you want to save game and come back to later anyways.
*********************** PROJECTS ************************
************ In Progress ---> Doom 2 Tower Defense ************
**************** On Hold ---> Internal Conflict ****************
*********************************************************

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Re: Doom 2 Tower Defense

#37

Post by Javulas » Sat Jul 21, 2018 6:04 am

Oh thank god you're resuming work on this. I played this several years ago and had many urges to play it since then, but couldn't due to new Zandronum versions. I'm keeping tabs on this wad! Thank you Seiat for returning.

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