enigmas: in the Milky Way (Invasion)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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mindphase
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enigmas: in the Milky Way (Invasion)

#1

Post by mindphase » Sat May 24, 2025 6:52 pm

Greetings fellow Doomers!

"Monsters have invaded the Milky Way. You and your Doomer pals travel 
to various planets in the Milky Way to setup defense and stop the invasions!"

Download: https://allfearthesentinel.com/zandronu ... 0.0629.pk3

For some reason, I have always wanted to play an Invasion mod with Doom, Heretic, Hexen and Skulltag monsters. I thought it would be cool to see how the different species compliment each other. Over 10 years ago, I started on a simple Invasion map pack doing just that, but it wasn't up to my standards, so I scrapped it and started a new project in the same vein a few months ago.

This is a Doom 2 mod, and contains UDMF maps, Doom, Heretic, Hexen, Skulltag, Realm667 and Diablo 2 monsters, Doom 2 weapons and new weapons (new as in, not from original Doom 2) and new items.

This is a newly built Invasion system that contains a lot of the great ideas from Stronghold, including spawning of weapons/items before wave start, customizable monster spawning per wave, cooldowns for items so 1 player doesn't grab them all, and much much more. The PK3 contains a Readme with a lot of information in it if you want to read more!

This has been tested on Zandronum 3.2.1, and is intended for Multiplayer, but has been optimized for both Single Player and Multiplayer.


Gameplay Videos and Screenshots:

MAP01 -

https://www.youtube.com/watch?v=0m4BwVWCNAE
https://postimg.cc/sBY53Hs6
https://postimg.cc/YGtY0NS9


MAP02 -

https://www.youtube.com/watch?v=xOQZO0UyyM0
https://postimg.cc/xkyr2QZB
https://postimg.cc/jwRP26jS


MAP03 -

https://www.youtube.com/watch?v=k_jHlj7NY-A
https://postimg.cc/1nywX0zm
https://postimg.cc/7GX72CCf


MAP31 -

https://www.youtube.com/watch?v=8qGTGT949UQ
https://postimg.cc/p5TjY28K
https://postimg.cc/hQjmbSx9


I hope someone enjoys!

Let me know if you have any questions, comments, concerns, etc.!

Cheers!
Last edited by mindphase on Mon Dec 01, 2025 7:25 pm, edited 24 times in total.

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mattbratt11
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Re: enigmas: in the Milky Way (Invasion)

#2

Post by mattbratt11 » Sun May 25, 2025 4:26 am

Can you post a Gameplay Video and Trailer on YouTube, so we know what it is about?

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#3

Post by mindphase » Sun May 25, 2025 1:33 pm

mattbratt11 wrote:
Sun May 25, 2025 4:26 am
Can you post a Gameplay Video and Trailer on YouTube, so we know what it is about?
Sure thing. Updated the main post with the links. Quality isn't the greatest though.

Cheers!

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#4

Post by mindphase » Sat May 31, 2025 7:12 pm

Update:

Tested with Zandronum 3.2 with another player, and it seems to be running well!

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#5

Post by mindphase » Mon Jun 02, 2025 5:56 pm

Update:

Edited a few sectors in MAP02 to include more occlusion, as the map was too open from those points and was lagging a little bit when a lot of monsters were shooting projectiles. That has been resolved with more void space.

I didn't update the screenshots or videos though. Been too busy!

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Ænima
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Re: enigmas: in the Milky Way (Invasion)

#6

Post by Ænima » Mon Jun 02, 2025 7:18 pm

Cool!

I like the new invasion HUD. Doesn’t get in the way like the hard-coded one.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#7

Post by mindphase » Fri Jun 06, 2025 9:38 pm

Update:

- Updated gameplay videos (as previous videos were not HD) and screenshots in first post!

- Few small detail updates to MAP02 like textures that needed to be fixed and such.

Edge case fixes:

- Corpse fade code - If player killed monster, then Archvile resurrected it, then player killed it again in quick succession, sometimes the corpse fade script would trigger twice.

- Monsters that spawn other monsters like PainElemental, if killed last would cause the wave to end pre-maturely even though Pain Elemental spawns 3 Lost Souls on death. Now it delays the wave completion when one of those monsters is killed last to account for the spawned monsters.
Last edited by mindphase on Sun Oct 12, 2025 12:31 pm, edited 3 times in total.

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#8

Post by mindphase » Fri Jun 06, 2025 9:43 pm

Ænima wrote:
Mon Jun 02, 2025 7:18 pm
Cool!

I like the new invasion HUD. Doesn’t get in the way like the hard-coded one.
Thanks! That's what I was going for. I wanted to ensure that the player never got distracted by the HUD!

Much appreciated!

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#9

Post by mindphase » Mon Jun 16, 2025 9:53 pm

Update:

Expanded floor size for each step in MAP01 for one of the entrances to the building to allow monsters to walk in from that side.

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#10

Post by mindphase » Sat Oct 11, 2025 4:48 pm

Update:

Added a beach themed MAP31.

​​​​​​​Cheers!
Last edited by mindphase on Mon Oct 13, 2025 8:36 pm, edited 1 time in total.

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#11

Post by mindphase » Mon Oct 13, 2025 8:36 pm

Update:

Fixed D'Sparil 2 killing all monsters on wave on death.

Edit:

Re-uploaded v0.0625 with a quick monster block fix as monsters were getting stuck in water on MAP31 in cave.

mindphase
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Re: enigmas: in the Milky Way (Invasion)

#12

Post by mindphase » Fri Nov 28, 2025 10:28 pm

Update:

Major update on this one! Check main post!

- Re-worked MAP01 and added more detailing!
- Added dynamic lighting, lighting effects and texture updates to all maps.
- Added new monsters and items.
- Added a new MAP03!
- Fixed a bunch of stuff under the hood like single player lives not restarting map after losing all lives, split up the .acs files, and a bunch of other stuff.

Hope someone enjoys this! :D

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