re4 doom the mercenaries [released]

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
doomero
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re4 doom the mercenaries [released]

#1

Post by doomero » Wed Jun 13, 2012 4:15 am

zandronum version trailer:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
download link:

//DOWNLOAD LINK//ZANDRONUM

https://mega.co.nz/#!ZIhBnIjb!E0UURywiH ... 2Mdsk41dYc

But exist a GZDooM/ZDooM too is much better, but is only for singleplayer

//DOWNLOAD LINK//GZDOOM

http://www.mediafire.com/download/wmojj ... naries.rar

enjoy!

///////////////////////////////////////////////////////////////////////


description
[/code]

Code: Select all

===========================================================================
Advanced engine needed  : Zandronum Compatible Ports (recomended beta build 2.0)
Primary purpose         : Single only
===========================================================================

Title                   : DOOM THE MERCENARIES ZANDRONUM EDITION
Filename                : doomthemercenaries.pl3
Release date            : 10/04/14
Author                  : Redield21 aka DooMero.
Email Address           : doomero21@gmail.com

===========================================================================

Description             : 

DooM The mercenaries is a crossover between DooM and Resident evil 4 the mercenaries.

Avaible characters:

LEON SCOTT KENNEDY: 

KNIFE, PUNISHER, SHOTGUN, TMP, HAND CANNON, GRENADE AND FLASHBANG.

HUNK:

BLACKTAIL, RIOTGUN, TMP, PRL412, GRENADES AND FLASHBANG

JACK KRAUSER:

KNIFE, HANDGUN, STRIKER, TMP, BOW, GRENADE AND FLASHBANG

ADA WONG:

KNIFE, BLACKTAIL, SHOTGUN, TMP, BOWGUN, GRENADE AND FLASHBANG

ALBERT WESKER:

HANDGUN, STRIKER, CHICAGO TYPERWRITER, RIFLE SEMIAUTO, KILLER7, GRENADE AND FLASH BANG

===========================================================================
* What is included *

New levels              : No (ending and credits are levels, but are not playables)
Sounds                  : Yes
Music                   : Yes 
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
===========================================================================

* Play Information *

Game                    : Doom (recommended), Doom2 (recommended), TNT, plutonia.
Single Player           : Designed for.
Cooperative 2-4 Player  : Yes.
Deathmatch 2-4 Player   : No.

===========================================================================

* Construction *

Build Time              : 6 months (gzdoom), 1 week (zandronum conversion)
Editor(s) used          : XWE, Slade 3.0, Photoshop CS2, Able Batch Converter, Builk rename utility, msplayer.



===========================================================================



Known Bugs              :

Map 30, the icon of sin spawn the original doom monsters, that mean the moded decorate is not supported.

Some bugs with the neckbreaker of Hunk.

Sometimes the melee activate involuntary after pain animation.

Multiplayer lag, sometimes when you are using the shotgun, you open fire like a pistol (but you are using the pistol really).

The last stand script (prevent your dead when you have 1 % of health) is not supported by zandronum 1.2, but works for zandronum builds (2.0)

===========================================================================

Skills            :


Normal: 1st time in Raccoon City, this skill is the most easy, with a damage factor of 1.0

Hard: Man, this never ends, for veterans and is very dificult, the damage factor is 2.0

Very Hard: Death cannot die, for veteran people, the damage factor is 3.0


===========================================================================

How to play:

You need almost doom.wad or doom2.wad and gzdoom or zdoom

Extract the mod and execute depending the sourceport the follow:

DTM ZANDRONUM: click this if you use zandronum

NOTE: "NOT" extract the PK3 files.

===========================================================================

If the hud is not showed on the screen:

Go to options, later to display options and finally screen size, choose a value inferior to 12, is recommended 11 or 10.

===========================================================================

Customizable controls:

Go to options and configure the buttons for this mod:

Fire button or primary fire: is the button for run, also can execute melee and oviusly is the button for fire a weapon (you need to aim first and later press this button).

Secundary fire: is the button for aim.

Jump button: is the button for jump.

DooM the mercenaries customizable controls:

Go to the section of "mercenaries" (the final key section):

Krauser arm/super dodge:  this is the button for activate the mutant arm of krauser and the super dodge of krauser and Wesker, but for this last, you need to press strafe right or strafe left + this button.

Melee1 button: is the button for the primary melee also can be execute with the primary fire button.

Melee2 button: is the button for the secundary melee.

Taunt button: the button for provoke.

Superjump button: you have 3 chances per map for activate super jump, but be carefull, this can be executed only 1 time if you still pressing this button, so try to press and release quickly.

Reload/turn 180/run: this button use different properties. Can reload a weapon, but you need to aim first and later press this button. Can run if you are moving wihout aim. Can turn 180 degrees if you press the backward button + this button.

Next music and previous music: are 2 buttons for change the music. The music is from resident evil 4, 5 and 6 and oviusly you can return to the doom music (default).

Radar button: this button can enhance your progress for get more points. Can detect enemies, treasures (sands clocks) and keys.

Knife: the button for use the knife (only for Leon, Krauser and Ada).



"Cheat mode" section:

+ 30 seconds: this button can increase to 30 seconds for the timer.

Skip start mission: this button is for skip the dialogues and instructions from the start.



===========================================================================

Play with another mods:

Recomended vanilla wads. For play this mod with another wad, for example memento mori (mm.WAD), you need edit the ms-dos files MERCENARIES ZANDRONUM  

Click with the right mouse and edit the file, the order need to be this:

zandronum.exe "your pwad name" (without the " ") doomthemercenarieszandro.pk3

Example:

zandronum.exe mm.wad doomthemercenarieszandro.pk3  




===========================================================================

* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for modification or
reuse.  Permissions have been obtained from original authors for any of
their resources modified or included in this file.

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.

===========================================================================

Credits, influences and special thanks:

Resident Evil Saga by Capcom.
DooM Saga by ID SOFTWARE
CSB200 by Doomero.
WW-DIAZ mod by Wildweasel.
UTNT mod by Tormentor667.
Ultimate Super Doom 3 mod by Doomero.
Super Doom 3 take II by DBThanatos.
That space amazon by RSL

DOOMERO AKA  REDIELD21. //ACS,DECORATE.
ROACK16. //ACS.
DARKLEFAUX // for support me lot of times with the sounds, ideas and resources.
ENJAY // for help me with FSGLOBAL (not used more for this new version, but still present)
Blue SHADOW // for help me to solve the problem of the player class screen, the inverse map when the char enter to danger state and the use of the property PROP_BUDDHA.
FIRELORD // principalmente ideas, me sirvio tu wea de idea sobre la munición en los mapas.
KURAMA HIWA DAISUKE // por tener tanta paciencia esperando el mod y sobre todo aportando con ideas.
DOOMEROS INC facebook group
DBTHANATOS AND AEOD TEAM// decorates from take II and some visuals (blood and smoke).
ZOMBIEGUY // IDEAS (jump)
DOOMGUY // no sé porqué, pero igual.
PSYCHOSILVERTH // por prestarme tus imagenes de las llaves red, blue y yellow para el screen.
ASAF ALCALÁ TINÁH // beta tester.
TERMINUSEST13  // ACS,decorate, ideas ( thanks a lot!!)
THEDIEGOMULA // aunque no lo puse en el trailer, la intro que hiciste del antiguo DooM the Mercenaries quedo genial.
GAMERLUNA // BETA TESTER.
HUGO // BETA TESTER.

Music from mercenaries RE4 : Composer(s): Shusaku Uchiyama, Misao Senbongi.
Music from mercenaries RE5 : Composer(s): Kota Suzuki, Wataru Hokoyama.
Music from mercenaries RE6 : Composer(s): Wataru Hachisako, Akihiko Narita, Yasuyuki Tsujino, Azusa Kato, Kota Suzuki, & Akiyuki Morimoto.

Was tested with 5 players and works good, enjoy!
Last edited by doomero on Thu Apr 10, 2014 2:50 pm, edited 1 time in total.

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NachtIntellect
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RE: Hunk for doom 3.0

#2

Post by NachtIntellect » Wed Jun 13, 2012 4:18 am

Oh my lord, you have got to do Leon next. (I remember playing hunk on the mercenaries from resident evil 4)
Did you just bite me? Come here, I will bite you back bastard.

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ALIENwolve
 
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RE: Hunk for doom 3.0

#3

Post by ALIENwolve » Wed Jun 13, 2012 5:22 am

Classy. Although from your demonstration, it seems that you have made him a weapon. This makes things look a mess when you get in melee range and could impede the user's sense of movement, since he's not actually there.

Avi
 
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RE: Hunk for doom 3.0

#4

Post by Avi » Wed Jun 13, 2012 6:22 am

Oh my fucking God yes! I remember seeing this a couple years ago on wads in progress and got sad realizing this would probably never be made. So, to see you've been working on this really gets me excited to see this is in fact coming out. I'll definitely be lurking this topic often.
Last edited by Avi on Wed Jun 13, 2012 6:24 am, edited 1 time in total.

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Zeberpal
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RE: Hunk for doom 3.0

#5

Post by Zeberpal » Wed Jun 13, 2012 8:01 am

ALIENwolve wrote: Classy. Although from your demonstration, it seems that you have made him a weapon. This makes things look a mess when you get in melee range and could impede the user's sense of movement, since he's not actually there.
Yeah i'm pretty sure it is possible to stick camera to his back from certain angle through hard coding. Although it looks awesome
Image ImageImage

doomero
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RE: Hunk for doom 3.0

#6

Post by doomero » Wed Jun 13, 2012 3:27 pm

pf course, melee attacks are a trouble specialy the neck breaker (in progress) i need a special camera for that (like brutal doom fatalities). An d yes, hunk is a weapons, is more easy work with a weapon than the player decorate, also i removed the free look when hunk is not aiming with the tmp
Last edited by doomero on Wed Jun 13, 2012 3:29 pm, edited 1 time in total.

Seesine
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RE: Hunk for doom 3.0

#7

Post by Seesine » Thu Jun 14, 2012 7:34 pm

Hey, this looks pretty nice. Good luck with it.

RDMonkey
 
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RE: Hunk for doom 3.0

#8

Post by RDMonkey » Fri Jun 15, 2012 3:53 am

Hehe, This doesn't look too bad actually. It'd be cool if you could do Dr.Salvador :3

doomero
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RE: Hunk for doom 3.0

#9

Post by doomero » Fri Jun 15, 2012 4:26 am

Dr salvador, for that i need the model, only i can rip the character from emrcenaries using the cheat noclip, for dr salvador is needed a model viewer.

other thing: here one of the sprites of neck breaker against imp, is very funny XD

Image

Image

Image

http://imageshack.us/g/189/43458944.png/
Last edited by doomero on Fri Jun 15, 2012 4:33 am, edited 1 time in total.

Synert
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RE: Hunk for doom 3.0

#10

Post by Synert » Fri Jun 15, 2012 12:38 pm

Haha, that looks brilliant

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NachtIntellect
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RE: Hunk for doom 3.0

#11

Post by NachtIntellect » Fri Jun 15, 2012 12:54 pm

Now all you need to do is make an Umbrella facility map full of monsters from Doom and have them spawn and then script some sort of time limit with time extenders.
Did you just bite me? Come here, I will bite you back bastard.


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WhoDaMan
 
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RE: Hunk for doom 3.0

#13

Post by WhoDaMan » Sat Jun 16, 2012 5:01 am

Wow!!! Now thats awesome.

Avi
 
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RE: Hunk for doom 3.0

#14

Post by Avi » Sat Jun 16, 2012 8:22 pm

Man, that head getting 180'd instead of a 90 degree snap looks really frickin' nice! Really sells the fact you just snapped their neck clean off the spine. :D

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Stru
 
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RE: Hunk for doom 3.0

#15

Post by Stru » Mon Jun 18, 2012 2:42 am

Clever, but I don't think I'd play it. Not my cup of tea.

Keep it up though! Looks great :)
Aragorn Based God I still got the mithril.

Archvile78
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RE: Hunk for doom 3.0

#16

Post by Archvile78 » Mon Jun 18, 2012 3:17 am

Technically impressive, but that's it.

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Mr. Chris
 
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RE: Hunk for doom 3.0

#17

Post by Mr. Chris » Mon Jun 18, 2012 8:52 pm

What happened with the audio at the end of that video?

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DR_FUZZY
 
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RE: Hunk for doom 3.0

#18

Post by DR_FUZZY » Mon Jun 25, 2012 7:38 am

Image

Moar.

bazzoka
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RE: Hunk for doom 3.0

#19

Post by bazzoka » Tue Jul 17, 2012 9:54 am

Awesome! i cant wait for this to finish
You can say good bye to your thread. Cause i am killing it.

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Valherran
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RE: Hunk for doom 3.0

#20

Post by Valherran » Sat Jul 28, 2012 7:14 am

You may need to increase his movement animation speeds a bit more if hes gonna run that fast.

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