Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Combinebobnt
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#1
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by Combinebobnt » Mon Jun 04, 2012 6:32 pm
Download the latest version of mspd with the link below:
Beta 6.0hf Package
Some files for Mspd to work on GZDoom + some addons
(made by Panzermann11)
TSPG beta6.0hf main
TSPG beta6.0 randomspawner
TSPG beta6.0 maps
Shotgun sound patch for Zan3.0
Other Files on TSPG
All Files on Ifoc
Dynamic Lights
Much more vanilla (without randomspawner)
More Textures + All doom2 tex finally in except rsky2
Most subpar textures improved
Weapon improvements
A few map improvements
Smaller filesize
Learning how to spell
Fixing bugs so small I need a microscope
Official Extras and Addons:
"Vanilla" Mode
A wad that acts as a graphics replacement wad. You can throw this in your skins folder and take mspaint graphics wherever you so desire!
Due to the shortcuts in the main wad, there are no gibbing animations for monsters, and some monster deaths will look really bad; other than that, everything should be fine.
Hard Doom Style
An addon that changes all the monsters to those very similar to that of the wad Hard Doom, with a randomspawner built in.
There is no leveling system or sonic railgun in this, as well as no dark versions of cyberdemons or spider masterminds.
Eon weapons
This but in mspaint. Allows easy playing with dbab/aeondm/neondm (+ gets rid of ceiling lamp monsters...)
Summary:
For a summary of MspaintDoom (abbreviated as mspd), it is a wad that converts your beloved doom2 into something that a child would draw in mspaint. However, this is NOT just a simple sprite replacement. I wanted this to be more than just new images, so I did the whole deal and added all new gameplay and decorate coding and such. If you don't like this newschool-ish gameplay, I did my best to also maintain PlayerVsPlayer combat similar to how it was originally with only minor changes, and the vanillamode wad also exists. Also, I took the honor of mspainting a good part of the realm667 bestiary and a few weapons for the randomspawner addon, just to add some more content to play with. The wad has tons of new content, so it comes with a map pack as well, mostly pvp for now. You can also feel free to map for this wad if you please too, as everything placeable in a map editor is already sorted in the DoomBuilder2 thing menu for convenience.
Some items on the list are not done, and others may not be permanent.
• All of DOOM2 + Skulltag weapons + 22 all new carefully balanced weapons!
• An addon that randomly spawns weapons, ammo, and mspaint monsters. (All your doom2 favorites, ALOT of common realm667 enemies, and a bunch of original ones.)
• A set of home cooked maplists:
• EVERYTHING in Doom2 has been replaced with a paint counterpart:
- • Weapons
• Items
• Decorations
• Monsters
• Textures and Flats
• HUD/Menu elements (status bar face not replaced yet)
• Most of the Skulltag Specific content (medals, monsters, weapons, items, runes, etc.) (Skulltag content is STAYING in mspd, even for zandronum.)
Last edited by
Combinebobnt on Sun Oct 09, 2022 3:43 am, edited 20 times in total.
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TheCitrusKiwi
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#2
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by TheCitrusKiwi » Mon Jun 04, 2012 6:42 pm
this looks awsome. Nop this is awsome :)
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Vordenko
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#3
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by Vordenko » Mon Jun 04, 2012 6:44 pm
I remember this mod, glad to see it back, downloading :P
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Ivan
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#4
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by Ivan » Mon Jun 04, 2012 7:09 pm
THIS MOD HAS EPIC SSG !!!! GET IT IN ALL DM AND CTF SERVERS ASAP!!!
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Qent
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#5
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by Qent » Mon Jun 04, 2012 7:54 pm
I used to think this was just a graphics replacement. When I actually played it, I loved the new weapons and the new spin on old weapons (lightning!).
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jwaffe
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#6
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by jwaffe » Wed Jun 06, 2012 1:56 am
This mod is fun, definitely worth the download. It's fun in both DM and co-op.
Last edited by
jwaffe on Wed Jun 06, 2012 1:56 am, edited 1 time in total.
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one_Two
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#7
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by one_Two » Fri Jun 08, 2012 11:09 am
Just now played this, and it is brilliant. Well done.
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Daedalus
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- Location: UK
#8
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by Daedalus » Fri Jun 08, 2012 1:52 pm
This is actually not that bad, at first I was like, wow this is gonna be a waste of time but looking at those screenshots, it looks pretty good.
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Fire Man X
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#9
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by Fire Man X » Fri Jun 08, 2012 5:07 pm
Retro-styled or just in Paint? who cares, good job with that project looks awesome

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Nevanos
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#10
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by Nevanos » Fri Jun 08, 2012 8:57 pm
Played this in FNF - I think this project is great! Funny concept, but the maps and gameplay makes it all awesome. Hope this gets finished and more play online!
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RDMonkey
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#12
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by RDMonkey » Fri Jun 15, 2012 3:48 am
I love mspd, keep the progress goin' bobby!
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Combinebobnt
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#13
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by Combinebobnt » Fri Jun 15, 2012 3:58 am
Mspd Ctf is in the works.
Edit: I will start a few maps for beta5.2, but it most likely won't be many and the maps will not be fully detailed.
Last edited by
Combinebobnt on Tue Jun 26, 2012 5:58 pm, edited 1 time in total.
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thebestmlTBM
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#14
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by thebestmlTBM » Wed Jun 27, 2012 10:09 pm
I tried it out It was preety amazing.
But here's the wad I tried out that dosen't work
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1. mspd-dbpistolspawn
2. mspd-lmsfixv3
3. mspd-randomspawner5.0
BTW, Good luck with the wad you working on.

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I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s
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Combinebobnt
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#15
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by Combinebobnt » Wed Jun 27, 2012 10:21 pm
All those wads have to be hosted WITH mspdbet51.pk3 loaded before it. Mspd readme.txt in the package download explains that somewhat
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thebestmlTBM
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#16
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by thebestmlTBM » Thu Jun 28, 2012 10:29 pm
Combinebobnt wrote:
All those wads have to be hosted WITH mspdbet51.pk3 loaded before it. Mspd readme.txt in the package download explains that somewhat
Thanks. I created the shortcut of Zandronum to make one of them work.

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I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s
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Guest
#17
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by Guest » Thu Jun 28, 2012 10:48 pm
If you keep the cartoonish style and enhance them.
It will win bricks.
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Mr. Chris
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#18
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by Mr. Chris » Fri Jun 29, 2012 5:21 am
How would I run the game without the stuff that randomizes the stuff in the case I want to play classic Doom/Doom2 without anything but the sprite/texture replacements?
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Combinebobnt
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#19
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by Combinebobnt » Fri Jun 29, 2012 6:32 am
You can just run the main pk3 for non randomized stuff, which will be pretty close to normal doom. If you want it even more vanilla in that it is basically vanilla doom, there isn't really much choice for that right now besides just taking the wad, editing it to remove the zdoom lumps, and playing that. However this isn't really advised as some replaced things dont actually have all their original frames replaced, which isn't a problem with decorate. I think I can whip up a quick pure vanilla mode for 5.2 which has no decorate, although some monster deaths and stuff will look awkward.
5.2 is going to have some other goodies as well, including some quick addons I made that might be a fun surprise for some. (also had to type this all on a phone do to my router being currently broken)
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thebestmlTBM
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#20
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by thebestmlTBM » Wed Jul 04, 2012 3:29 am
Also I like the PGD. I don't know what that stands for but it looks like a Doom 64 Unmaker but modified.
I sure hope you'll make the Doom 64 Marine MSPaint-ified, cause that's my main Doom OC Character.
[My Main Character is a Doom 64 Marine with orange shirt and pants]
<-

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I DON'T KNOW A DAMN WHHOOOAAAHHH! You are not driping ugly juice all over my new couch, shoes on and everything you trying to Rick James my s***? Ho... Oh lord please. WHHOOOOOHH!
~DashieXP
http://www.youtube.com/watch?feature=pl ... y3GE#t=22s