Download Doom 3 Weapons Mod Doom 2 Wads

Let the Obsession begin. This time, the entire forces of the netherworld have overrun Earth. Visual comfort lighting. To save her, you must descend into the stygian depths of Hell itself! Battle mightier, nastier, deadlier demons and monsters.

Use more powerful weapons. Survive more mind-blowing explosions and more of the bloodiest, fiercest, most awesome blastfest ever! Play DOOM II solo, with two people over a modem, or with up to four players over a LAN (supporting IPX protocol). No matter which way you choose, get ready for adrenaline-pumping, action-packed excitement that's sure to give your heart a real workout.

Doom: OverPower Weapons - WAD (demonstation + download ). Link del Wad - Mod. Doom 3 Weapons 'Mod' for Doom 2 ( ZDoom - GZDoom ). (Expand for Download Link) Download link (updated 2015) Invasion infernal +. Instructions: 1. Download the mods you want 2. Download Gzdoom 3. Download your desired iwad files A video on how to download, install and configure GZDoom with Doom 2 and mods and create bat files Here's part 2 of All of the weapons on each wads The wads are now avalable to download.

These sprites of the Doom3 guns are converted very well. Too bad my labtop's graphics card isn't supported, or I'd be shooting some doom3 baddies right now =(. Anyway, I found several bugs in the mod that I'm not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet. 1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines).

2) Chaingun goes into reload everytime I press fire but dont hold it lod enough for the gun to fire off a shot. 3) BFG 9000 sprites dont' have the Bright set for the projectile, thus resulting in a strange color in darker rooms.

4) I'm not sure if this was intentional, but the pistol and machine gun both shoots 2 bullets at a time. 5) Also, i'm not sure if this is intentional as well, the BFG hurts (usually kills the player) when it goes off. 6) Didn't the doom 3 plasmagun have 50 cells per magazine? 32 seems a bit short.

The same with the Chaingun. The 60 bullets runs out very fast.

-------------------------------------------------------------------------------------- Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work. ^_^ The Sentient Mushroom Joined: 26 Jul 2004 Location: Growing from mycelium near you.

Eriance wrote:These sprites of the Doom3 guns are converted very well. Too bad my labtop's graphics card isn't supported, or I'd be shooting some doom3 baddies right now =(.

Download Doom 3 Weapons Mod Doom 2 Wads

Anyway, I found several bugs in the mod that I'm not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet. 1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines). Fine for me in GZDoom. My main issue with those two weapons is that they do far too little damage (taking almost an entire clip to kill a Zombie with the pistol, for example). Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work.

^_^ I thought the shotgun was a bit clunky myself, but it does have a good bit of power. On with my personal criticisms, which I hope will be fixed before I start reviewing. • The shotgun's reload sequence is too slow, which will most likely result in one's death in the middle of a firefight. • The frame sequence used in the shotgun's reload makes the shotgun suddenly jump from 'closed' to 'open' state when the hand first moves to insert shells, and back again before the doomguy cocks it at the end. • The reload animations in general seem slow and choppy. • The pistol is WAY too weak. Same with the fists.

This makes quite a number of maps extremely difficult to start without cheating. • For the fists' attack sequence, it'd be better to use the A_Jump codepointer instead of seperating the attacks into Fire and Hold states.

It doesn't feel right to have Doomguy lead with a left hook, then switch exclusively to right hooks until he stops attacking. • Various reload sequences (the chaingun among them) will cause the weapon to switch away if there is not enough reserve ammo to fill the clip. Example: Reload an empty chaingun with only 20 chaingun bullets left.

• Modify your weapon.selectionorder numbers so the fist isn't picked as a priority when a weapon runs dry. • In the GZDoom version, add an FSGLOBAL lump (you may use the one in ww-stranger.wad as a base) so the player doesn't need to cheat for his initial equipment. • The flashlight refuses to work reliably in the GZDoom version, likely due to your usage of a very fast projectile as a light source. Replace this projectile with a hitscan attack with perfect accuracy and no damage, and then add a dynamic light to the puff (with puffonactors added to either the light puff or the flashlight definition, I can't remember which). • The BFG's charging sound continues playing after the bolt is fired. To fix this, don't give the projectile a SeeSound. Instead, play the charging sound with A_PlayWeaponSound, and then at the moment the gun fires, use another A_PlayWeaponSound command to play the sound of the bolt firing so that it stops the charging sound.

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  • Let the Obsession begin. This time, the entire forces of the netherworld have overrun Earth. Visual comfort lighting. To save her, you must descend into the stygian depths of Hell itself! Battle mightier, nastier, deadlier demons and monsters.

    Use more powerful weapons. Survive more mind-blowing explosions and more of the bloodiest, fiercest, most awesome blastfest ever! Play DOOM II solo, with two people over a modem, or with up to four players over a LAN (supporting IPX protocol). No matter which way you choose, get ready for adrenaline-pumping, action-packed excitement that\'s sure to give your heart a real workout.

    Doom: OverPower Weapons - WAD (demonstation + download ). Link del Wad - Mod. Doom 3 Weapons \'Mod\' for Doom 2 ( ZDoom - GZDoom ). (Expand for Download Link) Download link (updated 2015) Invasion infernal +. Instructions: 1. Download the mods you want 2. Download Gzdoom 3. Download your desired iwad files A video on how to download, install and configure GZDoom with Doom 2 and mods and create bat files Here\'s part 2 of All of the weapons on each wads The wads are now avalable to download.

    These sprites of the Doom3 guns are converted very well. Too bad my labtop\'s graphics card isn\'t supported, or I\'d be shooting some doom3 baddies right now =(. Anyway, I found several bugs in the mod that I\'m not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet. 1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines).

    2) Chaingun goes into reload everytime I press fire but dont hold it lod enough for the gun to fire off a shot. 3) BFG 9000 sprites dont\' have the Bright set for the projectile, thus resulting in a strange color in darker rooms.

    4) I\'m not sure if this was intentional, but the pistol and machine gun both shoots 2 bullets at a time. 5) Also, i\'m not sure if this is intentional as well, the BFG hurts (usually kills the player) when it goes off. 6) Didn\'t the doom 3 plasmagun have 50 cells per magazine? 32 seems a bit short.

    The same with the Chaingun. The 60 bullets runs out very fast.

    -------------------------------------------------------------------------------------- Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work. ^_^ The Sentient Mushroom Joined: 26 Jul 2004 Location: Growing from mycelium near you.

    Eriance wrote:These sprites of the Doom3 guns are converted very well. Too bad my labtop\'s graphics card isn\'t supported, or I\'d be shooting some doom3 baddies right now =(.

    \'Download

    Anyway, I found several bugs in the mod that I\'m not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet. 1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines). Fine for me in GZDoom. My main issue with those two weapons is that they do far too little damage (taking almost an entire clip to kill a Zombie with the pistol, for example). Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work.

    ^_^ I thought the shotgun was a bit clunky myself, but it does have a good bit of power. On with my personal criticisms, which I hope will be fixed before I start reviewing. • The shotgun\'s reload sequence is too slow, which will most likely result in one\'s death in the middle of a firefight. • The frame sequence used in the shotgun\'s reload makes the shotgun suddenly jump from \'closed\' to \'open\' state when the hand first moves to insert shells, and back again before the doomguy cocks it at the end. • The reload animations in general seem slow and choppy. • The pistol is WAY too weak. Same with the fists.

    This makes quite a number of maps extremely difficult to start without cheating. • For the fists\' attack sequence, it\'d be better to use the A_Jump codepointer instead of seperating the attacks into Fire and Hold states.

    It doesn\'t feel right to have Doomguy lead with a left hook, then switch exclusively to right hooks until he stops attacking. • Various reload sequences (the chaingun among them) will cause the weapon to switch away if there is not enough reserve ammo to fill the clip. Example: Reload an empty chaingun with only 20 chaingun bullets left.

    • Modify your weapon.selectionorder numbers so the fist isn\'t picked as a priority when a weapon runs dry. • In the GZDoom version, add an FSGLOBAL lump (you may use the one in ww-stranger.wad as a base) so the player doesn\'t need to cheat for his initial equipment. • The flashlight refuses to work reliably in the GZDoom version, likely due to your usage of a very fast projectile as a light source. Replace this projectile with a hitscan attack with perfect accuracy and no damage, and then add a dynamic light to the puff (with puffonactors added to either the light puff or the flashlight definition, I can\'t remember which). • The BFG\'s charging sound continues playing after the bolt is fired. To fix this, don\'t give the projectile a SeeSound. Instead, play the charging sound with A_PlayWeaponSound, and then at the moment the gun fires, use another A_PlayWeaponSound command to play the sound of the bolt firing so that it stops the charging sound.

    ...'>Download Doom 3 Weapons Mod Doom 2 Wads(16.08.2018)
  • Let the Obsession begin. This time, the entire forces of the netherworld have overrun Earth. Visual comfort lighting. To save her, you must descend into the stygian depths of Hell itself! Battle mightier, nastier, deadlier demons and monsters.

    Use more powerful weapons. Survive more mind-blowing explosions and more of the bloodiest, fiercest, most awesome blastfest ever! Play DOOM II solo, with two people over a modem, or with up to four players over a LAN (supporting IPX protocol). No matter which way you choose, get ready for adrenaline-pumping, action-packed excitement that\'s sure to give your heart a real workout.

    Doom: OverPower Weapons - WAD (demonstation + download ). Link del Wad - Mod. Doom 3 Weapons \'Mod\' for Doom 2 ( ZDoom - GZDoom ). (Expand for Download Link) Download link (updated 2015) Invasion infernal +. Instructions: 1. Download the mods you want 2. Download Gzdoom 3. Download your desired iwad files A video on how to download, install and configure GZDoom with Doom 2 and mods and create bat files Here\'s part 2 of All of the weapons on each wads The wads are now avalable to download.

    These sprites of the Doom3 guns are converted very well. Too bad my labtop\'s graphics card isn\'t supported, or I\'d be shooting some doom3 baddies right now =(. Anyway, I found several bugs in the mod that I\'m not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet. 1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines).

    2) Chaingun goes into reload everytime I press fire but dont hold it lod enough for the gun to fire off a shot. 3) BFG 9000 sprites dont\' have the Bright set for the projectile, thus resulting in a strange color in darker rooms.

    4) I\'m not sure if this was intentional, but the pistol and machine gun both shoots 2 bullets at a time. 5) Also, i\'m not sure if this is intentional as well, the BFG hurts (usually kills the player) when it goes off. 6) Didn\'t the doom 3 plasmagun have 50 cells per magazine? 32 seems a bit short.

    The same with the Chaingun. The 60 bullets runs out very fast.

    -------------------------------------------------------------------------------------- Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work. ^_^ The Sentient Mushroom Joined: 26 Jul 2004 Location: Growing from mycelium near you.

    Eriance wrote:These sprites of the Doom3 guns are converted very well. Too bad my labtop\'s graphics card isn\'t supported, or I\'d be shooting some doom3 baddies right now =(.

    \'Download

    Anyway, I found several bugs in the mod that I\'m not sure if anyone has posted it before, but since i downloaded the neweet version, and the bugs are still there, I thought maybe noone mentioned them yet. 1) Pistol and machine gun doesnt use any ammo nor do they reload (since they dont empty their magazines). Fine for me in GZDoom. My main issue with those two weapons is that they do far too little damage (taking almost an entire clip to kill a Zombie with the pistol, for example). Other than those minor things, the mod is pretty darn awesome. My favroite being the shotgun since it does uber loads of damage. Keep up the good work.

    ^_^ I thought the shotgun was a bit clunky myself, but it does have a good bit of power. On with my personal criticisms, which I hope will be fixed before I start reviewing. • The shotgun\'s reload sequence is too slow, which will most likely result in one\'s death in the middle of a firefight. • The frame sequence used in the shotgun\'s reload makes the shotgun suddenly jump from \'closed\' to \'open\' state when the hand first moves to insert shells, and back again before the doomguy cocks it at the end. • The reload animations in general seem slow and choppy. • The pistol is WAY too weak. Same with the fists.

    This makes quite a number of maps extremely difficult to start without cheating. • For the fists\' attack sequence, it\'d be better to use the A_Jump codepointer instead of seperating the attacks into Fire and Hold states.

    It doesn\'t feel right to have Doomguy lead with a left hook, then switch exclusively to right hooks until he stops attacking. • Various reload sequences (the chaingun among them) will cause the weapon to switch away if there is not enough reserve ammo to fill the clip. Example: Reload an empty chaingun with only 20 chaingun bullets left.

    • Modify your weapon.selectionorder numbers so the fist isn\'t picked as a priority when a weapon runs dry. • In the GZDoom version, add an FSGLOBAL lump (you may use the one in ww-stranger.wad as a base) so the player doesn\'t need to cheat for his initial equipment. • The flashlight refuses to work reliably in the GZDoom version, likely due to your usage of a very fast projectile as a light source. Replace this projectile with a hitscan attack with perfect accuracy and no damage, and then add a dynamic light to the puff (with puffonactors added to either the light puff or the flashlight definition, I can\'t remember which). • The BFG\'s charging sound continues playing after the bolt is fired. To fix this, don\'t give the projectile a SeeSound. Instead, play the charging sound with A_PlayWeaponSound, and then at the moment the gun fires, use another A_PlayWeaponSound command to play the sound of the bolt firing so that it stops the charging sound.

    ...'>Download Doom 3 Weapons Mod Doom 2 Wads(16.08.2018)