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#1
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I wrote a mod for Doom 1 and 2 weapons to Killing floor (which is based on the one for UT2004 which again is based on one for Unreal 1). In total it contains all monsters and weapons (and couple of items) from the classic Doom.
It comes with 2 mutators: 1: Replace KF monsters with Doom monsters. 2: Replace KF weapons with Doom weapons (initial weapons and shop weapons). Download from here UPDATE: Fixed problems with latest KF version aswell as added in more items and decorations from Doom 2. Unzip all of it's contents to "..\KillingFloor\System\" directory and the mutators should appear in mutators list. I also gave it KF SinglePlayer support (for progressive maps). UPDATE: Made Lethal_Vortex's doom maps 1-10,30-32 into storyline mode maps now so you can play them in single player. Download Doom 2 KFS maps from here. Unzip to *.rom files to "..\KillingFloor\Maps\" and *.ogg files to "..\KillingFloor\Musics\" folders. To start this campaign, simply start game from map called "KF-BeginDoom", it has 4 pathways leading to a door. Each door repreasent a difficulty level (Easy, Medium, Hard, Nightmare skill levels from left). If you die on single player, you will start over the map. In multiplayer cooperative mode, depending on what configuration server has you will simply respawn when you hit fire. For multiplayer, I also added versius mode (you can enable it in server WebAdmin or by editing DoomPawnsKF.ini and set "bMonsterVSPlayers=True"). This means when it's enabled theres an option in escape menu, "Join monsters", selecting that will make you possess a random doom creature in the map, and join the fight to stop players from reaching the ending. As for servers to return back to normal KF mode after playing KFS maps, simply set on webadmin "Voting GameOption" (under "Defaults") and add a new option for KF/Killing Floor mode and mapvote should always go back to normal Killing Floor mode (and to reset skill level also add to "Options"; "Difficulty=1" or whatever skill level you use on the server), as example: GameType MapPrefixes Abbreviation Name Mutators Options Killing Floor KF KF Killing Floor Difficulty=4 Last edited by Marco; 02-03-2010 at 01:05 PM. Reason: Updates |
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#2
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OMG i jsut tried this it freakin owns!
god this must have take soo long to do +respect |
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#3
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omg awesome
just had a run it is awesome. the thing is the monsters are kinda of low so u have to aim downwards. the rest its super awesome
Last edited by lethalvortex; 10-16-2009 at 03:51 AM. |
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#5
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hilarious!
great job marco
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#6
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Good to try out the mod on a dedicated server with a few of us. The weapons are all great and feel very well balanced with an identical look and feel to their predecessors. What a lot of great work you've put in getting all the weapons and beasties balanced.
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Looks pretty damn cool, I'm going to have to give this a whirl.
__________________
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#8
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This is really awesome. One of the coolest mods for KF.
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#9
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where could one get this Doom Trooper character?
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#10
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A link to the cleaner Doom Trooper on the right is here.
A link to the 'classic' pixelated and blurred Doom Trooper on the left is here. ![]() I'm going to start wearing the 'classic' look as it looks more in context with Marco's Doom 1 and 2 Mod theme as well as Lethal-Vortex's map environment. |
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#11
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made a server with this mut. i dint run the weapon mut coz i dont want to limit people with only few weapons but u can still pickup the doom weapons from the floor.
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#12
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In lethalvortex's server which was practically full for a good few 7 wave rounds.
Pat-a-cake, pat-a-cake... ![]() Gulp! ![]()
Last edited by arramus; 10-17-2009 at 07:30 AM. |
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#13
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yes! yes! yes!
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#14
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Thanks gonna try it out!
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http://steamcommunity.com/id/deadlykiller24 |
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Is there any way to sprint, because I believe you could sprint in the original doom games. Either way, the movement speed seems WAY slower than the original doom guys.
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#16
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Yes I need to make a mutator to override KFHumanPawn pawn class, perhaps even make player look like 2D marine...
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#17
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Quote:
Any workaround? Last edited by Discoisntdead; 10-18-2009 at 06:37 PM. |
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#18
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Quote:
set pawn walkingpct 2 I consider my default running speed as my walking speed and then when I need that boost I can use the walk key for running speed. |
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#19
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Quote:
switchlevel KFS-Doom2Map05?Game=KFMod.KFSPGameType |
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#20
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Could you copy-paste the error you get here?
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