Those extra weapons like tommy gun, flamethrower and black magic tome are specific replacements to certain wads and only appear if those wads are used, like ad mortem, auger zenith and scythe. They don't appear during normal gameplay othewise sadly.
Yep, I think it's best that way since a few are more or less reskins (tommy gun and napalm launcher seem to be very similar in use). it also keeps the mod from straying too far from its vision, which I appreciate.
This WAD had a really cool custom map pack designed to pair with it called "Doom 2 ReBuildt," and it's a damn shame it was never finished, but like...I get that it was a big undertaking.
This is my absolute favorite Doom mod. I use this to play everything. The movement feels so good, I love the HUD, I love the side-view weapons. Edit: By the way, some of the weapons you showed don't spawn naturally. Only vanilla weapons do, not the custom ones.
@@AydenGonzalez-r3s Just about what you'd expect, I think. There's a lot of sprites for just about all of them and a spriter could pretty quickly frankenstein something in a pinch.
The fact that the targets never fall over is one of the most frustrating and infuriating things I've seen this year. I'm actually sick with impotent nerd rage.
yeah that’s exactly what it’s trying to do. it’s a gameplay mod that alters weapons, enemies and the functions of some items to achieve this. pairs well with all those mapsets that remake vanilla maps like D2 Re-Build-t or Ultimate Doom II (disable the mods Wolfenstein SS replacement the through the NTMAI Options compatibility tab though because UD2 replaces them with Dehacked)
@@Panchyishere there are some things you have to consider that don’t always make it compatible with community maps like limited berserk as an inventory itsm though
5 месяцев назад+2
"It even has some of the quirks you'd see in a game like Duke Nukem 3D" How I knew it! When I searched "Duke Nukem 3D" first and then I searched "Doom 1" (actually "Doom" but "1993") for the release year. and then I came back on this YT Video page and suddenly I saw the part of "even has some of the quirks you'd see in a game like Duke Nukem 3D".
When I stumbled upon your channel I was surprised that you played Doom Re-BUILD with another mod other than this one, since the author said to be mostly made to be played with NTMAI.
That's more because I played Re-Build-t with NTMAi earlier on and I got a bit sidetracked. When I came back to it, I wanted to play something else so I did just that.
I've never played Extermination Day but Chebmaster's continued efforts to make it less buggy and have better optimization make me not want to, damn WAD sounds like it'll break if you sneeze near it. This would run with Hellbound and DBP50, but Can't Sleep states it has special support for some othe wads so I'd try those first.
No, I'm not really a modder. Try asking the actual dev, but I'm 99% sure the answer would be no - it kinda goes against the project's goal of making Doom into a Build engine-style game.
I'm not the dev. That said I think NTMAi is pretty much finished, so I wouldn't expect big updates going forward. You could probably use Critical Shots to add headshots instead.
A bit irrelevant perhaps, but I just wanna know real bad. I dunno if it's just me being old, but how come them weapons bob while in firing state? 😂 Last time I remember with modding weapons (last time, I mean 2016 😂) "Weapon Ready" states can't mix with "Fire" and "Refire" states lol
Just realized the Napalm Launcher sprite is a kitbash with the Wunderwaffe DG-2 from COD Zombies.
Is it? I don't really see it but then again I never touched a single post 2005 COD in my life.
@@matteldrydge the main body of the gun, minus the nozzle, is the Wunderwaffe. But yeah I can get why you wouldn’t know.
Came here to comment that too
Those extra weapons like tommy gun, flamethrower and black magic tome are specific replacements to certain wads and only appear if those wads are used, like ad mortem, auger zenith and scythe. They don't appear during normal gameplay othewise sadly.
Yep, I think it's best that way since a few are more or less reskins (tommy gun and napalm launcher seem to be very similar in use). it also keeps the mod from straying too far from its vision, which I appreciate.
This WAD had a really cool custom map pack designed to pair with it called "Doom 2 ReBuildt," and it's a damn shame it was never finished, but like...I get that it was a big undertaking.
EDIT: I just checked and god damn, it's got 13 maps now. Updated last June. Merry fuckin Christmas!
EDIT 2: Actually that's a different WAD, called "Doom 2 Re-Imagined." My disappointment is immeasurable, but hey, new WAD!
The intro video was sick.
Best intro I've ever seen, honestly.
Like, that is such a well done Evil Dead reference. I mean, the Necronomicon is also a thing
That chaingun is good use of the Duke 64 shrinker.
This is my absolute favorite Doom mod.
I use this to play everything. The movement feels so good, I love the HUD, I love the side-view weapons.
Edit: By the way, some of the weapons you showed don't spawn naturally. Only vanilla weapons do, not the custom ones.
Yep, I'm aware. Didn't really want to go digging and finding out which is exclusive to what, so I kept it brief in the video.
@@matteldrydge Well... Usually you tend to specify that stuff, but you didn't this time which is why I pointed it out.
The Enemy AI is cool at times too. Imps will jump to reach you for instance.
how would the non vanilla guns look in the regular weapon position?
@@AydenGonzalez-r3s Just about what you'd expect, I think. There's a lot of sprites for just about all of them and a spriter could pretty quickly frankenstein something in a pinch.
I would pay to have these weapon animations just standalone.
The Necronomicon is such a wonderful use of John Romero's scream. 👏👏
Agreed, it's definitely one of the most creative uses for it I've seen so far!
The fact that the targets never fall over is one of the most frustrating and infuriating things I've seen this year. I'm actually sick with impotent nerd rage.
They're just built different.
Usually not a good idea to kick before you shoot, unless your boots are made of steel.
Pogo-kicking while dual wielding is the new meta, keep up!
When you shoot of gun when kicking, you are become the more accurate for hear of shooting foot.
5:44 This is how I fight bullies...
Jesus christ guys dont mess with Timmy, he said something behind a virtual screen!
Victims.... aren't we all?
So this is DOOM but if it was a build engine game, like blood or DN3D?
yeah that’s exactly what it’s trying to do. it’s a gameplay mod that alters weapons, enemies and the functions of some items to achieve this. pairs well with all those mapsets that remake vanilla maps like D2 Re-Build-t or Ultimate Doom II (disable the mods Wolfenstein SS replacement the through the NTMAI Options compatibility tab though because UD2 replaces them with Dehacked)
@@jess648 perfect, I tried the mod and it’s everything you said it was. Love it!
@@Panchyishere there are some things you have to consider that don’t always make it compatible with community maps like limited berserk as an inventory itsm though
"It even has some of the quirks you'd see in a game like Duke Nukem 3D" How I knew it!
When I searched "Duke Nukem 3D" first and then I searched "Doom 1" (actually "Doom" but "1993") for the release year.
and then I came back on this YT Video page and suddenly I saw the part of "even has some of the quirks you'd see in a game like Duke Nukem 3D".
When I stumbled upon your channel I was surprised that you played Doom Re-BUILD with another mod other than this one, since the author said to be mostly made to be played with NTMAI.
That's more because I played Re-Build-t with NTMAi earlier on and I got a bit sidetracked. When I came back to it, I wanted to play something else so I did just that.
I have no idea what version I have, but this one is clearly much more aesthetically appealing just by looking at the imp lol
It's the latest build available on Can't Sleep's site, if it helps.
@@matteldrydge yep, as soon as I saw the details I went to the link to update myself
The offset weapon models are SEXO
Definitely giving this a whirl.
Have fun!
0:51 what if u shot urself in foot? do u lose hp?
No, because Doomguy's boot is a ghost.
I wonder how well the mod goes with Extermination Day, Hellbound or DBP 50 for the complete _what if Doom was Build_ experience.
I've never played Extermination Day but Chebmaster's continued efforts to make it less buggy and have better optimization make me not want to, damn WAD sounds like it'll break if you sneeze near it. This would run with Hellbound and DBP50, but Can't Sleep states it has special support for some othe wads so I'd try those first.
The pistol in this mod is has a same identical with brutal doom v22 dual wield right side
It was made by the same spriter.
Dude you have to use this someday
I have some ideas. :)
@@matteldrydge sounds devious
4:08 is from hex?
Hexen 2, I think.
Great work! However I'd "reverse" the Thompson's firing animation by the means that it should fire from an open bolt position. Nitpicking, I know.
Might want to bring it up with the dev on the project's thread, pretty sure they'd make that small change.
@@matteldrydge sorry, I tought you are a dev. Frankly I am not too familiar with this (great) mod.
the noise of the shell on the floor are so annoying , they are loud as the gunshot lol
Crack it open in Slade and remove or edit them so the sound is quieter. Doom modding is approachable for a reason.
The scream make my face 😐 3:16
Wouldn't be a Build-inspired mod if it didn't have monsters running around on fire!
Isn’t that the pistol from Brutal Doom V22?
The sprite isn't from V22, it's made by Tesefy and Mark used it (because it kicks ass).
@@matteldrydge the pistol sprite does look really cool
Does anybody else see a little bit of the Doom Eternal shotgun in the flamethrower?
I can kinda see it, but that's more because of the shape I think.
That intro was just a old 2010 Talking Tom animation
A pretty realistic one then.
Talking Tom did doomguy cosplays before joining outfit7
Would you consider turnig this into a angled weapon mod for vanilla gameplay?
No, I'm not really a modder. Try asking the actual dev, but I'm 99% sure the answer would be no - it kinda goes against the project's goal of making Doom into a Build engine-style game.
This Doom become Duke Nukem 3D ya?
Any plans on doing head hitboxes similar to Ion Fury?
I'm not the dev. That said I think NTMAi is pretty much finished, so I wouldn't expect big updates going forward. You could probably use Critical Shots to add headshots instead.
can i find those weapons in doom gameplays? cuz i only have found normal doom weapons by now
Some weapons only show up in other WADs. Check the other comments here, there should be a short list of them.
@@matteldrydge thanks
A bit irrelevant perhaps, but I just wanna know real bad. I dunno if it's just me being old, but how come them weapons bob while in firing state? 😂 Last time I remember with modding weapons (last time, I mean 2016 😂) "Weapon Ready" states can't mix with "Fire" and "Refire" states lol
I don't know either, honestly. It could just be code adapted or inspired by the Universal Weapon Sway mod or something else entirely.
Intro Like shpatel
damn they added new weapons?
Yes, but they don't show up outside a few wads. Check the site for more info.
What is grenade damage?
If I read the code right, 72 explosive damage in 128 map units. I'm pretty sure this value is multiplied accordingly, but don't quote me on it.
is the wad a megawad or just wad
Just a gameplay mod. No maps here.
don’t think i like the bfg replacements sprites
To each their own.
3rd
Twost.
i kinda hate how the leg looks more "cartooney" than the rest of doom guy. they should've taken a real picture and modeled the sprite off of that.
Tell the dev, maybe they'll fix up a better kick sprite.