I just found this through another video of yours on this project and I think it might be my new favorite Doom mod. Combining Unreal with RPG elements alone is rad, but this being based on Doom source ports blows my mind. I can't imagine how much work this was, but it's awesome!
A bit too dark still with VKDoom, unfortunately. I'd be curious to see if you could decomp the weapon and enemy behaviour and port that into ZScript; You would basically be able to create a fully functioning Unreal source port then.
I just found this through another video of yours on this project and I think it might be my new favorite Doom mod. Combining Unreal with RPG elements alone is rad, but this being based on Doom source ports blows my mind. I can't imagine how much work this was, but it's awesome!
A bit too dark still with VKDoom, unfortunately. I'd be curious to see if you could decomp the weapon and enemy behaviour and port that into ZScript; You would basically be able to create a fully functioning Unreal source port then.
well, most of the monsters are coded and same with weapons
check out the link for latest mod build
@@TheBlork74 Is it 1 to 1 with those in Unreal?
@@rachelwindsor850 probably not
You ported Unreal (1998) to GZDoom???
just 20 maps with some features, not all yet
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