Zakos for (GZ)Doom (Release) (2 Viewers)

Deleted member 615349

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Joined
Oct 1, 2024
Ok, final round: MEGA

btw, did you try Titty Doom?
Ooo thanks, I'll try the new version out later today.

As for Tittydoom, I have played that a bit. Besides the performance issues, which are worse than zako, I think it lacks some readability that zakodoom has.

Shotgunners/chaingunners/zombiemen all use the same attack sound, in vanilla doom shotgun/chaingun enemies use the same sound, but zombieman uses a pistol sound.

Cacodemon and painelemental have the same silhouette, which is bad when painelementals are usually your primary target in a crowd. I have the same complaint about the zako painelemental not standing out enough, especially in dark lighting. Adding some brightmaps to her ship would go a long way in fixing this, though I know brightmaps are a bitch to work with.

Not a readability thing, but lost souls move WAY faster than vanilla, not sure what is causing this.

Imps look too similar to hitscanners.

I do think the randomization of hair/skin/eye color is a really cool feature, but the loss of readability between imps and zombiemen is too much. Putting the zombeimen in green would fix this issue a lot. And contrary to what most people say, I think the arachnotron is fine. At least her corpse doesn't get in the way, and your solution is the only feasible solution.

Your sound effect points are absolutely on point as always. I wonder where you get them since they sound so similar, and the art is just as good.

Love your work
 

MZZ

Content Creator
Joined
Apr 5, 2018
Your sound effect points are absolutely on point as always. I wonder where you get them since they sound so similar, and the art is just as good.

Love your work
Thanks for your review. I admit I play not that serious, so the split second target recognition by shape/color is not that important for me personally.

Cheers!
 

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