While inside the House, you may notice a soulsphere standing outside. The blue keycard is immediately behind the red door in the laundry room.Īt this point you can immediately leave the map through the exit teleporter behind the garden gate, which requires the blue key.The red keycard is in the downstairs bathroom behind the yellow door.The yellow keycard is in the upstairs bathroom connected to the master bedroom.Retrieve all three colored keycards in the House. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally. Letters in italics refer to marked spots on the map. Pay attention to the usable object in the attic.įollow the right wall on entering the locker rooms. It is recommended to attempt the map on your own and reach an ending first before reading these hints.įor the best ending, you must avoid the house fire. This section contains small hints that are meant to contain minimal spoilers and have been observed to regularly help players get to the "good" ending without them needing to read the full walkthrough. Many players find it difficult to get the "good" ending on their own. Jumping and crouching are disabled, but freelook is permitted. The map requires the GZDoom hardware renderer to run properly. The map is advertised as "not much of a challenge and roughly 10 minutes of play time", but it has a significant amount of content that can potentially require hours of additional play time to experience in full. It was then improved with UDMF features "for convenience's sake". The map is purported to have been unearthed from an old floppy disk belonging to Veddge's deceased long-time friend Tom who started work on it in 1999. Veddge emerged on Septemwith early screenshots of the map before its release the following year on March 3, having not logged into the Doomworld forums in "over a decade". It was designed by Steve Nelson (Veddge) and uses the music tracks "Running from Evil", "Entryway at the End of Time", and "memory=entryrrrr/////", the second of which was composed by James Paddock (Jimmy) and the third by Sarah Mancuso (esselfortium). MyHouse.WAD) is a single-level PK3 for Doom II using the GZDoom source port that was released on March 3, 2023. Everything else by me (Specifically, everything in the MyDoom.My House (a.k.a. Pyro Succubus by YuraoftheHairFan, DavidRaven, AshuraTheChimera, Espi, Ebola, Vader (Some Tweaks) Female Zombies by DavidRaven, ItsNatureToDie, Illucia, Player II (Heavily Tweaked) Weakener by Infirnex, Enjay, Infirnex, Blue Shadow (Some Tweaks) Grell by Xaser, Eriance, Sandypaper, NMN, Eriance (Some Tweaks) PyroZombie by scalliano, Eriance, ItsNatureToDie, neoworm, Captain Toenail, Xim, Ghastly_dragon (Overhauled) Rottweiler by Captain Toenail (Some Tweaks) New enemies utilize: bouncing projectiles, freeze blasts that slow player for a short time, poisonous attacks, grenade attacks, fireball spread attacks, attacks that deal small damage but debuff the player's resistance to damage temporarily and so on. KaDOOM adds new creatures, each one bringing it's own unique gameplay elements to the table. In addition to the new monsters, the mod tweaks and overhauls a few vanilla monsters (Baron, Hell Knights). This is a monster mod that adds new randomly placed monsters to Doom 1/2 Maps/WADs. Should work with Weapon Mods and anything else that does not effect Monsters. Weapon-based mods should work, but conflicts may occur if run with other monster mods and randomizers.įor Advanced Ports: GZDoom (v.3.3.0.0) (ZDoom should work, but is untested)Ĭompatibility: Will NOT work with other Monster Mods. Slightly transparent blue imp with faster purple projectile.Īlso a small list of mods that work with this mod that I use in conjunction: New monster! Nightmare Imp, from Doom 64. Visual update includes New Lost Soul Sprites, Arachnotrons appear as the correct size and Cacodemon fireball looks different. Tons of balancing and changes from further playtesting over the past year or so.
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