Pirate Doom II e1m11 Almost Empty Warehouse (GZDoom/Delta Touch/Android)
HeadphonesNeil
Blimey!
It seems like they haven't swabbed that place in a good while!
That were the second biggest spider I've ever seen!
What might be this strange, blue-hued structure emerging from the depths of the sea?
Note: God mode on for the rest of the mod.
Gameplay Playlist https://www.youtube.com/playlist?list=PLH9X4m3s2fccHHKIwVjLNeLc7IqRYuXo0
Official Post
https://www.doomworld.com/forum/topic/143805-pirate-doom-ii-finished/
Ahoy, mateys!
Ten years have passed, beards and mustaches have grown, and here is Pirate Doom II!
It is a 32-map MBF megawad of tiny to medium-sized maps, with some occasional big maps. It starts fairly easy even on UV difficulty, but the last maps can be challenging. This time, everything works basically just like standard Doom, with minor changes to some weapons and monsters.
I did not reskin all monsters again, but I kept adding hats and parrots where I could. Some monsters look the same as in Pirate Doom 1.
Designed to be played without jumping or crouching. Doing so will break the maps. Mouselook is optional. Balanced for continuous and pistol start.
Any port that supports MBF (complevel 11, not MBF21) should work, but these are the ones tested so far:
PrBoom 2.6 (software mode) Dsda Doom GZDoom 4.11 ZDoom 8.1 Woof 14.2 Nugget Doom 3.0
Multiplayer ports like Odamex and Zandronum don't fully support music changers, which are used in almost every map. There will be a version without music changers for these ports, after the final single-player version is finished. ... https://www.youtube.com/watch?v=UXepk0gDffs
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