Jump to content

Mechdoomer: A Cool Mechwarrior 2 Mod Conversion For Doom 2


No replies to this topic

#1 Valdarion Silarius

    Member

  • PipPipPipPipPipPipPipPip
  • Giant Helper
  • Giant Helper
  • 1,672 posts
  • LocationWubbing and dakkaing everyone in best jellyfish mech

Posted 25 February 2020 - 01:37 PM



So this is a mod that I've been tracking for a bit. It features some of the classic MW:2 mechs and some more. Here is the current roster of mechs:

BattleArmor

Stormcrow Prime

Timberwolf Prime

Commando 2D

Atlas AS7D

Jenner IIC Prime

Urbanmech R60

Nova Prime

Tarantula ZPM1

Direwolf Prime

Firemoth Prime

Mad Dog Prime

Summoner Prime

Raven 3L

Rifleman IIC Prime (mistakenly just as Rifleman which is what MW:2 referred to it as)

Marauder IIC Prime (mistakenly listed as Marauder 6R)

The mod is running off the most current version of GZDoom, so make sure you download the latest build or the mod will not work. If this is your first time ever playing a DooM 2 engine then make sure your Doom2.wad file is in the main folder of your GZDoom installation.

You can configure keybinds for group fire, chain fire (which is on by default just like in MW:2), and alpha strikes under the MechDoomer option menu. The mod author put in parentheses the recommended keybind, but you can customize it to whatever key that you want.

For big open maps I recommend downloading and running holocas.wad, Afterdoom.pk3, and if you are feeling brave and if your PC can handle it Nuts.wad. There are other fantastic giant open maps to experiment on in vanilla Doom like Map 20 (type idclev 20 to warp there), Map 15 (Your mech will be smaller indoors but when you go out into the courtyard it will return to full size) and Map 29 is also a good one. If anyone can recommend some other good big open map wads/mods post them here down below.

Edited by Arnold The Governator, 25 February 2020 - 01:37 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users