Counter-Strike Doom: Martian offensive: Dead simple (2023 update)
So, I wanted to make a port of the iconic "Dead Simple" from Doom 2, but within the style of the CSDMO.
The level is quite cool for a fast paced deathmatch frenzy and wanted to include it on the mod in a way or another, so I thought, Why not just remake the level from scratch?
So I did. Used City themed textures to give the map an assault-ish kind of vibe.
Link to the mod:
https://www.moddb.com/mods/counter-strike-doom-martian-offensive-2017
Changelog:
Fixed a glitch while playing multiplayer modes that would make guns to not reload.
Modified multiplayer mutators:
Players now have 3 taser shots while on instagib.
Added/programmed breachcharge throwables.
Added alternate pistol pickups on all csdmo levels.
Added healthshot killstreak mechanics on multiplayer.
Added a new multiplayer level, based on dead simple (from Doom 2)
Added a new multiplayer level, based on Power mill (from Skulltag)
Added a new multiplayer level, based on Arena gate (from Quake 3)
Updated csdmo standalone levels pack.
Sightly improved Revolver's responsiveness when releasing fire button.
Heavily improved grenade responsiveness when you no longer hold fire button.
Merged all sndinfo weapon files into one big file.
Added selectionorder to all guns when no ammo on current weapon.
Improved bulletpuff particle fx.
Bulletpuffs no longer spawns while hitting bleeding entities.
Improved Chargebreach code and explosion animations.
Made burst guns alternate functions more accurate.
Pistols now can fire after you reloaded if you hold the fire button while reloading.
Fixed a minor misbehaviour on famas, not firing the gun while switching from previous weapon.
Added an optional human enemies skill.
Fixed a typo on distant firesound code that prevented the sound to play every time.
Increased volume of distant firesounds.
Reduced spread of Deagle and Revolver.
Increased Revolver Firerate.
Fixed a typo on one of the rifle pickups not spawning properly.
Replaced few sounds while on intermission.
PS: I'm very aware that CS2 kinda reignited the interest of the mod, but it wasn't part of my plans to match the update with the release date of cs2. My plan was december all along.
Don't worry, I won't move this mod to an engine like "GZDoom 2" or "Zandronum 2", like cs2 did with "Source 2" so you can be sure it will still work on your current hardware, assuming you were able to play the mod before XD
In any case, the mod was designed with GZDoom 1.8.6 and Zandronum 3.0 in mind, so any hardware that can run those sourceports have chances to run this as well.
Either way, have fun!
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