The future of this mod




Ok, so this mod was done back in 2014, and it has been mantained for quite a while until 2016, then it took a 5 year break.
Then decided to give some manteinance update after the quarantine events from 2020, where I improved some of the old code and updated sourceports compatibility.
Now, in 2025 i'm making one more final update, where I focus on file merging, sourceports updates and minor bugfixes.
I don't have a changelog of all thing tweaked since last update, but at least I can take note of things done in the past months.
All lowres/highres weapons sprites were tweaked.
Reduced sprite shakiness on all weapons.
Blood no longer spawns underwater.
Low res sprites now merged into staticbase.
Weapon melee now throws enemies away akin to l4d2.
Mod is no longer compatible with Skulltag.
Rewrote some weapon actions, like reload and zoom. Now uses native wrf functions instead of jumpifinventory.
The mod now features custom bob. Sprites are no longer static while moving.
Blocked bob on certain sprites that shows the cropped sprites while bobbing.
Added bob to melee action.
Increased lowres size on some sprites that shows the cropped sprites while bobbing everytime.
Fixed few issues on HUD
Added mod options menu.
Added toggeable crosshair recoil.
Added an optional reduced recoil mode that takes away recoil on stock actions.
Added optional L4D2 monsters, taken from Zdoom forums.
Added alternate death states on vanilla monsters, based on which weapon player uses, akin to "the unmentionable mod".
Added an improved batch file to load the mod.
Deleted the autorun launcher. Although cool, I no longer have the editor to change autorun parameters. Since batch files were renamed and autorun no longer worked.
Merged several files into one.
Updated zandronum build to 3.1
Moved config folder inside l4d2_base folder.
Added skirmish menu option directly into main menu.
Deleted "limitedtoteam" skin properties to improve compatibility with gzdoom/lzdoom at expenses of breaking intended "human vs monsters" behaviour on tdm/tlms
Adrenaline now injects 20 bonus health instead of 10 bonus health + 10 max health, for compatibility purposes and same behaviour across all sourceports.
M60 now takes 90 seconds to respawn on multiplayer.
Fixed few missing non-bob frames during reload sequence or melee.
Rebalanced defibrilator, now it gives you 125 hp instead of 50. (also allows exceeding max 100 hp)
Modified several hunting rifle sprites to make less noticeable the fps drop when ripped back in the day. (doubled fps on hand movement while inserting clip)
Increased hunting rifle damage from 18.75 to 21
Increased magnum damage from 16.5 to 18
Increased M16 rifle damage from 6.25 to 6.75
I've considered the mod complete for quite a while now, so i'm personally not expecting to have any update in the future.
There's a very minor possibility that I could release another minor bugfix or something small, but definitely, I don't plan to work on any new gun, monsters or levels at all. The mod already exceeded its original goal, so I don't aim to work on it any further, specially, considering how some of the code is 10+ old at this point.
Therefore, the 2025 build is what I consider the official final version. Anything beyond this point, it will be considered a bonus, if ever.
I hope you have enjoyed the mod all these years, I personally prefer to focus on other stuff.
Files
Get Left 4 Doom (2014)
Left 4 Doom (2014)
A Doom mod that ports Left 4 dead 2 weapons and some of its mechanics into classic Doom engine.
| Status | Released |
| Category | Game mod |
| Author | AlphaEnt2 |
| Tags | Doom, DOOM WAD, First-Person, Monsters, Multiplayer, Retro, Singleplayer, Zombies |
| Languages | English |
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