Blessed by Newblood, this mod features all weapons from dusk, ported into Doom engine. The mod also features game achievements, game mutators and even an optional fork of ZMovement, called "Dusk movement" made by Ivory Duke himself.

Description

This is a special version of the mod with files only, for those who find too complicated using batch files and decompressing sourceports.

Preview
Doosk (Files only) "Manteinance update 05" (14/02/24)
Post comment Comments
AlphaEnt Author
AlphaEnt - - 396 comments

New update is out!
Current changelog:

Monsters update (10/12/20)
Improved flashlight on Dusk movement playerclass (Made by Ivory Duke)
Solved an issue with wrong version of fast fire totem showing up on heretic playthroughs.
Added the circle bar hud for Fastfire totem and Blistering heat powerups.
Deleted coloured blood from few Doom monsters.
Added extra vertical player boost to mortar and riveter's SP projectiles.
All obituaries and pickup messages were moved to language.enu for easier manipulation.
Increased Fastfire totem heal from 25 to 50.

25+ Dusk monsters ripped for the mod.
(Several modeldef coded by JD-513)
(Noesis suggestion and additional pickup models given by TheZombieKiller)
Added additional skill levels to play with Dusk monsters.
Added shotgun and assault rifle variants to soldier. They all fire projectiles though.
Added several audio cues to Big john's large attack state.
Added several voice cues to Mage/Soldiers.
Added random horizontal/vertical pitch to several Dusk monsters projectile.
Added some monster randomizers for certain monster types.
Made some monsters with high health pool more easily gibbeable.
Decreased stimpack value on dusk monsters mode from 10 to 7.
Decreased medikit value on dusk monsters mode from 25 to 15.
Now all dusk projectiles can be deflected (except cowgirl and bigjohn rocket projectiles)
Deleted frequent mutators options from skill menu, as dusk monsters were added and the space was needed for it.
Ripped rotating pickups for ammo, health, armor and powerups.
Added optional models to ammo and weapon pickups.
Added an accurate gore system, akin to dusk.
Supershotgun and Sniper rifle now can gib monsters.
Deflected projectiles now does 5x damage to monsters.
Added noblood flag to certain "sickle deflect monster" actors.
Projectiles no longer plays death sound when deflected by sickles.
Increased sickles blocker height and range.
Monsters corpses are now gibbeable (lzdoom/modern gzdoom only) Code taken from Q2TC demo.
Monster sprites were separated from base pk3. Monsters are now an optional addon, but they do require doosk to run properly.
Optional standalone versions of the monsters were made to be played without doosk. It requires a separate download.
Added dive, surface and puzzfail sounds to player.
Additional tweaks to some monsters, now some of them won't attack inmediately after entering see state.
Wendigo and dogbox now drops additional ammo, in compensation for the large health pool they have (3/4x more than the monsters they are replacing)
Added dusk monsters to heretic.
Added model definitions to heretic variations.
Added several multiplayer skins.
Added an option to delete single weapons upon picking up a duplicate weapon.
Tweaked health pool of "dusk heretic" monsters variants to fit the game better.
Dusk Monsters can now switch targets if they're attacked.
Added another hitsound option that changes based on which mode you're playing.
Improved mortar behaviour: Now grenade lives for full 6 seconds instead of exploding at random.
Mortar Projectile is less bouncier and it no longer spams the bounce sound if grenade is too attached to the floor.
Fastfire totem and soap no longer spawns on duels.
Mortar sprite replaced with actual mortar projectile.
Replaced some "vanilla replaced" sounds with custom ones.
Weapon pickup sprites converted into 8bpp.
Tweaked the options menu logo while on heretic mode.
Explosive/wood barrels replaced with actual dusk barrels.
Added radiation suit sprite/models replacements.
Tweaked the Assault rifle code while on fastfire mode.
Added different gore for scarecrow.
Reduced small chompers spit damage while on heretic mode.
Increased rat size.
Replaced several dialogues with language lumps.

(Michaelis) Players now shows the damage done to other players on dooskworld.
Addition to Crush states on all monsters.

Reply Good karma+2 votes
DoomGuyOG
DoomGuyOG - - 9 comments

Ain't reading allat💀

Reply Good karma Bad karma+1 vote
Dsprz
Dsprz - - 34 comments

Music pk3 seems not to work. I followed the loading instructions with doom2 iwad only. EDIT: my bad. I didn't change the options

Can't wait to see the maps for the single payer campaign you are working on.

Reply Good karma Bad karma+2 votes
AlphaEnt Author
AlphaEnt - - 396 comments

Yeah, never mentioned i didn't enabled it by default because i thought andrew was going to dislike the music being added into the mod, as it was a thing he said about people using his music on other projects, but i think he's ok, considering how newblood approved the mod? So IDK.

Still, kept the doom midis by default, because options.

Reply Good karma+2 votes
AlphaEnt Author
AlphaEnt - - 396 comments

3rd anniversary update (14/02/23)
Fixed a typo on skirmish's time menu.
Added a new multiplayer map: Fusilado
Fixed an issue with "nerfed riveter" mutator misbehaving while on singleplayer.
Rewrote the way alternate fire works, now it behaves as originally intended across all sourceports! (Also, fixed a misbehaviour on sniper rifle while on qzandronum)
Assigned some default keys on KEYCONF

Reply Good karma+2 votes
AlphaEnt Author
AlphaEnt - - 396 comments

4th anniversary update (15/02/24)
Added extra background detail on Aslept.
Added a new level: Corrupted cult (based on qc's corrupted keep)
Added a new level: Wort covenant (based on qc's blood covenant)
Added a new level: Ruinas sarnosas (based on qc's ruins of sarnath)
Added a new level: Vale of pwath? (based on qc's Vale of pnath)
Added two singleplayer "proof of concept" levels.
Modified one deathmatch level to add a "Proof of concept" horde mode. (Currently zandronum compatible only)
Removed a level: DSKDM01X (Aslept xl, lack of quality)
Realigned bunch of textures and tweaked some geometry on previously released levels.
Improved multiplayer mutators: Decreased totem loading time.
New mutator: Claw swap (replaces Totem sprites with Dark claw sprites)
Fixed a major bug issue related to ammo not respawning while on multiplayer.
Fixed a countitem issue after ammo was rewritten.
Added new bots: Larry Kaverga, Kwyjibo, Zooble.

Buzzsaw is now unlocked if you obtained 2 low-tech cheevos.
Totem is now unlocked if you obtained 5 untouchable awards.
Added code to randomize horizontal sprites via setscale on blood and puff sprites for extra variety.
Fixed an issue where cowgirl/mama won't spawn projectiles to attack enemies who attacked her, due to checksight looking for players out of sight instead of checklof looking for current monster target.
Deleted static Gunflash casings (no longer a mod feature, wanted to simplify gun's code)
Heavily improved sword responsiveness.
Supershotgun, AssaultRifle and Totem can now be interrupted while firing by switching into another weapon.
Sword's altfire can now be interrupted while firing by switching into another weapon.
Added optional chiptunes music. (From dusk '82)
Added back dynamic lights to Crossbow projectile.
Thrown barrels/soap can now activate walls/switches with gunfire functions
Guns are no longer visible/pickupeable while on instagib/buckshot multiplayer mutators.
Fixed missing audio issue while picking up a key.

Reply Good karma+2 votes
StarmantheBlaziken
StarmantheBlaziken - - 115 comments

I found an issue with the Dusk Movement mod's class where the triggers that use special floors like conveyors will not move (the) voodoo doll(s) around and cause maps to possibly softlock.
For example, Eviternity's Map 1.

Reply Good karma Bad karma+2 votes
18960360997
18960360997 - - 7 comments

Hi! I really love this mod and have played it for couple days in several maps, finding that it's greatly amazing. I like the Dusk weapons and movement. But could you make another update to add some functions like spinning weapons while firing especially for super shotgun like the Dusk does and 1 bullet per shot for assault rifle on account of the fact that it really runs out of ammo rapidly.And also I hope you could reset(or you can call it improve)the fire rate of the shotgun dual mode. For example, a little bit slower in order to make the animation and movement more precise and smooth. :D

I hope you're doing well . Have a great day !

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: