Tuin-Doom-Enhanced update, October 21 introduces a new feature to the way you play the game: full environmental destruction. This changes the way the gameplay feels – turning corridors, which used to be static, into areas of battle where you have a temporary cover. Where the solidity of the structure is optional. And for players who are used to fixed geometry of the world for tactical convenience – the possibility of destroying the walls in the middle of battle.
Tuin-Doom-Enhanced update transforms static corridors into destructible battlefields
Tuin-Doom-Enhanced is a Classic Doom engine mod where the level design is redone through the usage of physics-based damage. This update brings a new feature to the mod – a Red Faction-like system of destruction. That is, the possibility to destroy walls, doors, floors, and ceilings. Rockets, barrels and regular gunfire will all add to the damage model, so you'll have some debris flying around when a wall breaks.
In terms of technical details, the update pays attention to stability. Now the game uses crater data reuse, instead of recalculating. This means that it doesn't spend as many resources on damaged areas.
For the monster pathfinding searches – they are now delayed, so that the frame rate doesn't drop during heavy fighting. Homemade stairs and moving doors are now smoothed over. And we have a fix for shallow craters edges. Plus, the shootable glass is back.
This update has a number of bugfixes to plasma hits which are now more consistent. Plus, we've gotten rid of the floating visual markers which used to clutter up the screen. The mod author is unsure how the mod will work with other popular classic doom mods, so be careful when testing for integration of other stuff.
The patch can be downloaded through GitHub. And that's just how the mod continues to improve upon the original game from a technical perspective.




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