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(Article Written by BAZOOKA, creator of Doom meets Postal 2 and Eternal Damnation Doomed)

Introduction:
Its monday, a perfect day so the Postal dude is going to obtain one of his health pipes. But something strange and chilling happens to him...



Postal 2 meets Doom is a weapons mod for Zdaemon (a famous multiplayer oriented source port for Doom) and compatibles that recreates all the arsenal of Postal 2 and Postal 2 : Apocalypse Weekend ready to exterminate the hell!
There is a total of 21 weapons excluding sniper rifle due to limitations of the source port. The mod is divided in 4 packs also by the same motive.
How it started:
After finishing my first weapons mod for Doom, Serious Sam meets Doom that later was not approved, I got more experience in the world of edition but I wanted to do something much better and more creative.
One day I was playing Postal 2 and though: "is there any Postal 2 mod for Doom?". I searched the main sources and found nothing and said: "so I will be the first doing one".

"Nice, a Postal 2 feel with Doom gameplay. An excellent mix."
-Youtube user

Development:
I started to produce the mod in second half of August 2006, to be compatible with Zdaemon because this is the progam I use to play Doom online years ago and people could play Cooperative mode with the new funny weapons and sounds.

Scythe
Shotgun with a raped cat

In the Doom engine, all the actors (monsters, objects, weapons...) are represented by sprites (2d images). Like traditional animation, these sprites can represent movements when loaded one after another quickly.
My first work was to capture all the necessary frames of the weapons in-game to ensure a minimum of quality in terms of movement. The next process was to edit all the images and select the useless parts (scenary), apply cyan color to the selected parts (this is because only the non selected parts will be visible in the game), rezise them to a size compatible with Doom (less than 320*200) and finally revising them deleting or adding pixels in detail (I call it Pixel Job).
The final aspect of some sprites are messed up because the Doom engine only handles 8 bit color images (256 colors palette)

tazer
Molotov cocktail

For the melee weapons at least 4 frames are used, and for the rest between 4 and 10. It was an easy but very heavy work depending of the number of sprites however that was the only good way to do it.

After finishing all the visual aspect of the game, was time to work with the code of the weapons. To do a representation more faithful possible, editing the original part of the game was not enough for my objective and was necessary to use Dehacked (for the people that dont understand, is like a "code" that edit the original aspects of the game opening the door for more various modifications). However Dehacked was still limiting much of my objectives (secondary fires for example) but Zdaemon only supports this kind of edition so I removed some things.



Multiplayer: While working with the mod, I though about making a remake of the Postal 2 multiplayer maps for Doom because usually I play Postal 2 multiplayer and I have fun playing playing on these maps. Multiplayer of Postal 2 has his own style and humor and makes it very good and funny.

Trainyard remake map viewed from the Doom editor

With this in mind, I finished the weapons in September 2006 and started to work with the maps. I saw it would require much dedication and one guy from Postal forum told me he was doing maps for Doom and could help me. I accepted and I told to another person to work with the project too.
We distribute us the maps but after days these guys, who pledged, were doing almost nothing. The guy from the forum showed me a primitive asylum representation but after that both abandoned the project.
This cause, the time required for doing this, the limitations of the engine and my poor experience editing maps made this go to hell. I had 1 map almost finished (Trainyard).

Trainyard remake beta     in-game aspect

Trainyard remake beta in-game aspect

IF YOU WANT TO DO THE GOOD WORK, DO IT BY YOURSELF. Good lesson.
Conclusion:
The mod was released 30 October 2006. If I have developed for another source port, the quality of the mod would have enlarged considerably but, in spite of it, the first Postal 2 mod for Doom has the honor to be unique.
Postal dude in the world of Doom, one of the greatest kick ass combinations in the history of videogames. A must see for RWS fans specially.

Links:
Official website: http://one.xthost.info/bazooka/p2md/
Mod database profile : http://www.moddb.com/mods/8090/postal-2-meets-doom




Introduction:
John is trying to have a meet with his girlfriend but strangely that day does not answer to the telephone. Finally he is sleeping after a boring long night of tv, pizza and cola but a crash and some disturbing voices awake him. It is the signal...



Eternal Damnation is Doomed? is a weapons mod for Zdoom (a famous Doom source port) that recreates all the weapons of one of the most famous Postal 2 mods, Eternal Damnation. It includes a single-player map that tells us the previous events of the mod and why John joined the Madhouse, like a preparation before the massive zombie aniquilation. All fictitious logically.
There is a total of 26 + 1 extra useless action (urinate) in an unique package.

How it started:
After releasing Postal 2 meets Doom, Dopamine (??Project leader of Eternal Damnation or rs founder?) invited me to join Resurrection Studios. I accepted and then Jon M and other members asked me if I could do an Eternal Damnation mod for Doom. Well, I knew that was going to require the double of time that P2MD required but finally I started with my biggest Doom creation time after the proposal.

"its totally badass!!!! the best doom mod ive ever player period!!!!
ive had my doom 2 installed just for this man!!!"
-Chad509
rs member

Development:
I started to produce the mod in 16 August 2007 (August again) and, like in Postal 2 meets Doom, the first step was capture and edit all the frames. This time, as I was making it for Zdoom, I was able to add alot of extra frames and frames for the new functions but it cost me double of time. This time the majority of the weapons have more than 20 dedicated frames.
Zdoom supports DECORATE (for the people that dont understand, is like a powerfull "code" where you can define new actors without replacing the originals and surpass the limitations) that permitted me to add all the weapons in a unique package and make specific slots for the weapons.

Beretta

Reloading Original Shotgun

I was able to add iventory items so we can collect pizza, cola or pharmacy bags and use them when needed like in the original mod. All the weapons that shot bullets, even the Original Shotgun that in the original mod doesnt, launch spent bullets casings. You can reload (automatic) and use secondary fires where available. Also idle animations are present, useless but realistic.
Due the final date, I didnt add the skin of the character, add more blood effects or add a similar new hud but maybe I will make an update someday.



The map:
The mod was planned to be released at November but still needed to do the map and I put 30 December as the limit date. I had a few days to finish the mod.
You start on your bedroom and after some earthquakes you must follow the light. After some rooms and platforms you will get better weapons to the extent that you advance. The map is an excuse to test all the weapons in order. Each time you pickup a weapon different kind of demons, zombies etc will spawn in front of your face and you are ready to kill them.

Cross of the begining

Circles of death

You will hear some of the famous quotes of Eternal Damnation like "Motherfucker!", "You are a fucking child molester!" or "Drink this you cocksuckers.". The Spider Mastermind will wait you at the end and be carefully with those Cyberdemons launching rockets from their cells.
I am not an advanced mapper so the design of the map could be much better and more detailed with more time. The Level of difficulty is hard.
Conclusion:
The mod was released 30 December 2007 (USA), 31 December 2007 (Europe). In therms of quality this is much better than Postal 2 meets Doom due to the absence of the main limitations.
If you have played Eternal Damnation, install Doom even if you are not a fan, download the mod and finally compare how close it is of the original weapons with a 14 years old engine.


Links:
Resurrection Studios forum section:
http://www.resurrection-studios.com/forums/viewforum.php?f=114
Official website:
http://one.xthost.info/bazooka/edd/
Mod database profile:
http://mods.moddb.com/9742/eternal-


(Article Written by BAZOOKA, creator of Doom meets Postal 2 and Eternal Damnation Doomed)


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