

Doom: Comic '96
Mod for Doom II: Hell on Earth (1994) | Category: Gameplay
Author: Ramirov | Curator:
Modbadger
Mod for Doom II: Hell on Earth (1994) | Category: Gameplay
Author: Ramirov | Curator:
Modbadger
Doom: Comic '96 is a gameplay mod for Doom inspired by the promotional Doom comic that was distributed at E3 in 1996. It transforms the original Doom into a more dynamic and expressive game, with reworked weapons, enhanced enemies, and visual/sound effects stylized after the comic.
Localizations:

Localizations:
The mod is localized into 1 language
(You don’t need to download anything extra to play in these languages)
Doom: Comic '96 was created with the goal of conveying the atmosphere of the original Marvel Doom comic (1996), while maintaining the simplicity and rhythm of classic Doom gameplay.
Features
Preserves the spirit of classic Doom — without modern mechanics like aiming, reloading, dashing, grenades, and quick melee attacks, except for secondary fire for each weapon.
Completely reworked weapons — each gun received secondary actions and unique mechanics, and some weapons behave differently than in the original.
Enhanced enemies — demons received new abilities and behavior variations.
New blood/body dismemberment effect — a reworked system with death animations that match the brutality shown in the comic.
New color palette — including an alternative "comic-style" palette that gives the game a distinctive visual style.
Dynamic HUD — the interface shows what armor the player is wearing and how much damage they're taking (extended to armor).
Doomguy reactions — the character is voiced with phrases and reacts to different actions (optional feature).
Onomatopoeia system — pop-up sound effects like "WHAM!", "BAM!" etc., as in the comic (can be disabled).
Combo system — adds rewards for consecutive actions in combat.
Modular structure — all elements (weapon pack, HUD, palettes, monsters) can be enabled or disabled separately, facilitating compatibility with other mods.
How to install a mod Doom: Comic '96
To run the mod, you will need the GZDoom engine and doom.wad, doom2.wad, or one of the FreeDoom IWADs
Make sure that doom.wad / doom2.wad or freedoom1.wad / freedoom2.wad is located in the GZDoom folder
Move the mod's Doom Comic '96 V4.1.Pk3 file to the GZDoom folder
Drag and drop the .pk3 file onto gzdoom.exe
Play!
You can also create a Launcher.bat. This is useful for launching more complex mod builds where the loading order of mods is important, or to launch the game via a shortcut.
How to create a launcher for running mods based on GZDoom
Create a text file in the GZDoom folder, you can name it Launcher. The text can look like this, depending on which files you're using:
gzdoom.exe -iwad freedoom2.wad -file "brutalv22test4.pk3"-iwad must always be first, and the number of files after -file can be unlimited, just write them in quotes separated by spaces, like this:
gzdoom.exe -iwad doom2.wad -file "addon1.pk3" "addon2.pk3" "addon3.pk3" "addon4.pk3"Change its format from .txt to .bat by simply renaming it. Now you can launch your builds with a double-click on this launcher.



