


Half-Life: Alpha in Doom Engine
Mod for Doom II: Hell on Earth (1994) | Category: Total Conversion
Author: Quaker Craft Games | Curator: Modbadger
Mod for Doom II: Hell on Earth (1994) | Category: Total Conversion
Author: Quaker Craft Games | Curator: Modbadger
A reconstruction of an early version of Half-Life on the Doom engine, recreating the 1997 alpha content with maps, weapons, and enemies.
Localizations:

Localizations:
The mod is localized into 1 language
(You don’t need to download anything extra to play in these languages)
The mod recreates maps, weapons, monsters, and the visual style of the lost alpha with high accuracy, including sounds and interface. You can play a demo version of the Half-Life campaign adapted to Doom gameplay.
How to install a mod Half-Life: Alpha in Doom Engine
Download the GZDoom engine.
Place the game file doom2.wad into the engine folder.
Place the file Quiver.pk3 into the engine folder.
The other file Quiver(Doom_Compatibility).pk3 is meant for cases if you encounter various errors with the first one; it is intended for older engine versions and you probably won't need it.
Drag the Quiver.pk3 file onto the gzdoom.exe shortcut.
Play!
To launch the game from a shortcut, you can use a .bat file.
Create a new text document: Right-click in the folder where GZDoom and your mods are located, select "New" -> "Text Document".
Rename the file: Name it, for example,
Doom_Launcher.bat. Make sure you change the extension from.txtto.bat. If you don't see file extensions, you might need to enable "File name extensions" in Windows File Explorer settings.Edit the BAT file: Right-click on the created
Doom_Launcher.batfile and select "Edit". Notepad (or another text editing program) will open.Enter the content: Insert the following line, adapting the names to your file names:
gzdoom -file doom2.wad -file "Name your file"Done.
In the future, you can use this .bat file to add new mods, in addition to those you already have, simply by appending them with a space in the format -file "Mod Name". The main thing is to add them after the .wad file. The more important a mod is, for example, a map or a global modification, the closer it should be to the .wad file; some mods are incompatible with each other.
References



