Doomvengers: Earth's Weirdest Heroes (Beta 1.6 Manual Out!)

For in-development or completed ZDoom projects
Forum rules
Got a cool project idea but nothing else? This forum is NOT for you! Put it in this thread instead!
Please read the full rules for more details.

Doomvengers: Earth's Weirdest Heroes (Beta 1.6 Manual Out!)

Postby Captain Ventris » Sat Jul 07, 2012 11:30 pm

Image
Image

Doomvengers is a shooty, stompy, crazy chaotic mess that's a blast in SP but is also geared towards effective Co-Op play (designed with a max of 8 players in mind, though it will work regardless). Each player class (used from awesome gameplay mods put out by the community) has its own playstyle and rules, but is balanced out with the other classes. Doomvengers seeks to preserve the relative gameplay balance of your favorite levels (i.e. the parts you dread in Scythe 2 will be dreaded just as much) as well as providing options for customizing your experience, from a more traditional blastfest with the various classes to having more enemies than you can shake a stick at, crazy bosses out for your blood, and (eventually) additional character progression!
The central balancing factors around which the varied arsenals in Doomvengers are generally based are Ammo-Efficiency and Time-Efficiency. Sometimes, a weapon that may be less ammo-efficient can save your butt by getting its job done faster, and other times you need to use an ammo-efficient weapon to ensure you've got enough bullets for later. Some weapons are best against bosses, others rely too much on AOE to do much against them, etc. Each and every weapon is intended to have a distinct use-case such that old weapons are not outmoded by new ones - there will ALWAYS be a reason to use each weapon, though the divide between usage cases varies a great deal between the classes. Each class is also intended to play quite differently, such that you will almost certainly discover a favorite.

I'm sure this sounds like a lot, but it really isn't - you can just jump in and start feeling things out for yourself easily enough with most classes (Possesso and Super Chicken definitely have a learning curve), and for the rest there's a big, detailed manual to help you along!

Possess Me by Aluqah is required to play this. With Xaser's permission, the necessary files for Zharkov Goes to the Store are included, but for good form, here is the original. Same with Style Mod, with WildWeasel's permission. Necrodoom and Parkour Mod are packaged with the Doomvenger Core files with Xaser's permission (Parkour Mod is acutally entirely integrated with permission into Doomvengers). Super Chicken has been integrated into the main files (again with permission from the author), so you don't need to download it, but here it is if you're feeling feisty: Super Chicken.

There is an included Batch file, but for ZDL users, the Load Order is the mapset you're using, Necrodoom, Possess Me, the Core files, then a compatibility patch if necessary.

The Legions and (when it comes out)the Villain expansion are part of the main file, able to be toggled on and off so that the experience best fits the player's tastes and the balance of the mapset being played. For example, while KTiTD is easy and benefits from using Legions to up the monster count, Sunlust may provide enough of a challenge on its own, so you can turn Legions off if that's the case.
For wads with custom monsters there are compatibility patches being developed so that all of Doomvengers' features will work therein. They are listed further down.

Now, who are the Doomvengers?

Spoiler:


Downloads
Doomvengers Complete (Core file, Necrodoom, Batch file)
Download Hither

Doomvengers Core (Just the core file and Necrodoom) Latest Version: Beta 1.6
Download Hitler

Doomvengers Manual: Last Updated 3/12/16
Download Hither!
Contains all gameplay info, how to run Doomvengers, and Credits.

Modules and Options
Legions of Noobs
Spoiler:


Compatibility Patches
These will allow Doomvengers to function fully on whatever wad they are for, i.e. making sure each Module works, and that the classes work right in a given wad. I'm so not doing these for wads that too heavily alter gameplay. These are to be loaded after all other files.
There are two kinds of Patch, Major and Minor. Minor patches just port over some things from the native wad (like if there's one custom enemy or something), while Major patches tend to involve full-roster alterations and other such heavy lifting.
Spoiler: "Major Patches"


Spoiler: Minor Patches"


Begin with the Bug Reports! Be sure to run Doomvengers on the latest stable version of ZDoom or GZDoom! If you have me on Steam, I will often stream Doomvengers Dev or testing, so feel free to stop in and watch!
Last edited by Captain Ventris on Thu Mar 24, 2016 2:46 pm, edited 61 times in total.
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes

Postby HexaDoken » Sun Jul 08, 2012 10:50 am

I request adding Zharkov to the roster.
HexaDoken
 
Joined: 01 Dec 2011

Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 11:44 am

Oh shooooot, son! Knew I was forgetting someone!

...there's gonna be a lot of Xaser classes in this, huh?
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes

Postby Gothic » Sun Jul 08, 2012 12:07 pm

what about "the Ranger" by Terminus? :D
User avatar
Gothic
Green Space Dorito
 
Joined: 16 Jun 2011
Location: Here

Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 12:28 pm

I'm gonna be wanting an inherent ridiculousness for classes to add, such as the Necrosuit's car-alarm beeper and general over-heavy-metalness (as a bottom line). Seriously, it's tooooo much! Also a definite change in gameplay style should be present.
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes

Postby wildweasel » Sun Jul 08, 2012 1:01 pm

If you're going to be adding Stylemod Guy to this mod, you might want to toss some of the cheesier stuff - like replace the Stylish Shades item with an actual sprite instead of leaving it as the hacky Textures thing.
User avatar
wildweasel
Insert thematically appropriate title here
 
Joined: 15 Jul 2003

Re: Doomvengers: Earth's Weirdest Heroes

Postby Jimmy » Sun Jul 08, 2012 1:35 pm

What about Othal and Ezhek? :P
User avatar
Jimmy
Quadrilateral damage!
 
Joined: 10 Apr 2006
Location: Perth, WA

Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 2:22 pm

wildweasel wrote:If you're going to be adding Stylemod Guy to this mod, you might want to toss some of the cheesier stuff - like replace the Stylish Shades item with an actual sprite instead of leaving it as the hacky Textures thing.

Pffffft those shades are the BEST...I'll do it if someone knows where to find a sprite of some sunglasses. :P

I do like the weapons and such, though. It's got... STYLE.

Might use Psyguy as the skin for Style Guy if Xaser lets me.

Jimmy wrote:What about Othal and Ezhek? :P

I thought about it, but they are so frikkin' complicated that it would be weird to put them in there with the others, who are relatively plug-and-play. It's a whole leveling system that's just way out of the mindless dakka festival that I want this to be. For the same reason I won't be adding Psychic.

I AM considering adding in Aluqah's "Possess Me", though. Could be fun to have along with the others, and definitely a departure from normal gameplay. In co-op, he could be a good friend to have. "You go in first, you have an extra face."
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes

Postby wildweasel » Sun Jul 08, 2012 2:43 pm

Captain Ventris wrote:Might use Psyguy as the skin for Style Guy if Xaser lets me.

Maybe the "Weasel" skin in ww-nazis would be preferable...though it kind of sucks a bit, you might want to fix it up. =P
User avatar
wildweasel
Insert thematically appropriate title here
 
Joined: 15 Jul 2003

Re: Doomvengers: Earth's Weirdest Heroes

Postby Zero X. Diamond » Sun Jul 08, 2012 3:52 pm

Captain Ventris wrote:
wildweasel wrote:If you're going to be adding Stylemod Guy to this mod, you might want to toss some of the cheesier stuff - like replace the Stylish Shades item with an actual sprite instead of leaving it as the hacky Textures thing.

Pffffft those shades are the BEST...I'll do it if someone knows where to find a sprite of some sunglasses. :P

Duke Nukem 2 had a pair of shades as a points item. Having just looked at the sprite, though, it might be a little bit unsuitable for use in a Doom mod.
User avatar
Zero X. Diamond
Woah! The mine got hit by some kind of energy wave!
 
Joined: 22 Dec 2009

Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 4:49 pm

wildweasel wrote:
Captain Ventris wrote:Might use Psyguy as the skin for Style Guy if Xaser lets me.

Maybe the "Weasel" skin in ww-nazis would be preferable...though it kind of sucks a bit, you might want to fix it up. =P

Well that works. Now I need a skin for the Parkour Guy. Zharkov has a custom skin, and he's crazy enough to THINK he's wearing armor, so that works.

The inclusion of Zharkov sort of makes this whole mod some sick version of St. Elsewhere, doesn't it? :P
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Captain Ventris » Sun Jul 08, 2012 8:52 pm

Version 0.15 is now out, and introduces Style Guy. Sprite set pending, particularly since it isn't recolorable. Get it from the first post, like before.

Spoiler: "Changelog"
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Nash » Sun Jul 08, 2012 9:39 pm

I would have loved to see PsyGirl in here, though I understand that this is just technically difficult...
User avatar
Nash
 
Joined: 27 Oct 2003
Location: Kuala Lumpur, Malaysia

Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Captain Ventris » Sun Jul 08, 2012 11:01 pm

Oh, with enough patience/bugging DavidPH, I could do it, but I already stated my reasons for not including Psychic a couple posts above. An Omega/Psychic semi-RPG Superpack would be interesting, haha
User avatar
Captain Ventris
Autistic Cross-Analysis, GO!
 
Joined: 31 Jul 2006
Location: San Antonio, Texas

Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Sgt Dopey » Sun Jul 08, 2012 11:45 pm

I'm getting this error on start up:
Script error, "Doomvengers.wad:NECROATE" line 7:
Replaced type 'NecroPlayer' not found in NewNecroPlayer

I am using GZDoom revision 1415
User avatar
Sgt Dopey
:O
 
Joined: 13 Jan 2011
Location: Australia

Next

Return to Projects

Who is online

Users browsing this forum: abbuw, Baconator, KILLER2, LedIris, TehRealSalt, the_darknut_rises and 21 guests