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?
The Necrosuit is an assault exoskeleton developed for heavy-duty military operations. Loaded with weapon systems and gadgets, the Necrosuit was made in the eventuality that the UAC had another trans-dimensional incident. The Necrosuit is a high-health tank character, meant to absorb damage and attract enemy fire. Though he doesn't deal too much damage, he can painlock and tie up hordes of enemies easily with his plentiful ammo supply. He's slow, but stores items for use at his leisure, and can exit the suit, set it to detonate, and go fetch another one from the spawn point, making him insanely durable.
Style Guy, from StyleMod by WildWeasel
Style Guy is the premier operative of the Colonial Special Operations Executive. Having out-cooled the very concept of ammo, Style Guy's weapons function purely due to the immense cool factor he has garnered throughout his life. Though Style Guy's weapons have infinite ammo, their primary fire attack is pretty weak. However, each weapon has an altfire Style Attack that deals mondo damage, and uses Style Points as ammo. Style Points can be gained through some items, but primarily are dropped by dying enemies and disappear after a short time, meaning he has to keep moving and keep killing to ensure he has enough Style Points to deal with a big crowd or boss.
The Freerunner, from Parkour Mod by Xaser
Predictably French, the Freerunner has taken his beloved sport of Parkour to a serious extreme in the wake of the demonic invasion. Freerunner is a character built for speed and twitch reflexes, rewarding those things above all else. His weapons are versatile and excellent for reacting quickly to changing battlefield conditions. He is accurate and can deal out a fair amount of damage in a short time, and has the ability to pick and choose his fights due to his maneuverability. However, most of his weapons do require reloading, so it is important that a player keeps this in mind and paces their fights correctly.
Super Chicken, from the Adventures of Super Chicken by Xutawoo
Granted not only abstract thought, but also the comically unreliable energies of the cosmos, Super Chicken is a torrent of Sorcerous power. The ultimate glass cannon, Super Chicken is vulnerable but deals out ridiculous amounts of damage. They receive a random power through either breaking open monitors throughout the level, or receiving a new power automatically once they have killed enough monsters. These powers all work very differently and have very limited ammo, meaning Super Chicken will be frequently switching between various abilities to which they must adapt and keep themselves alive.
Zharkov, from Zharkov goes to the Store by Xaser
Zharkov is so very crazy that his very presence tends to destabilize reality around him. He's tough and his melee attacks regen his health, but he has to go all-in like the berserker he is to succeed. His weapons are unorthodox and severe, and his ammo is fairly limited, but when played correctly he is very dangerous. Due to Zharkov's nature, he frequently observes and is affected by things that no one else sees, as well as causing strange events observable by others. Some of these things are harmful, some are helpful, and most are just strange.
Possesso, from Possess Me by Aluqah
A side-effect of an experiment with Neural Web technology where being a Patrick Swayze fan was the control variable, Possesso is an aparition with the ability to hijack corpses. Though Possesso is weak when outside a host, he can use and abuse Demon corpses, pushing them to limits they couldn't reach while alive. As such, his power level and capabilities can change rapidly as he switches hosts, ranging from him stomping around as a Cyberdemon, to running for his life as a Former Human. Possesso survives on wit, grit, and mounds of corpses.
Doomvengers Complete (Core file, Necrodoom, Batch file)
Doomvengers Core (Just the core file and Necrodoom) Latest Version: Beta 1.6
Doomvengers Manual: Last Updated 3/12/16
Contains all gameplay info, how to run Doomvengers, and Credits.
Modules and Options
Legions of Noobs
With Legions of Noobs active, Monsters will always be multiplied via a semi-random number range dependent on the player count. Weaker monsters will multiply into more of their kind compared to stronger ones. All monsters can walk through others of their species, but cannot shoot through them. So you won't have 50 Imps firing at you at once, but don't let 50 Pinky demons standing in one spot bite you. Pain Elementals multiply, but the Lost Souls they project do not. Free-standing Lost Souls already in the map will multiply, and Lost Souls cannot attack through each other so that they can resume the infighting that makes them such affable fellows to begin with. Cyberdemons and Spider Masterminds do not multiply.
Basically, you'll have loads more enemies to unload on, while still being able to use infighting tactics, and without the core gameplay changing to account for the 9 ranks of imps behind the front being able to shoot you. This can make even wads you've beaten dozens of times challenging all over again. The Highest difficulty, "Doomvengers", provides monster multiplication ranges one step higher than they normally would be for the number of players.
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.
Beyond Reality actually inspired me to make Doomvengers Compatibility Patches in the first place. Enjoy a battle with Darsycho's cast of weirdoes!
-Snazzy new title screen!
-All Doomvengers features and modules have been balanced around the cast of Beyond Reality.
-King Bloatous has substantially more health and takes 20% less Ice damage, and is immune to stunning and slowing.
-King Bloatous and the Giant Imps have more health depending on how many players there are.
-Maephistos and Fat Cacos have all the drops, etc. that the Bosses would normally have.
-Maephistos are more vulnerable to stunning than most bosses.
-Haunted Swords are immune to slowing and stunning.
-Barrelmen can spontaneously explode while stunned.
-Enemies drop the nearest equivalent corpse for Possesso when killed.
Patch for VALIANT/Sawdust Latest Version: 0.11
This file is to be used with the original version of Valiant, so it can be played with the set of monsters it was intended for. Also works with Sawdust since Sawdust is a pack of rejected Valiant maps and includes all the Decorate required.
-Snazzy new title screen!
-All Doomvengers features and modules have been balanced around the cast of Valiant.
-The Final Boss gains health per player in the game, and is immune to slowing.
-Yes, Masterminds are vulnerable to splash damage as they were in Valiant.
-Pyrodemons are immune to slowing, but take 20% more damage from Ice attacks.
-Enemies drop the nearest equivalent corpse for Possesso when killed.
Patch for PSX Doom TC Latest Version: 0.1
Now the Doomvengers can blast their way through the moody stateliness of the PSX Doom TC! *Distant eerie reverberations abound* Despite being universally slower and often therefore less dangerous, the Legions multiplication ranges are identical to those for the default PC monsters so as not to alter the difficulty of playing the PSX TC with a controller, since that's what the monsters were designed around to begin with.
-Snazzy new title screen!
-All Doomvengers features and modules have been adapted to the PSX Monsters.
PLEASE NOTE: that if you are using the customizer, you have to edit PSXLOAD to include the proper Doomvengers files in its load order. The line below contains the exact text to add to the end of the load order in the GAMEINFO lump:
- Code: Select all • Expand view
, "xa-necro.pk3", "possesme.wad", "Doomvengers.pk3", "1 Doomvengers Age of Villainy.pk3", "Doomvengers PSX TC.wad"
With that added to PSXLOAD.pk3, running the PSX DOOM batch file that comes with the TC will be sufficient to run Doomvengers in PSX Doom correctly. Also note that standard HUDs are not displaying correctly, though full screen HUDs are working.
DECORATE by Scalliano for his Realm667 Shuffle mod.
-The Haymaker is fully supported, but drops no corpse for Possesso. The Haymaker is vulnerable to Possesso's Supremacy ability.
-The final boss has more health, with some added per player in the game.
Patch for Doom 2 The Way iD Did Latest Version: 0.1
DECORATE by Beed28 for his ContraDoom. Used with permission. Purely for the satisfaction of drowning in Gargs and having a full Doomvengers battle with the vicious Dopefish.
-Adds support for the secret level enemies.
-The Dopefish is treated in all respects like a boss.
Patch for Deus Vult II Latest Version: 0.11
DECORATE by Beed28 for his ContraDoom. Used with permission. For those tasty Asian-themed levels and fully hilarious throwdowns in the latter levels.
-Adds support for the Afrit and Evil Cleric.
-Afrits are immune to slowing, but take 20% extra damage from Ice attacks. Afrits are also vulnerable to Possesso's Supremacy ability.
Patch for BTSX Episode 2 Latest Version: 0.1
A very minor thing for a very minor purpose, but hey. BTSX is good enough to keep things balanced as intended.
-Adds support for the Zombieman variant that doesn't drop ammo.
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!