The silly people on this forum make silly mods, like Necrodoom, Style Mod, Super Chicken, and Parkour Mod.
So I decided to Assemble them. Co-op ahoy! The characters have been rebalanced to give them clearer coop roles.
All classes can gather health bonuses up to 300 health. Sundry info on the specifics is in the manual! In essence, this mod seeks to preserve the shooty-stompiness of Doom, while making things hilarious and upscaled somewhat. This will only get crazier as I work on modules, culminating in a final, complete package which should be pretty impressive to behold. Possess Me
is required to play this. With Xaser's permission, the necessary files for Zharkov 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. Super Chicken has been integrated into the main files, so you don't need to download it, but here it is if you're feeling feisty: Super Chicken
Load Doomvengers after them (there is an included batch file), inserting whatever map set you want to play on if necessary.DownloadsDoomvengers Complete (Core, Necrodoom and Parkour Mod, Modules, and manual)Download HitlerDoomvengers Core (and Necrodoom and Parkour Mod) Latest Version: Beta 1.4Download HitherDoomvengers Manual: Last Updated 11/30/14Download Hither
Contains all gameplay info, how to run Doomvengers, and Credits.ModulesDoomvengers: Legions of Noobs Latest Version: 1.1Download Hither
Monsters will always be multiplied in number in semi-random ranges dependent on the player count. Weaker monsters have a higher chance of multiplying into higher numbers upon spawn. All monsters can walk through others of their species, but cannot shoot through them. So 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 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 - they will (eventually) gain a small chance of becoming something WORSE, but that's in a separate Doomvengers Module and so will still be optional then.
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 in a new, ham-fisted way.
The Highest difficulty, "Doomvengers" provides higher monster ranges.Compatibility Patches
These will allow Doomvengers to function fully on whatever wad they are for, i.e. making sure each Module works, and 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. This makes the batch file order: The PWads you are playing on, then the prerequisite wads, then Doomvengers.wad, then the Modules, then the Compatibility Patch you need.
One compatibility patch will work with any combination of add-ons, automatically detecting which ones are active. Naturally, you'll get a couple necessary evils in the form of console messages on start-up, but other issues should not be present, but probably are because heeeeeeeey.Patch for Beyond Reality Latest Version: 0.7Download Hither
The Giant Imp and King Bloatous get more health depending on how many players are in-game. This wad inspired the idea of Compatibility Patches. Maephisto drops in the same manner as Spider Masterminds, and Fat Cacodemon in the same manner as a Cyberdemon, so they will drop corpses of those enemies for Possesso, etc.Patch for UAC Ultra Latest Version: 0.4Download Hither
The Haymaker drops no corpse for Possesso, and the final boss has much higher health.
Begin with the Bug Reports! Run this on a 1.8 svn of GZDoom.