[WIP] DoomRL Arsenal - [Beta 7.92] [MP-B4.6]

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[WIP] DoomRL Arsenal - [Beta 7.92] [MP-B4.6]

Postby Yholl » Wed Aug 14, 2013 12:23 pm

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DoomRL Arsenal
A mod by Yholl, SoloSpaghetti and Sgt. Shivers

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BETA 7.92
Added reload sprites to the High Power Minigun.
Buffed the Supercharged Nuclear Plasma Pistol.
Fixed a gamecrashing bug with reloading the Assault or Burst Miniguns.



|This is currently a beta release|
Please feel free to give me your thoughts on anything in the game, whether it's bugs, balance or suggestions, so I can refine it into something really fun.
The Zoom key has been renamed to indicate it is used to drop stuff. Be sure to bind a key to it.

    -= LATEST NEWS =-
08/08/14
Work on this may slow down, depending on what my brain wants to do.

    -= DESCRIPTION =-
This mod needs the latest Zdoom release to run. This mod modifies just about all items in the game, and adds new player classes. Monsters are unaffected, but monster projectiles are.
This mod was inspired by the fantastic Doom Roguelike made by Kornel Kisielewicz. While playing DoomRL, I felt that some of the mechanics used in it could be brought over and incorporated into Doom, and started brainstorming for months on exactly how to go about it using what I know of Zdoom DECORATE coding. The end result is great for blasting through a megawad with a friend, supporting each other with each classes unique abilities and having something to work towards past just finding the BFG9000. All the glorious weaponry from DoomRL makes an appearance here, except the ones I haven't made yet. They aren't here. I hope you enjoy this mod as much as I have (mostly) enjoyed coding it. (Rocket launcher. NEVER AGAIN.)

If you enjoyed this mod, and you've played roguelikes before, or are interested in trying one, head over to the DoomRL site and try it out for yourself. Easily one of the easiest RLs to get into, but by no means the easiest to win!

Some screenshots...
ImageImageImageImage
DoomRL Arsenal features such things as...

    -= NEW WEAPON SYSTEM! =-
In addition to standard Doom weapons, new Exotic and Unique weapons appear throughout the game, although rarely. Find a minigun or a missile launcher and deliver some major damage! Find a unique weapon, and you'll be grinning as you paste demons across the walls! The higher class of weapon spawn, the higher chance of exotic or unique weaponry. Also, Chainsaw spawns have a very very rare chance of spawning any weapon in the entire game...

You'll have to make some hard choices, though, as you can only carry 6 weapons at any time. Advanced functions will tell you what keys you need to press, but the Zoom key (Which has been renamed to Drop Item.) functions as a Drop key instead of a, well, zoom key. Drop weapons or modpacks with it, so you can be sure to carry only what you want with you. Press Zoom twice to drop a weapon, as a precaution against accidentally dropping a valuable weapon.
I'd like to thank Wildweasel for his ww-magop.wad and it's weapon mechanic, which I based this system off of.

Most weapons that appear in this mod are based off the DoomRL weapons, but are not perfect reproductions. In fact, some weapons are entirely different altogether! Weapons also now have magazines, requiring reloading, and may also be slower or less accurate than standard Doom weapons. Don't worry, because the next feature more than makes up for it!

    -= NEW ARMOR AND BOOTS SYSTEM! =-
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Instead of the normal Doom armor mechanics, it's been revamped to a whole new level of awesome. You can carry one armor and one set of boots in your inventory at a time, in addition to any you are currently wearing, and you can drop and change any of these at any moment! Bear in mind that due to code limitations, any non-indestructible armors you stop wearing will be destroyed.
To unequip a currently worn armor or set of boots, there are two commands at the bottom of the keybinds list. Bind a key to them.
Simply press the appropriate key twice to remove your currently worn armor or boots.

Did I mention there's tons of new armors ingame for you to find? Boots too. Exotics and assemblies and uniques! Unfortunately, also due to limitations, you cannot mod boots at all, and can only mod armors with an Onyx modpack, so any assemblies you find will be premade in levels. These new armors protection against different types of damage too, so wear the ones you think are best for the moment! A Plasma Shield won't help you in a room full of Imps!
99% of the armors and boots you see here were made by the super talented SoloSpaghetti, who is the glorious Blacksmith of DoomRL Arsenal. He's amazing.

    -= ARMOR SPECIALS! =-
New in Beta 7, some armors come with an inbuilt special ability you can activate! Some will require ammo, some require a set bonus, some have cooldowns, all are pretty damn awesome, and will serve you well!
You'll need to bind a key to the Armor Special command to use these.

    -= SET BONUSES! =-
Some of the items in the game now form sets with other items! If you collect and wield all the pieces, you can expect an amazing bonus to be applied to you, from powering up certain weapons, to giving you strange defensive abilities! There are currently 7 sets ingame as of Beta 4, so be sure to keep an eye out for items you think might go with other items.

    -= MODPACKS! =-
Probably the most important mechanic in the mod, Modpacks allow you to modify your current weapon according to their type, with each normal or exotic weapon able to hold 4 modifications. A unique weapon can only have a single mod applied to it, so choose wisely. The effect of a modpack differs depending on the type of weapon it is, and only applies one of the below effects. You carry modpacks as inventory items, and you can carry up to 4 at any time. Modpacks can be found anywhere you can find a Blursphere, or randomly replacing large ammo boxes. Exotic modpacks are extremely rare, so be happy when you find one.
When using a modpack, the first use selects the modpack for use. When selected, pressing Zoom will drop it, pressing Use Inventory again will apply it to the current weapon, and switching to a different weapon will cancel.
Thanks to HellCattX for his awesome ammopile, which I used as a base for the modpacks.
STANDARD MODPACKS

Agility Mod Pack Image
    Increases hitscan accuracy by .5 (For those unfamiliar, the Pistol has a spread of 5.6 horizontal, 0 vertical, this will reduce it to 5.1, 0)
    Increases projectile speed on projectile-firing weapons

Bulk Mod Pack Image
    Increases clip size by 30% or at least 1
    Increases pellet count on single shot shotgun weapons
    Increases impact damage on single shot rockets
    Increases damage on melee weapons

Power Mod Pack Image
    Increases damage
    Increases explosive damage on rockets
    Increases damage of rays dealt by BFG attacks
    Increases damage randomization on melee weapons

Technical Mod Pack Image
    Increases reload speed
    Increases weapon switch speed on melee weapons

EXOTIC MODPACKS

Sniper Mod Pack Image
    First mod makes first hitscan shot 100% accurate and increases accuracy by 2/2
    Second mod makes all shots 100% accurate
    Gives velocity scaling on projectiles and 100% accuracy

Firestorm Mod Pack Image
    Increases firerate on rapidfire weapons and pistols
    Increases AOE radius on explosives
    Increases number of BFG rays
    Increases knockback and gives increases close combat damage to shotguns
    A second mod forces radius damage on AOE weapons, in addtion to further increasing the radius

Nano Mod Pack Image
    Gun makes 1 ammo per half a second while held, cannot be reloaded manually

Onyx Mod Pack Image
    Makes your currently worn armor indestructible

Armor Mod Pack Image
    Allows you to change armor from one color to another. Change security armor to commando armor, for instance. Works with all three color armors.

There are even secrets to the exotic modpacks that few know of...

    -= ASSEMBLIES =-
By applying a specific combination of modpacks to a standard or exotic weapon, you can assemble an entirely new weapon! Put two Bulk mods onto a Chaingun to make the Gatling Gun! The list of assemblies is quite large, and ranges from simple two mod assemblies, all the way to Master level 4 mod assemblies, even incorporating super rare exotic mods into the construction! Try and figure out those combinations on your own, or just crack under the pressure and consult the DoomRL Wiki. Heh, I did.

When you apply the last modpack in a correct combination, it will ask you if you want to assemble it with the Fire button, or cancel with Altfire. An assembly is not always an upgrade, so sometimes you may not want to assemble something.

Here is an example of weapon modding and assembly.

Spoiler:

    -= CLASSES =-
Four different classes are available in the mod, three being DoomRL classes, with a fourth entirely new one. Each of the classes starts with a powerful Master trait that affects how they play, as well as their own special passive stats.

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Class: Marine
Trait: Ammochain
Effect: Rapidfire weaponry only consumes 1 ammo per 4 shots, or 1 ammo per burst, depending on the weapon.
Passive: Powerups last 50% longer.

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Class: Scout
Trait: Sharpshooter
Effect: Pistols always do 8x their base damage.
Passive: Runs 10% faster. Always has a map of the current level.

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Class: Technician
Trait: Scavenger
Effect: Can turn exotic or assembled weapons into modpacks, and unique weapons into exotic modpacks.
Passive: Regular maps function as tracking maps. Can carry 8 modpacks. Has various bonuses to mechanically related things.

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Class: Renegade
Trait: Shellshock
Effect: Fires 50% more pellets with multiple shot weapons.
Passive: Switches weapons instantly. Armor has 1.5x protection, up to a max of 80%.

    -= HUD INFORMATION =-
Beta 7 is filled to the brim with information to help you get the edge over your enemies! You now have two sets of HUD popups, one dedicated to showing you your learnt assemblies, and the other displays armor and boot information, as well as the effects of mods on your currently selected weapon. You'll need to bind keys to both of those HUD popups, and to a seperate key to change pages in them.
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    -= MUTATORS =-
Geo's Gory Gambit - Replaces all weapons, ammo and armors with Geo's Golden Gauntlet. Incompatible with DRPG.

    -= COMPATIBLITY PATCHES =-
Happy Time Circus 2 - Replaces the custom weapons and ammo with DRLA ones, and modifies enemy attacks to use DRLA damage types. Requires modifying circus2.wad to not have KEYCONF. Incompatible with DRPG.

    -= CHANGELOG =-
Spoiler:

    -= KNOWN ISSUES =-
The HUD I made is pretty crap, as SBARINFO is my bane, apparently. There is also only the fullscreen Zdoom HUD, as I couldn't be bothered working on the Status Bar Hud, sorry. I'm actually pretty surprised the HUD could scale at all.

When you drop a weapon, it loses every modpack that has been placed on it. It is technically possible for me to fix this. Technically. But I would die, both physically and mentally, so that will not be happening, sorry.

    -= CREDITS =-
Spoiler:

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DoomRL Monster Pack
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Beta 4.6
You need a dev build of ZDoom to run this. Get the latest version here.

    -= DESCRIPTION =-
THIS RELEASE IS HEAVILY WIP! Currently has all normal enemies replaced, with fixed offsets (Thanks to Revenant100), custom blood colors, some new behaviours and tricks. Some enemies are identical gameplay-wise, others like Revenants change their attack style on low health. The fixed offsets have also been applied to the custom monsters within, so they don't look silly rotated when compared to the fixed vanilla sprites.
Most custom enemies are done, and will appear ingame to make you suffer. The ones that have not yet been completed obviously do not spawn.

The extra difficulties currently do not work as intended, due to the enemies that need to spawn not actually existing. You can play it, but the missing enemies will be replaced by the normal variants, rather than the correct version for the difficulty. They're still fun to play, though.

And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.

There are quite a few placeholder sprites in the wad currently. The Nightmare Knight, Nightmare Baron, Former Captain with Plasma Rifle, Elite Former Captain with Tristar Blaster, and Elite Former Humans with the Combat Pistol and Handcannon are all placeholder sprites, and will be changed.
Also, when more complete there will be two versions of this pack. This current one is not vanilla-compatible. Later, I'll make a version that has enemies dropping standard Doom weapons, so it can be used alongside other weaponpacks...


    -= CHANGELOG =-
Spoiler:


    -= CREDITS =-
Spoiler:
Last edited by Yholl on Tue Aug 12, 2014 2:19 pm, edited 114 times in total.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby wildweasel » Wed Aug 14, 2013 12:35 pm

Yholl wrote:Some screenshots... (For some reason I cannot get the spoiler tag to work on the images or the Mod Pack section... No idea why. I'd be grateful if someone could help with that.)

The forum software limits you to a maximum number of spoilers per post, because a few people decided to abuse them horribly. I recommend trying to consolidate them into fewer spoiler headings.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby justin_see » Wed Aug 14, 2013 12:38 pm

I like that title graphic up there. Did you create that yourself, Yholl?
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Wed Aug 14, 2013 12:46 pm

wildweasel wrote:The forum software limits you to a maximum number of spoilers per post, because a few people decided to abuse them horribly. I recommend trying to consolidate them into fewer spoiler headings.


Heh, I thought that might have been the case. Thanks for the super fast help with that.

justin_see wrote:I like that title graphic up there. Did you create that yourself, Yholl?


No, that's the DoomRL title graphic from the main site, I figured it would grab more attention than just plain colored text.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby -Ghost- » Wed Aug 14, 2013 2:54 pm

Will you be adding in the perk/XP system of DoomRL as well, or just the weapons and modpacks?
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Wed Aug 14, 2013 3:04 pm

-Ghost- wrote:Will you be adding in the perk/XP system of DoomRL as well, or just the weapons and modpacks?


Just the weapons and modpacks. One of the problems with the DoomRL traits is that there aren't many that I can easily use in Doom, so I doubt I'd ever attempt a full leveling system like in DoomRL.

I will likely expand on armor later though...
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby dljosef » Wed Aug 14, 2013 4:32 pm

So far, the weapon modding aspect is very interesting, although the marine class is a godsend for slaughtermaps if you get a good weapon, especially the jackhammer.

Also, the Mysterious Magnum is a very odd weapon...though it's hilarious when I get it to shoot BFG shots.

Edit: Will there be any more uniques for the next version? I'm looking forward to more things such as the Trigun pistol.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Average » Wed Aug 14, 2013 6:08 pm

This looks really interesting. DoomRL is easily my favourite Doom spin off game and one of my favourite roguelikes. Being able to play some of those aspects out in the original game sounds too cool. Maybe this could become "the thinking man's Brutal Doom"!
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Big C » Wed Aug 14, 2013 8:21 pm

Oh man, I loved DoomRL, even if it always kicked my ass---I gotta try this.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Thu Aug 15, 2013 12:27 am

dljosef wrote:So far, the weapon modding aspect is very interesting, although the marine class is a godsend for slaughtermaps if you get a good weapon, especially the jackhammer.


You should've seen how OP the Scout was back when I thought hitscan damage had the same randomization as projectiles...

dljosef wrote:Also, the Mysterious Magnum is a very odd weapon...though it's hilarious when I get it to shoot BFG shots.


Heh, the gun is so awesome and so dangerous to your health sometimes. I hope to come up with new uniques on the same level of crazy as that.

dljosef wrote:Edit: Will there be any more uniques for the next version? I'm looking forward to more things such as the Trigun pistol.


Depends. If I manage to get it working well, Charch's Null Pointer may be in the next version, along with the Plasma Shotgun and Napalm Launcher. As for the other uniques, I wouldn't expect stuff like that anytime soon, I'm certainly not a sprite artist, so something like that I'd need someone's help with.

Average wrote:This looks really interesting. DoomRL is easily my favourite Doom spin off game and one of my favourite roguelikes. Being able to play some of those aspects out in the original game sounds too cool. Maybe this could become "the thinking man's Brutal Doom"!


Hahahaha, "the thinking man's Brutal Doom" makes me think the game's goal is "How do I assemble the Biggest F***ing Gun again?" I hope you enjoy the mod.

Big C wrote:Oh man, I loved DoomRL, even if it always kicked my ass---I gotta try this.


Awesome, tell me what you think of it later.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Crudux Cruo » Thu Aug 15, 2013 11:20 am

Love it, except for one discrepancy i can see; the normal shotgun in doom RL is a break action single barrel. the sprites are floating around. functionally speaking as well, the reload is too quick. Otherwise, this freaking mod is sweet!

edit: forgot one thing, it would be nice if you had to press use to pick up weapons. i had full slots on the halls and was about to pick up the double shotgun when i automatically stripped it for ammo :(
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby dljosef » Thu Aug 15, 2013 2:03 pm

Out of all the shotgun weapons, I found the elephant gun to be the useless one. However, I also found that the nanotech modpack doesn't work on unique weapons. (By the way, the ripper drains health from enemies, not that I mind.)
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby doshu » Thu Aug 15, 2013 10:12 pm

I registered just to say: Awesome work! I absolutely love DoomRL, and toying with some of its weapons in Doom is just great! Bringing the mod to a full and somewhat balanced"DoomRL, the FPS" would be THE next big thing after Brütal Doom, but I can't imagine the amount of work it would require...

I played only 30 minutes in Ep1 Ultra Violence, but I got the feeling that the game could be more punishing. Like, less ammunition and more dangerous monsters (hit harder maybe?). That would provide a bit more DoomRLesque experience.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Fri Aug 16, 2013 12:04 am

doomer1 wrote:Love it, except for one discrepancy i can see; the normal shotgun in doom RL is a break action single barrel. the sprites are floating around. functionally speaking as well, the reload is too quick. Otherwise, this freaking mod is sweet!


Really? Are you sure the DoomRL Shotgun is not in fact, the Doom Shotgun? Weird. Anyway, yeah, the standard shotgun is quite ludicrous in this mod, as it is the only weapon to not be nerfed in anyway, and mod packs power it up waaaay more than normal weapons. Thanks for the appreciation! :wink:

doomer1 wrote:edit: forgot one thing, it would be nice if you had to press use to pick up weapons. i had full slots on the halls and was about to pick up the double shotgun when i automatically stripped it for ammo :(


If you have full weapons, then weapons Chaingun and below will automatically get used as an ammo pickup. Rocket Launchers and up cannot be used as ammo unless you have one. If I switched it to needing to press use to pickup weapons, it would become a lot harder, a lot more tedious(dropped shotguns and chainguns) and would even break some maps, like ones that give you guns through a voodoo doll and stuff.

dljosef wrote:Out of all the shotgun weapons, I found the elephant gun to be the useless one.


Heh, I guess so. I still really like it though. Maybe I should increase the knockback much more, or up the accuracy...

dljosef wrote:However, I also found that the nanotech modpack doesn't work on unique weapons.


Hehehehe. You weren't paying very close attention, were you? I'm assuming you put that nano mod onto either the Railgun or the BFG10K.
Yholl wrote:There are even secrets to the exotic modpacks that few know of...


dljosef wrote:(By the way, the ripper drains health from enemies, not that I mind.)


Yup. I think I'll go edit the main post with this information, but this is not a perfect reproduction of DoomRL weaponry, many, many things have been changed, some minor, some really major. So yeah, health-draining Ripper.
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Re: [WIP] DoomRL Arsenal - Beta 1

Postby Gouanaco » Fri Aug 16, 2013 6:56 am

Awesome work mate! :D
I liked DoomRL and played a bit of it.

But the down-fall of it was it was 2d and turnbased.
But now those problems are gone so yeh Awesome! :D


1 Question:

With this Wad/Mega-Wad/Mod

can i still load other maps to use the mod with?

Like say i wanted to load that wad/map that randomly generates its self?

cause it seems that your mod at the moment uses the vanillia Doom maps.
But if it was randomly generated that would be cool :D
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