DoomRL Arsenal - [1.05] [MP-B6.2]

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.

DoomRL Arsenal - [1.05] [MP-B6.2]

Postby Yholl » Wed Aug 14, 2013 11:23 am

Image
DoomRL Arsenal
A mod by Yholl, SoloSpaghetti, Sgt. Shivers, amv2k9, Kyle873 and Seryder.

You need a dev build of ZDoom to run this. Get the latest version here.
From now on, the HUD is in a seperate download, please do not play without it.
ARSENAL MAIN DOWNLOAD
HUD DOWNLOAD
1.05

MONSTER PACK DOWNLOAD
B6.2

CREDITS LIST
ARSENAL CHANGELOG
MONSTERPACK CHANGELOG

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.

    -= ADDONS =-
ww-drla-sounds - A sound replacement mod maintained by wildweasel! Contains more realistic sound effects and stuff, it's pretty cool.
Geo's Gory Gambit - Replaces all weapons, ammo and armors with Geo's Golden Gauntlet. Incompatible with DRPG.
Pls No Stealth - Replaces stealth monsters with less annoying versions, for levels that actually use stealth monsters fairly well. Because bad things happen without it.
Nazi Replacer - Replaces Nazis with less clashing, more murderous enemies.
Slaughtermap BFG - Replaces the chainsaw with a Decorate version of the infinite ammo BFG they sometimes have.

    -= 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. Has issues with clown keys I wasn't able to solve, sorry.

    -= LATEST NEWS =-
20/10/15
Mixed up the main page a bit, moved the changelogs to seperate files to get around the 60K character limit.

    -= KNOWN ISSUES =-
Only the ZDoom Fullscreen HUD is available, sorry.
The WSTE-M5 Shotguns cannot be modded when dual-wielded because of weirdness.
Occaisonally when dropping a modded weapon or removing a mod from a weapon, it simply does not work. No idea why.

    -= DESCRIPTION =-
This mod needs the latest Zdoom svn builds 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. Almost all the glorious weaponry from DoomRL makes an appearance here. I hope you enjoy this mod as much as I have enjoyed making it.

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 weapons of various rarities appear throughout the game. 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.

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 DRLA specific items 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 there's more to weapons than just firing them!

    -= NEW ARMOR AND BOOTS SYSTEM! =-
ImageImage
Instead of the normal Doom armor mechanics, it's been revamped to a whole new level of awesome. You can carry multiple sets of armor or 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 and more! Unfortunately, also due to limitations, you cannot mod boots at all, and can only mod armors with an Onyx modpack or an Armor 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, and wherever is he is now, let's hope he's doing well for himself.

    -= ARMOR SPECIALS! =-
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! Due to the nature of the game, it'd be almost impossible to get both pieces of a set, so opening supply crates actually has a decent chance of having the other missing part of your set in it!

    -= SKULLS! =-
Image
Skulls are dangerous demonic artifacts that can be used to turn the tide of battle in your favour! Using one will detonate all nearby corpses, using them as fuel for their special ability, whatever it may be.

    -= PHASE DEVICES! =-
Image
Phase Devices can be used to teleport around the map, or out of danger! Normal Phase Devices teleport you to the start of a map, Homing Phase Devices teleport you to another player, Recall Phase Devices allow you to mark a spot and teleport to it later!

    -= BACKPACKS! =-
Image
Special rare backpacks can be found to further increase your ammo supply! These have various effects, including allowing you to specialise in an ammo type! You can only wear one backpack at a time, but you can swap to another at any point.

    -= 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. Superior weapons can hold 2 modpacks. A unique or legendary weapon can only have a single mod applied to it, so choose wisely. Demonic weapons can hold both a single modpack, as well as up to three of demonic artifacts! The effect of a modpack differs depending on the type of weapon it is, so it won't always do exactly the same thing on every weapon. You carry modpacks as inventory items, and you can carry up to 4 at any time, while the Technician player class can carry 8. 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, and using it again will apply it to your currently selected 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
Increases accuracy on multi-projectile weapons[/list]

Bulk Mod Pack Image
    Increases clip size by 30% or at least 1
    Increases pellet count on single shot multi-projectile weapons
    Increases impact damage on single shot projectiles
    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

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. Although that'll only have the original assembly recipes, hehehe...

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. You can put mods on any way you like, there is no specific order to combinations, simply having the correct mods and no others will cause the game to prompt you whether you want to assemble the gun or not.

Here is an example of weapon modding and assembly.

Spoiler:

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

Image
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.
Items: Starts with a Chaingun.

Image
Class: Scout
Trait: Sharpshooter
Effect: Pistol weapons do between 8x to 3x damage, based on their firerate, faster weapons dealing less. Non rapid pistols have halved spread.
Passive: Runs 10% faster and jumps 10% higher. Always has computer map.
Items: Starts with a Pistol.

Image
Class: Technician
Trait: Scavenger
Effect: Can turn exotic rarity or higher weapons into modpacks. Can also remove a mod from weapons that have been modded, but destroys the weapon.
Passive: Computer maps function as tracking maps. Can carry up to 8 modpacks instead of 4. Starts with all Standard assemblies shown. Has various bonuses to mechanically related things.
Items: Starts with a random Basic Assembly, and a random modpack.

Image
Class: Renegade
Trait: Shellshock
Effect: Shoots an extra 50% more pellets, rounded up, with any attack that fires more than one shot in non-fixed pattern.
Passive: Can switch weapons instantly. Armor has 50% more protection, up to a max of 80%.

Image
Class: Demolitionist
Trait: Fireangel
Effect: Immune to splash damage.
Passive: Uses half ammo, rounded down on all non shell-based weapons.

    -= HUD INFORMATION =-
DRLA is filled to the brim with information to help you get the edge over your enemies! You have three sets of HUD popups, one dedicated to showing you your learnt assemblies, one to showing weapon and mod information, and the other displays armor, boot and class information. You'll need to bind keys to both of those HUD popups, and to a seperate key to change pages in them.

The first two pages of the Armor/Class Hud show the stats of your currently worn armor and boots, and the stats of an activated armor or boots, respectively. Simply activate an armor or boots to show their stats on the second armor page.
Image

Image
DoomRL Monster Pack
DOWNLOAD
Beta 6.2
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.

The Monsterpack can be run by itself, or with custom weapon sets. It hasn't been really tested, but it should work alright.

Technophobia and Armageddon do not have a full roster of enemies, so others will replace the missing ones. Still super fun though.
ARMAGEDDON IS DESIGNED TO KICK YOUR ASS, BEWARE.

And of course, finishing the game will give you my custom CastCall, which will show all the enemies currently ingame.
Last edited by Yholl on Tue Oct 27, 2015 4:28 am, edited 141 times in total.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 1

Postby wildweasel » Wed Aug 14, 2013 11:35 am

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.
User avatar
wildweasel
master of patience
 
Joined: 15 Jul 2003
Location: unconscious in a random field

Re: [WIP] DoomRL Arsenal - Beta 1

Postby justin_see » Wed Aug 14, 2013 11:38 am

I like that title graphic up there. Did you create that yourself, Yholl?
User avatar
justin_see
 
Joined: 30 Jul 2013

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Wed Aug 14, 2013 11:46 am

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.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 1

Postby -Ghost- » Wed Aug 14, 2013 1:54 pm

Will you be adding in the perk/XP system of DoomRL as well, or just the weapons and modpacks?
User avatar
-Ghost-
 
Joined: 08 Sep 2010

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Wed Aug 14, 2013 2:04 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...
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 1

Postby dljosef » Wed Aug 14, 2013 3:32 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.
User avatar
dljosef
Brutal Doom? Nope, I don't care.
 
Joined: 12 Aug 2005
Location: Deep underground

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Average » Wed Aug 14, 2013 5:08 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"!
User avatar
Average
 
Joined: 20 May 2011

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Big C » Wed Aug 14, 2013 7:21 pm

Oh man, I loved DoomRL, even if it always kicked my ass---I gotta try this.
User avatar
Big C
Uber(mutant) Taxi Service
 
Joined: 19 Oct 2010
Location: Volkswagen motor pool

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Wed Aug 14, 2013 11:27 pm

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.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Crudux Cruo » Thu Aug 15, 2013 10:20 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 :(
User avatar
Crudux Cruo
"It's howdy doody time kiddies, the bad man is here."
 
Joined: 10 Apr 2006
Location: California

Re: [WIP] DoomRL Arsenal - Beta 1

Postby dljosef » Thu Aug 15, 2013 1:03 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.)
User avatar
dljosef
Brutal Doom? Nope, I don't care.
 
Joined: 12 Aug 2005
Location: Deep underground

Re: [WIP] DoomRL Arsenal - Beta 1

Postby doshu » Thu Aug 15, 2013 9:12 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.
doshu
 
Joined: 15 Aug 2013

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Yholl » Thu Aug 15, 2013 11:04 pm

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.
User avatar
Yholl
I will hit you with my Decorate.
 
Joined: 17 Dec 2012
Location: Here, stupid.

Re: [WIP] DoomRL Arsenal - Beta 1

Postby Gouanaco » Fri Aug 16, 2013 5:56 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
User avatar
Gouanaco
 
Joined: 16 Aug 2013
Location: Aus

Next

Return to Projects

Who is online

Users browsing this forum: Ahrefs [Bot], Bing [Bot], Buckethell, iSpook, kodi, MSNbot Media, T_Silverwolf and 12 guests