v1.05
Basically it's a SP / MP gameplay mod. No maps. Just slap it on top of your favorite mapset and go nuts with it.
Features:
SINGLE PLAYER
- All monsters and weapons replaced
- Shiny newish FX and custom made FX too
- Menu switch to change from High Quality to Low Quality effects
- Challenging gameplay
- Slightly upgradeable weapons
- 100% compatible with Doom Touch (gzdoom for android (hence the need to go with super low FX))
- Compatible with Zandronum Alpha 3.0
- Deathmatch enabled
- Fast as nuts deathmach
- Deathmatch weapon balance carefully adapted from Quake4 & Quake Live
- Deathmatch damage numbers
- No random damage. Killing here is not about luck, but about skill
- Rocket Jumping out of the box
- Color coded weapon/ammo pickups for easy recognition
- Cheap as butts lightning gun effect
- Simple FX for deathmatch (less visual noise, more fragging)
- Coop enabled. Weapon balance in coop is the same as SP
====== Download ======
Download HERE
====== Changelog======
Spoiler:====== Info ======Code: Select all
V1.05 Fixes -Fixed Q4LFMDE not working properly with mapsets that had any ACS in them -Fixed scoped MG showing firing smoke (that's only for non-scoped) -Fixed DM grenades not playing explosion sound in Zandronum Misc -Added crash sound to pistol alt fire -Improved trail for pistol alt fire V1.0.4 Gameplay -Adjusted height/radius for several monsters -Removed special "chase mechanic" on roller monster, which was getting it stuck constantly -Heavily nerfed Gladiator (arachnotron) projectile damage -Nerfed LightTank (baron) projectiles -Nerfed accuracy of hitscan monsters (akin to what it is in vanilla doom) -Berserker (hell knight) lightning attack is less accurate now -Buffed Machinegun to make it *not* useless, but ammo capacity was decreased to compensate -Decreased ammo amount of small bullet pickup -Gladiator shield now spawns higher, so it's easier to hit the monster directly by aiming at the feet -Machinegun Guard is more common than Roller now -Invulnerability spots spawn only invul now (it also spawned quad damage) -Quad damage now spawns sometimes in place of the invis sphere along with "damage protection" -Slightly nerfed shotgun accuracy in SP -HB upgrade changed to "Faster more accurate shots" (bounce shots were too messy) -Grenades made faster -Pistol charge function moved to AltFire -Pistol auto-refires if you hold primary fire Visual -Added damage numbers in deathmatch -Monsters made visually bigger for easier spotting and general aesthetic -SlimyTransfer (imp) projectile made much more visible -Upgrades will now display a HUD message/description when picked the first time (much like D4T's) -Running while having a weapon scoped no longer bobs the scope sprite -Added visual effect for when you hit the gladiator's shield -Increased 3rd person player visual size, to better match the actual height of the actor (was too small) -Added tracer models to hitscan weapons and monsters -Grenade HQ trail is a bit less smokey -Improved gore system "physics" -RepairBot (lost soul replacement) are always bright for visibility Fixes -Fixed DM and non upgraded machinegun scope being perfecly accurate (were never meant to be, code bug made it that way) -Fixed DM weapons not being bright -Fixed player not being always bright in DM -Fixed Markon forgetting who was his target when 1st phase was destroyed Misc -Reformatted brightmap definitions, to work in zandronum -Added new sound for SlimyTransfer (imp) vomit impact -Gore system now obeys corpse queue (much like D4T's) -Added obituaries to all monsters (kudos to "4thcharacter" for providing almost all of them) V1.0.3 -Decreased Berserker lightning rail accuracy -Slightly increased chance to get the lightning gun upgrade for the Berserker -Increased chance to get lightning gun upgrade from Voss -Failed transfer (shotguy replacement) plays a sound before attacking -Gladiator uses the rail attack 25% of the times, vs 50% as it was before -Gladiator minimum railgun damage slightly decreased, maximum damage remains the same -Grunt (demon replacement) takes a bit longer to actually hit you on melee attack. -Grunt has now a terrible accuracy when using the machinegun, and deals virtually no damage -Grunt deals more damage on melee when under the effects of stroyent gas -Increased chance to get nailgun upgrade from Harvester -Decreased damage of the harvester grenades. It was almost insta kill -Decreased damage of the harvester nails -HoverTank uses the rocket attack 25% of the times, vs 50% as it was before -HoverTank rocket now barely seeks at all -Decreased chance of hovertank to drop RL upgrade -Decreased damage of the Light Tank drunk blaster shots -Decreased chance for the LightTank to use the fireball attack -Makron grenade attacks weakened -NetworkGuardian enters it's flying phase until its under 1000HP -NetworkGuardian prefers to use "rocket shotgun" attack most of the time -NetworkGuardian shotgun rockets and swarm rockets damage lowered -Sentry (caco replacement) now uses a missile based attack (weak blaster) instead of hitscan, even if it goes waaay too different than in Q4, this one was really pissing me off. Also changed it's ammo/weapon drop accordingly **** -StroggHover (pain elemental) rockets damage decreased -ShotgunGuard damage slightly decreased -RailgunTactical (revenant) rail attack weakened -TeleportDropper (archvile) machinegun is 50% less accurate -TeleportDropper uses the "summon" attack more often (it used it very rarely) -In revenant spawner, HyperlasterTactical appear twice as often than railgun ones do -In cacodemon spawner, scientist appears more often than sentry -In Mastermind spawner, Stream protector appears slightly more often than the Harvester or networkguardian -Machinegun upgraded damage slighly increased -Added an slightly improved explosion effect to the explosive barrel -Added confirm text for every skill
Very detailed list of features/changes. Large spoiler
Spoiler: Q4LFMDE Information.RTF
Q4LFM:DE
Quake 4 Lightning Fast Mod: Doom Edition
What is it?
Q4LFM:DE is a single and multiplayer gameplay mod for Doom2.
Description:
Quake 4 was a great game, however it suffered from the "slow space marine syndrome", which made the game unnecesarily slow. By greatly increasing speed of the player and removing weapon reloading, the gameplay morphed into a extremely fun and frantic bloodbath. The only downside was that it made the single player campaign feel quite short. Due to the lack of mapsets for Q4, I decided to bring what I could of the gameplay into a game that has thousands of maps to play with: Doom.
This mod brings pretty much all the monsters and weapons from quake 4, rebalanced them to be a fair game when injected into doom's maps, and just like that, we have a whole different experience.
========================Single player=======================
The changes to monsters, weapons, ammo, armor, health and powerups spawners bring a difficult but (mostly) fair gameplay.
Given the large amount of weapons that Q4 has (each with it's unique ammo type) the spawning system tends to give you a lot of ammo, which is good, since this mod is NOT about taking a lot of cover or counting bullets, much less about reloading weapons. It's about running in maps at lightning fast speed, using the powerful arsenal at your disposal, while obliterating everything in sight.
This has been tested in UV in several mapsets, including Plutonia 2 & Requiem. Definitely beatable, but it can get quite hectic. However, I do not recommend to try total slaughtermaps (ala sunder.wad) since it will make it absolutely impossible. I was able to beat a good portion of swideath.wad in baby skill.
-- Weapon descriptions (for the unfamiliar) --
Blaster: Weak hitscan attack. Will fire as quick as you can tap the fire button. After shooting, if you hold the fire button, it will charge. When released, it fires a high speed projectile which will deal some fair damage. Be careful though, as the charged shot has a small amount of splash damage. No ammo required. Slot 1.
- ArmSaw: Really fast melee attack. No ammo required. Slot 1.
- Machinegun: Rapid fire hitscan. Alt fire triggers the scope. When firing in scope mode, the weapon will fire slower, but just as accurate. Uses Q4Clips. Slot 2.
- Shotgun: Good ol' hitscan. Will deal a good amount of damage up close. Damage is between Doom's Shotgun and the SuperShotgun. Uses Q4Shells. Slot 3.
- HyperBlaster: Rapid fire projectile based weapon. Projectiles are fast, but the weapon is fairly innacurate over distance. Uses Q4Cells (yep, I didn't name them "batteries"). Slot 4.
- Grenade Launcher: You know how grenade launchers work. Projectile is affected by gravity. Splash damage upon explosion. Uses Q4Grenades. Slot 5.
- NailGun: Rapid fire projectile based weapon. Slightly slower than the HyperBlaster, but the projectiles deal a really good amount of damage. Also innacurate. Nails have the ability to pierce through Gladiator's shields. Uses Q4Nails. Slot 6.
- RocketLauncher: Projectile, explosion, gibs. You know. Uses Q4Rockets. Slot 7.
- Railgun: Strong, perfectly accurate hitscan attack. Pierces through monsters and shields alike. Uses Q4Slugs. Slot 8
- LightningGun: Electricity "beam". Incredibly fast rate of fire and ammo consumption. Great damage. Limited range. Uses Q4LGCoils. Slot 9
- Dark Matter Gun: Shoots an extremely slow projectile that will "suck in" monsters and deal constant damage to anything near it until it crashes with a surface, dealing a massive amount of splash damage, some of it also hurts the player. Uses Q4DarkMatter. Slot 0
-- Weapon Upgrades --
Throughout the game, monsters might rarely drop weapon upgrades in the form of colored boxes. All weapons have 1 upgrade, except the Blaster, Gauntlet and Dark Matter GunAfter a weapon has been upgraded, if another "upgrade box" of the same weapon is found, it will give a generous amount of ammo for that weapon.
- Machinegun: Makes the weapon slightly stronger and allows full automatic firing speed and perfect accuracy while zoomed
- Shotgun: Makes the weapon considerably stronger
- Hyperblaster: Makes the weapon slightly stronger and projectiles bounce off of walls and monsters (while still dealing damage)
- Grenade Launcher: Slightly increases damage radius and also increases damage
- NailGun: Allows to use the scope, which makes the nails automatically target nearby enemies in your line of sight
- Rocket Launcher: Medium damage increase
- RailGun: Sharp damage increase
- Lightning Gun: Increases weapon damage slighly, and randomly shoot bolts of lightning when the main beam hits anything that is "shootable", dealing a good amount of damage.
-- Skills / Difficulties --
There's in total 6 skill levels (0-5) to toy with. Im adding a description since it might be a bit confusing and counter intuitive at first.
===================== Multiplayer: =========================
- Skill 0 "Private: It doesnt even hurt" : This is the easiest of them all. Monsters deal half damage. It spawns monsters that spawn in "very easy" and "easy" (spawnfilter = easy)
- Skill 1 "Corporal: Too many, too weak" : This one is like "Private" except that spawns monsters that appear usually on "hard / Nightmare" (spawnfilter = hard). This and the above skills are recommended if playing the mod in a cellphone (through DoomTouch), since it only alters the damage received (controlling the thing in the phone can be tricky). Ammo and everything else is normal. Other than that, these two skills are waaay too easy for PC playing.
- Skill 2 "Sergeant: This feels fair" : This is basically "hurt me plenty", the default medium skill in vanilla doom.
- Skill 3 "Lieutenant: Too many, fair" : This is the equivalent to vanilla's "Ultra violence". Spawnfilter = hard.
- Skill 4 "Colonel: Sometimes I miss my arm" : Harder than UV. Monsters are as aggressive as they get, and you take 50% more damage from everything.
- Skill 5 "General: Drowning in my own blood" : Hardest skill. Monsters are also as aggressive as they get, but deal less damage than skill 4, however, monsters respawn, limited to 4 times max per monsters. Ammo is doubled.
----------Coop----------
In coop, the game is basically the same as in single player, except for your buddies racking some extra mess while you're not looking.
----------Deathmatch----------
First of all, the deathmatch mode was completely rebalanced for a very competitive-styled quake experience.
- Player is fullbright all the time. There's no hiding in this game.
- All weapons deal specific amounts of damage, no randomization. See Table 1
- All weapon pickups are bright and colored for easy recognition, colors matching their ammo pickups and HUD ammo counter.
- Players play basic footstep sounds when running, specifically added for any type of "duel" where sound does matter.
- Akin to Q4, health and armor decrease 1 unit per second when over 100 points
- Health pickups heal different amounts compared to their SP counterpart, also having a different pickup sprite for extra visibility and easy recognition. See table 2
- Health, armor, weapons and ammo respawn times tweaked. See Table 2
Weapon changes from Single player:
* All weapons have simpler effects in Deatmatch for visibility and performance purposes *
Table 1: Deathmatch Weapon Damage
- Gauntlet: Instead of dealing constant damage every few tics, it hits only every 0.4 secs, dealing one big hit of 50 points.
- Blaster: Not present in Deathmatch
- Machinegun: When zoomed, the weapon fires at full speed (like SP's upgraded one). Damage changed.
- Shotgun: Damage changed.
- Hyperblaster: Perfectly accurate. Projectile speed increased. Damage changed. Deals a tiny amount of splash damage.
- Grenade Launcher: Damage changed
- Nailgun: Wind up animation greatly shortened. Slower rate of fire. Faster nails. Damage changed. Deals an small amount of splash damage.
- RocketLauncher: Damage changed. Enhanced to allow "safe" rocketjumping
- Railgun: When zoomed in, after shooting it will automatically zoom out (for visibility). Damage changed.
- LightningGun: Damage changed.
- Dark Matter Gun: Damage Changed.
(a) Shotgun: Fires 10 pellets, 10dmg each
(b) Hyperblaster: Each projectile deals 15dmg on impact + 5dmg of explosion damage
(c) Nailgun: Each nail deals 20dmg on impact + 10dmg of explosion damage
(d) Rocketlauncher: 16dmg on impact + 84dmg of explosion. Max self damage of explosion is 42
(e) LightningGun: Actually the weapon fires in pairs. First shot deals 3dmg, second shot deals 4. The damage showing in the chart is just an average of the two. This was to keep it as close as possible to Quake Live's, since Doom cannot accurately divide a second in an even number, therefore it was impossible to replicate the exact damage formula. QL's LG is 6dmg x 20 att per second= 120 DPS. Q4LFMDE is 3.5dmg x 35 att per second = 122.5 DPS
(f) DarkMatter Gun: Upon explosion of the projectile, it will deal 256dmg in a 256 MU radius. However, when projectile is traveling, it will deal 3dmg per tic. If the target stays perfectly still as the projectile approaches (ignoring the inherent "suck in" effect of the projectile), it will manage to deal 25.6dmg before it explodes on the target. Speed is 15 MU per tic, 3 dmg per tic, 128 MU radius, it gives us (128rad/15speed)*3dmg = 25.6dmg. However, the final damage received will of course vary with the target's movement and whatnot.
(g) While the total amount of time for the weapon to shoot again is 151tics, the weapon can be switched at any point after 57 tics post fire. Even if it's in the middle of the reload animation. However, when the weapon is selected once again, it will resume from the 57 tics mark, meaning it will still take 94 tics for it to be ready to shoot again. All this is very visible in the ammo bar.
Table 2: Health armor amounts/respaw times
Items marked with a "+" sign, signifies that it can go over 100 pts to a max of 200.
All powerups respawn after 120 seconds
Extra info:
If you are curious about DoomED nums and the list of actors, you can follow this link for the google doc data sheet with that info.
Google doc spreadsheet