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I've been working on a gameplay enhancement mod for a few months now, nothing over the top like all the other enhancement mods but something that takes Dooms style and makes it more challenging and somewhat more realistic (as far as doom goes anyways). This mod will compliment the 3 map project for ZDoom I plan on undertaking after this.
The mod is currently stalled indefinitely due to ZDoom lacking what I need to finish it, however the reason I'm posting this is to see if I can garner some support and have those features added. Due to ZDoom development slowing to a crawl in the last half a year, I had asked FDARI for help with extending certain decorate functions that I needed for this, however I'm thinking now that I might require more man power. I will need someone proficient in coding for ZDoom to help with this.
Now you might be asking, "What do you have to show so far?" Well, I can't really show screenshots of this since its a gameplay mod and I can't provide a download for the current incarnation of it due to the fact I have taken resources from people I have yet to ask permission from but I can describe what I have done and what I still need/want to do:
Spoiler:
General Changes:
Warped liquids and smoother waterfalls. (Credit to Beautiful Doom)
Splashy liquids with added friction, custom damage types and the ability to alert monsters. (Credit to Enjay)
Intermission for They Flesh Consumed. (Credit to however made it, I don't remember)
New better text strings for all kinds of stuff. (Credit to Doom Enhanced, edited a bit by me)
Modified skills so that there is more of a difference between them. Standard skills renamed and with the following additions:
Spoiler:
All skills had their drop ammo factors increased to normal unless otherwise stated. In vanilla doom all skills reduced this by 50%
Civilian - Ammo up 100%, Drop ammo up 100%, Monster health down 50%, Monster damage down 50%. Recruit - Ammo up 50%, Drop ammo up 50%. Marine - No changes. Veteran - Monster aggressiveness up 50%, Monster health up 50%, Monster damage up 50%.
Nightmare no longer respawns monsters since I thought it was silly, also reduced the ammo factor back to normal. In exchange I did the following:
Nightmare - Monster aggressiveness up 100%, Monster health up 100%, Monster damage up 100%, Monsters can no longer enter their pain state.
All hitscans are now projectiles, because of this the first shot will not always be accurate (Credit to wildweasel for the code, sprites from Z86).
All projectiles have kickback and cause splash damage to some degree on impact.
All projectiles can now teleport. (This breaks map30 of tnt.wad without using noclip)
Explosive barrels now use the "Bio" damage type.
Player changes:
View height and attack height increased.
Movement speed while walking and running reduced 25%.
Will no longer be able to run when health hits 25
Spoiler:
Item Changes:
Heretic-like inventory system, All powerups use this new system except the computer map and backpack.
All powerups float up and down like Heretic, appearance fades in and out, and will spawn a pickup flash sprite and make a sound like Heretic on pickup. Uses the item respawn sprite and sound from deathmatch.
Ammo changes:
Clip backpack amount doubled.
Shell backpack amount up from 4 to 16.
Rocket backpack amount up from 1 to 5.
Cell backpack amount doubled.
Health changes:
Health bonus renamed to "Stimpack" and given new sprites that look like a slender stimpack with a flashing blue cross. Gives 2 health on pickup to a maximum of 1000 so can still be picked up after using a soulsphere or megasphere (Credit to Realm667 for the sprite idea).
Stimpack renamed to "Small Medikit", gives 15 health on pickup.
Medikit renamed to "Large Medikit", gives 30 health on pickup.
Armor changes:
Armor totally revamped, each grade protects against new damage types. Will now run out before health does.
Armor bonus renamed to "Armor Shard" and given new sprites. Gives 2 armor on pickup to a maximum of 1000 so can still be picked up after using blue armor or megasphere. On it's own, normal save percent reduced to 25%, reduces "Kinetic" damage taken by 50% (Credit to Realm667 for the sprites).
Green armor Normal save percent up to 50%, reduces "Kinetic" damage taken by 75%, reduces "Fire" damage taken by 50%, reduces "Electric" damage taken by 25%, reduces "Bio" damage taken by 25%.
Blue armor Normal save percent up to 75%, reduces "Kinetic" damage taken by 100%, reduces "Fire" damage taken by 75%, reduces "Electric" damage taken by 50%, reduces "Bio" damage taken by 50%.
Powerup changes:
Berserk changed to a time limited power up. This was done due to the new inventory system, still heals the player up to 100 health which is permanent but the fist strength ability lasts only 1 minute now.
Smoother sprite animation for Mega Sphere.
Blur Sphere renamed to "Invisibility Sphere" and given a blue screen tint while active. Smoother sprite animation.
Invulnerability Sphere time limit changed from 30 seconds to 1 minute, turns everything gold while active to match the mugshots eyes. Smoother sprite animation.
Infrared Goggles time limit changed from 2 minutes to 1 minute.
Spoiler:
Weapon Changes:
Smoother Fist and Chainsaw sprites (Credit to Perkristian).
Totally new Pistol, Shotgun, SuperShotgun, Chaingun, Rocket Launcher, Plasma gun and BFG9000 sprites (Credit to Eriance, code by Xaser edited by me).
Weapons switch much faster now.
Weapons no longer autofire except the Chainsaw, Chaingun and Plasma gun.
Fist changes:
Flipped so that the player is right handed.
No longer alerts monsters.
Fires as fast as you click the fire button.
Uses the "Kinetic" damage type.
Chainsaw changes:
Alerts monsters when idle.
Uses new chainsaw decals. (Credit to Brutal Doom)
Uses the "Kinetic" damage type.
Pistol changes:
Given some vertical spread.
Fires as fast as you click the fire button.
Uses the "Kinetic" damage type.
Shotgun changes:
Fires 8 pellets instead of 7.
Given a little recoil.
Spread now matches that of the Super Shotgun so that its no longer a sniper rifle in disguise.
Uses the "Kinetic" damage type.
Super Shotgun changes:
Renamed to "Double Barreled Shotgun"
Fires 16 pellets instead of 20, double that of the Shotgun which no longer makes it overpowered.
Given double the recoil of the Shotgun.
Gives double the ammo on pickup.
Has 2 firing mods, 1 that shoots one barrel and the other that shoots both.
Uses the "Kinetic" damage type.
Chaingun changes:
Renamed to "Gatling Gun"
Given some vertical spread.
Winds up before firing and winds down after.
Fires at least 4 bullets before stopping.
Same recoil as the Shotgun.
Uses the "Kinetic" damage type.
Rocket Launcher changes:
Same recoil as the Double Barreled Shotgun.
Gives 5 rockets on pickup instead of 2.
Rockets are now faster so the player can no longer out run them.
Rockets fired start out slow and speed up,
Uses the "Fire" damage type.
Plasma gun changes:
Uses the "Electric" damage type.
BFG9000 changes:
Double the recoil of the Double Barreled Shotgun.
Gives double the ammo on pickup.
Uses the "Electric" damage type.
Spoiler:
Monster Changes:
Monster movement is much smoother, as a side effect this makes them faster.
All monsters belong to a species and some that could hurt themselves no longer can. (Currently bugged for the Demon and Lost Soul, see below) To make up for this change, monsters will start infighting right away when hit by another species.
All hitscan monsters are now as accurate and damaging as the Players weapons.
All monsters will now only attack the Player within a certain distance to them.
Projectiles are now fired from where it shows it's being fired from the monsters sprite instead of the dead center.
Zombieman changes:
Renamed them to "Former Private"
They use custom sprites that have them using a pistol, they now actually drop one as well when they die.
They have a small chance of dropping additional ammo and a smaller chance of dropping a Small Medikit.
Ranged attack now uses the "Kinetic" damage type.
Shotgun guy changes:
Renamed them to "Former Sergeant"
They have a small chance of dropping additional ammo and a smaller chance of dropping a Small Medikit.
Ranged attack now uses the "Kinetic" damage type.
Chaingun guy changes:
Renamed them to "Former Commando"
They have a small chance of dropping additional ammo and a smaller chance of dropping a Small Medikit.
Use the Pistol firing sound when they attack.
Ranged attack now uses the "Kinetic" damage type.
Wolf SS changes:
Renamed them to "Schutzstaffel"
They will drop 3 clips on death and small chance of dropping a Small Medikit.
Use the Pistol firing sound when they attack.
Ranged attack now uses the "Kinetic" damage type.
Imp changes:
Melee and ranged attack now use the "Fire" damage type.
Demon changes:
Now have a ranged attack, they will charge at the player when they are in range (Credit to the Mauler Demon from KDiZD) This uses the attack from the Lost Soul which does not honor species or damage type, which means they will infight each other.
Melee attack now use the "Kinetic" damage type. Ranged attack would use the same if it could.
Spectre changes:
Same changes as the Demon
They are now much harder to see and can not be tracked by a Revenants missiles.
Lost Soul changes:
Due to the Lost Souls attack not honoring species or damage type, they will still infight each other and they would use the "Fire" damage type if they could.
Their appearance fades in and out.
They no longer produce blood when shot.
They can no longer use doors since they have no visible appendages.
They will cause damage when they die if up close.
Cacodemon changes:
Blood is now blue.
They can no longer use doors since they have no visible appendages.
Melee and ranged attack now use the "Electric" damage type.
Now make a sound when they do their melee attack, same as the demon.
Hell Knight changes:
Blood is now green.
Melee and ranged damage potential lowered.
Melee and ranged attack now use the "Bio" damage type.
Their ranged attack now causes damage over time.
They can infight with Baron of Hell.
Baron of Hell changes:
Same changes as the Hell Knight except their damage potential was not lowered.
Hands and projectiles are now red (Credit to Doom 64)
They can infight with Hell Knights.
Arachnotron changes:
Fire the same blue plasma and as fast as the Players plasma gun.
Ranged attack now uses the "Electric" damage type.
Have a small chance of dropping cells.
Pain Elemental changes:
No longer fall when they die.
They will cause damage when they die if up close. Double the damage and radius of a Lost Soul.
Revenant changes:
Now fires 2 projectiles scaled in size and damage potential to match it's firing sprite.
Melee attack now uses the "Kinetic" damage type.
Ranged attack now uses the "Fire" damage type.
No longer produces blood when shot.
Much better missile seeking abilities that can sometimes turn corners. (Credit to FDARI for this)
Mancubus changes:
Can no longer use doors since they have their weapons grafted on both of their arms.
Ranged attack now uses the "Fire" damage type.
Arachvile changes:
Their attack now matches the damage and radius of a rocket.
Ranged attack now uses the "Fire" damage type.
Spider Mastermind changes:
Can be hurt by splash damage.
Have a chance of dropping a box of shells when they die.
They will cause damage when they die if up close. Double the damage and radius of a Pain Elemental.
Ranged attack now uses the "Kinetic" damage type.
Cyberdemon changes:
Can be hurt by splash damage.
Have a chance of dropping a box of rockets when they die.
They will cause damage when they die if up close. Double the damage and radius of a Pain Elemental.
Ranged attack now uses the "Fire" damage type.
To complete this I need the following:
High priority: (Functions necessary to release now)
Xtyfe wrote:Now you might be asking, "What do you have to show so far?" Well, I can't really show screenshots of this since its a gameplay mod and I can't provide a download for the current incarnation of it due to the fact I have taken resources from people I have yet to ask permission from but I can describe what I have done and what I still need/want to do [...]
Xtyfe wrote:Now you might be asking, "What do you have to show so far?" Well, I can't really show screenshots of this since its a gameplay mod and I can't provide a download for the current incarnation of it due to the fact I have taken resources from people I have yet to ask permission from but I can describe what I have done and what I still need/want to do [...]
Mah bad. I swear I read everything...
Unfortunately, the only help I can really offer is in sprites, but I do know a friend who is good with DECORATE and ACS. If you care you can PM me for his Skype or whatever. Anyway, good luck! This may turn out to be much more than just a regular old "Doom is more realistic gameplay mod."
Ok, here is a video showing it off. Still doesn't do it justice though, you would need to play it.
Watch for the chaingun guy (That can't hit me from up above me) and the 2 demons (They infight), they show the 2 problems that are stopping me from releasing this.
Checking back after a few months, I see ZDoom development is still going slow. Anyone willing to take a whack at those feature suggestions that i need?
KILLER2 wrote:Unlike this,which is just a ripoff for the sake of ripping off.
That's a very rude assessment, especially coming from someone who's spent so much time with ÆoD (which is no less of a rip-fest by your apparent interpretation).