Hideous Destructor [last update dated April 4, 2016]

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Hideous Destructor [last update dated April 4, 2016]

Postby Vaecrius » Tue Feb 20, 2007 2:22 am

GET THE NEWEST GZDOOM FIRST BEFORE COMPLAINING ABOUT FAILURE TO START

Download the mod


Example of someone learning about this mod the hard way in lieu of warning label

Quickstart (no seriously read this if you're new to this mod):

  • Click here to get a recent GZDoom SVN build, or here for source code.
  • Bright red haze means you're bleeding to death.
  • Use medikits to stop bleeding. They take time to work.
  • Hit the reload key to reload. (Hold the key to avoid dropping the mag.)
  • Hit the unload key to strip ammo from your current weapon.
  • Tap or hold the use/open door key to pick up things and melee people.
  • Hold the jump key in front of a low ledge to climb over it.
  • Hold the run/walk key to run.
  • Stop moving and hold the use/open door key to view all inventory.
  • To run on Doom 1/Ultimate Doom, load DOOM2.WAD as a PWAD before Hideous Destructor.


Image
Screenshots and update page


Spoiler: Excellent weapon, item and strategy intro by Slydir and company:

Spoiler: Tutorial vid and co-op footage by Slydir:

Spoiler: Gameplay and good basic intro by Medicris:


Spoiler: Older gameplay clips (thanks to HexaDoken):

Spoiler: Older gameplay clips (thanks to Eric_):


Game
Doom 2
TNT - Evilution

Related mods
Also recommended

This mod was never designed to actually allow the player to win anything and may make it literally impossible to advance through some maps. For convenience I've included a list of a few maps that seem to work better than others.

Basically, whatever gives you decent cover against hitscans and doesn't assume the player can only win through actively dodging things while they're moving towards them (e.g., early maps designed for when even newbies were using keyboard controls) should be beatable on medium.


Type
Monster/weapon/player mod
Single/coop/deathmatch
Some new sounds
Minimal new graphics
Comprehensive replacement - not designed to be compatible with other weapon, monster, gore or other enhancement mods

One-line summary
Ghosts & Goblins meets Ghost Recon. In Doom.

Description
HD changes the entire dynamic of Doom gamplay by doing the following:
  • First, it gives the player better weapons: along with the pistol, you get grenades, medikits, and at least one of more than 8 possible primary weapons of your choice. Then it reduces the spread of every weapon, most notably the shotguns, to make it much easier to kill at longer ranges. The weapons themselves do more damage, too.
  • In return, though, it makes the Doomguy move more like a real human being. Compared with the monsters he is now only above average in speed, and will have some difficulty firing while running. Getting hit is going to be a lot worse, especially since everyone else's firepower is increased to kill as efficiently as you!
  • On the bright side, your logistical problems are greatly ameliorated. You naturally regain health over time (the rationale being that you're taking stress and fatigue as well as actual wounds), and zombies of all kinds drop much more ammo - in addition to the fact that you're already using less than before.
  • What you pick up and when you pick it up are also much more under your control. Medical pickups and light amp goggles can be picked up and kept for later on in the level. You also must manually pick up items, giving you even more control over your resources.
  • These changes all lead to your in-game risks being front-loaded: your timing, positioning, and ability to anticipate attacks in any single fight are much more important than your strategic timing of when to use which pickup. One mistake can kill you immediately, instead of just hurting your chances two or three firefights later. This kind of play can be a bit more stressful than the way Doom normally plays, but it makes each kill that much more rewarding.


Also, just because it seemed appropriate at the time, here's an 8-bit remix of Tyrant:
Spoiler:
Last edited by Vaecrius on Sun Apr 03, 2016 10:12 pm, edited 445 times in total.
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Vaecrius
Putting the XD into *xdeath since 2007
 
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Postby sirjuddington » Wed Feb 21, 2007 12:00 am

I didn't upload that, simply linked to it. It's on the front page of the wiki :P
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Postby Vaecrius » Wed Feb 21, 2007 12:14 am

Oh, whoops, fixed! Sorry RazTK :P

Anyway, because I want more replies to this to stroke my own ego (and, as a distant secondary motivation, I actually want to know the answers) I've got some actual questions about people's experience with this wad:

- Are the sounds playing correctly in 3D mode even without the disable-special-effects patch? (the easiest way to test this I've found is to go to map15 with god mode on, run into the middle field and fire one shot to catch everyone's attention)

- Is the gameplay too difficult? I deliberately geared things to be just a bit more than I personally can handle. Yes, you do have to play quite differently than you do in normal Doom, but my experience tends to be that people who are good at one style will do comparably in the other.

- Are there any weird glitches in the sounds themselves, or other bugs worth noting?
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Vaecrius
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Postby hnsolo77 » Wed Feb 21, 2007 2:02 am

im having some problems getting this to run

at first it gave me an error in line 33 of dcppawnw lump of expected ')' and i fixed that, now it tells me sprite names must be exactly 4 characters long and it is 4 characters long.

WTF is going on with this?

oh yeah im running ZDoom version 2.1.7
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Postby TomD666 » Wed Feb 21, 2007 2:47 am

The gameplay is rather difficult and I don't like how the Arch-Vile can't be killed. :(

But overall I do like it for some reason, it's rather neat and different from the usual doom fare

Though the alive barrels are wtfage
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Postby Osiris Kalev » Wed Feb 21, 2007 3:47 am

@hnsolo77 - You'll need to use a version of ZDoom that utilizes custom states. There's a link for the latest version in Vaecrius's first post.
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Postby Vaecrius » Thu Feb 22, 2007 4:17 am

@hnsolo77: What Osiris said.

@Tom: Thanks. I'm wondering what other alternatives I should go for with the Archvile... I don't like the original death animation at all, and something about it always really stood out to me that it should get special treatment in this regard. Knowing me, though, I'll probably settle for something involving huge explosions, earthquakes, and additive translucency XD

Speaking of which, anyone killed the cyberdemon yet? :D

And now I just wonder how on earth to make the Industrial Zone playable with the cyberdemon... maybe I should test with real people instead of these useless bots <_>;
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Vaecrius
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Postby TomD666 » Thu Feb 22, 2007 8:33 am

Could do a huge explosion that fires out flames that resurrect the corpses! :O

Also that flaming barrel is unfair. As are the barrels in general.
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Postby Cutmanmike » Thu Feb 22, 2007 1:33 pm

Wow. I really can't get used to this way of playing at all :P
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Postby Vaecrius » Thu Feb 22, 2007 8:53 pm

@Cutman: I can't tell if you're joking :P Guess I'll have to finally get around to playing those Ghoul's Forest maps after all... :O

@Tom: New update. Thanks, btw, I've wanted to do this particular death sequence for a while...
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Vaecrius
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Postby Cutmanmike » Fri Feb 23, 2007 4:30 am

No really. I can't even get past map02 in doom2. The bleeding to death thing I can't stand, even if it is a nice effect it gives me headaches. And what Tom said about the archviles.
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Postby Vaecrius » Fri Feb 23, 2007 7:00 pm

Y'know, I think after a couple attempts to play without -host 1 I'm really going to have to do a few maps specialized for this mod XD

EDIT: And to clarify for those who haven't played this thing yet, you're not actually bleeding to death, though the zombies do (unless that's what you're talking about, Cutman) - it's just a persistent red flash and loss of fine motor control while moving...
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Vaecrius
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: Hideous Destructor [last update 22 Feb 2007]

Postby HotWax » Sat Feb 24, 2007 1:23 am

Vaecrius wrote:Since <strike>SlayeR</strike> RazTK was kind enough to upload a binary of the SVN I decided to throw this wad out to see what you guys think.


For future reference, could you please provide a direct link to the file rather than a link to a thread with a link to a thread with a link to the file?

Thanks.

Also, using the version of GZDoom linked to in the above file, I get the following error when loading hideousd.wad:

Code: Select allExpand view
Script error, "actors/shared/debris.txt" line 397:
Invalid state parameter a_fadeout


I think I may be needing an updated gzdoom.pk3 as well, yes?

[edit]Nevermind that, I thought I had gotten the latest GZDoom version already, but apparently not. I downloaded 1.0.22 and extracted gzdoom.pk3 from it alongside the fixed version of GZDoom, and the error now reads as follows:

Code: Select allExpand view
Script error, "dcppawnw" line 1265:
Invalid state parameter a_setgravity


Thus far, not impressed.
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Postby Vaecrius » Sat Feb 24, 2007 5:30 am

You need the SVN (last one I downloaded being r490).

EDIT: Just noticed the old reference to GZDoom in the text file. Fixed.

Incidentally, I've also nerfed the archvile...
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Vaecrius
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Postby TheDarkArchon » Sat Feb 24, 2007 8:11 am

The rifle's spare ammo count doesn't work: It shows the number of shells left, not bullets. Also for the love of all things blowy-uppy, get rid of the attacking barrels. Game play in general is far too frustrating, partially to almost-overpowered monsters and an overly slow player. The reloading animations need a ton of work though: Drop and reload isn't very convincing and there also needs to be more than the stock sounds as well as the SSG sounds don't make particularily good clip removing sounds. The mod is good on the technical side of things, though, I liked the gradually restoring your health effect once you get out of a firefight.
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