Doom Skills

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XASSASSINX
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Doom Skills

Post by XASSASSINX »

So, What exactly is this mod? It's simple! It's add NEW Skills, And in all of them (Except for one) The monsters won't respawn! new skills including 3 specials one! Hope you guys enjoy!

http://www.mediafire.com/file/n4q72ml5d ... Skills.wad

The five starting skills are vanilla doom like. But with one difference: In the Hardest difficulty (Overkill) The monsters won't respawn, I SIMPLY Don't enjoy the fact that monsters respawn on doom nightmare difficulty. But on the other side, They do you double of the damage!
The 3 new special difficulties:

Overpoulation:Monsters quickly respawn after you kill them. I mean, REALLY Quickly.
Glass living things:You 1 hit kill everything! BUT Monsters 1 hit kill you too! Good luck against chaingunners.
Where is everybody?EVERY Monster (Except for the pain elemental and the lost soul) Are invisible! You can only see them when they attack, When you attack them, And when they die.
Last edited by XASSASSINX on Fri Dec 23, 2016 11:52 am, edited 3 times in total.
XASSASSINX
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Re: Doom Skills

Post by XASSASSINX »

Guys! I'm the creator, Can please someone post something? I'm SERIOUSLY Thinking that1 i accidentaly disabled the comments (Or something)


Edit: Well, I didn't accidentaly disabled the comments. But now i can't delete this.
Last edited by XASSASSINX on Fri Dec 23, 2016 10:30 am, edited 1 time in total.
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Big C
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Re: Doom Skills

Post by Big C »

A) You lack screenshots. The way things work around here, you're expected to post screenshots or code snippet explanations or something besides just a download link.

B) Begging for attention isn't how we do things around here.
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Caligari87
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Re: Doom Skills

Post by Caligari87 »

Okay, it might help if you gave a little more detail about what exactly your project does, why it's special. Most people just play on UV, so what do your new skills offer? Why are they fun? What makes them different than just the five skills Doom already has?

Also, we've had people recently who would troll with projects like this, and their idea of "fun new skills" might be some BS like every skill giving monsters 10000x hitpoints. I'm not saying that's what you're trying to do, just keep in mind people don't want to take the time and play something that might be just a trap to piss them off. So it's best to give us some kind of idea what we're getting into.

EDIT: Checked the file, to sum up: Seems every skill UV and below is simply renamed, doesn't look like much is different there. Nightmare-tier now has no respawing, but doubles damagefactor. Special skills include a skill with half-damagefactor but 1-second respawns <!> (Overpopulation), a one-hit-kill skill level (Glass Body), and a Nightmare-tier skill where all monsters are replaced by stealth versions (Where is Everybody).

Pretty simple, but not malicious. Glass Body seems interesting but it's likely to be unplayable due to hitscanners. Overpopulation sounds... either horrible or awesome, I can't decide. I won't touch the last because I hate stealth monsters.

Also, every skill confirms before continuing.

8-)
Last edited by Caligari87 on Fri Dec 23, 2016 9:27 am, edited 3 times in total.
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Accensus
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Re: Doom Skills

Post by Accensus »

Can confirm that mod is not a troll mod. It basically adds a new set of skills. Some are OP, others not so much, but there is no bad intent here. It may be a good start in the modding "industry".
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Re: Doom Skills

Post by Caligari87 »

Additional feedback for the OP: Your shortcut keys don't always match the displayed name. This would be confusing to anyone who uses those shortcuts to navigate the menu. I'd recommend changing that.

8-)
XASSASSINX
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Re: Doom Skills

Post by XASSASSINX »

B) Begging for attention isn't how we do things around here
I know. I'm just thinking that i somehow disabled the comments. Now i will delete that comment. Thank you. Edit: Well, I can't delete it. Fuck.
XASSASSINX
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Re: Doom Skills

Post by XASSASSINX »

Yeah, I'm sorry for these mistakes. This is basically my first project post here, I will try to make it better. Thanks for the tips!
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Caligari87
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Re: Doom Skills

Post by Caligari87 »

No problem, mistakes are how we grow! Keep working on it, keep learning. :D

8-)
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Big C
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Re: Doom Skills

Post by Big C »

It's cool, newbie mistakes aren't a problem if you learn from them.
XASSASSINX
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Re: Doom Skills

Post by XASSASSINX »

Caligari87 wrote:Additional feedback for the OP: Your shortcut keys don't always match the displayed name. This would be confusing to anyone who uses those shortcuts to navigate the menu. I'd recommend changing that.

8-)
What do you exactly mean? are you saying that if someone use spacebar to start the game, The difficulties won't work...? (Sorry for acting like a noob)
XASSASSINX
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Re: Doom Skills

Post by XASSASSINX »

Caligari87 wrote:Okay, it might help if you gave a little more detail about what exactly your project does, why it's special. Most people just play on UV, so what do your new skills offer? Why are they fun? What makes them different than just the five skills Doom already has?

Also, we've had people recently who would troll with projects like this, and their idea of "fun new skills" might be some BS like every skill giving monsters 10000x hitpoints. I'm not saying that's what you're trying to do, just keep in mind people don't want to take the time and play something that might be just a trap to piss them off. So it's best to give us some kind of idea what we're getting into.

EDIT: Checked the file, to sum up: Seems every skill UV and below is simply renamed, doesn't look like much is different there. Nightmare-tier now has no respawing, but doubles damagefactor. Special skills include a skill with half-damagefactor but 1-second respawns <!> (Overpopulation), a one-hit-kill skill level (Glass Body), and a Nightmare-tier skill where all monsters are replaced by stealth versions (Where is Everybody).

Pretty simple, but not malicious. Glass Body seems interesting but it's likely to be unplayable due to hitscanners. Overpopulation sounds... either horrible or awesome, I can't decide. I won't touch the last because I hate stealth monsters.

Also, every skill confirms before continuing.

8-)
Russian overkill might work on overpopulation. I used combined arms (Due to the fact that the starting pistols IS WAAAAY Better then the vanilla one, And it's infinte!)
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Caligari87
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Re: Doom Skills

Post by Caligari87 »

Try not to double-post ;) The "Edit" button is there for a reason.

What I'm saying with the keys is that if someone wants to press a shortcut key at the difficulty menu, they're going to want to press the first letter of the option they see. So the key for Ultraviolence is U. Nightmare is N, etc. For yours, Overpopulation is G, which doesn't make much sense except for the text is green. The shortcut key should be O.

8-)
XASSASSINX
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Re: Doom Skills

Post by XASSASSINX »

Caligari87 wrote:Try not to double-post ;) The "Edit" button is there for a reason.

What I'm saying with the keys is that if someone wants to press a shortcut key at the difficulty menu, they're going to want to press the first letter of the option they see. So the key for Ultraviolence is U. Nightmare is N, etc. For yours, Overpopulation is G, which doesn't make much sense except for the text is green. The shortcut key should be O.

8-)

Ahhhh.... Alright. Changed it now. (I didn't really know what was the purpose of that "Key" In decorate. And yes, I'm learning decorate via seeing other people wads. Is that something normal?)
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Caligari87
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Re: Doom Skills

Post by Caligari87 »

Yes, and it's usually the best way to learn. Just make sure to also look up what different things mean and do when you see them, like the "Key" property for example. It's not required to include, so just copying it from another WAD will generally have unintended results unless you know why they used it.

8-)
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