By the way, the Date format shown here is Day/Month/Year, because Month/Day/Year makes no sense
Something i forgot to add, the IWAD i personally recommend for this WAD is FreeDM
But that's up to you.
Doomguy's Unknown Battlegrounds Alpha 2: 06/06/2018 -THE TOTALLY STACKED UPDATE-
+Added the Mark II Plasma Rifle, has an altfire attack
that charges after firing 20 regular shots, after which you can
press the altfire key to release a heatwave of indefinite range
+Added the BFG 10000, from Skulltag but with a couple modifications
The projectile now has to travel instead of being a hitscan explosion
the BFG itself now fires slower and has added kickback
And with great power, comes great ammo cost
+Added AlysiumX's XInvasionX system, but this time it has to be activated via
"xinvasionx" cvar set to 1 and then choose skill "invasion mode"
if you don't do any of this then the game will play the same as always.
Remember, this invasion system was 100% made by AlysiumX, i didn't do any of
it, all credit goes to him.
And if you want to play without DUBG, you can extract the "DUBGXInvasionX.wad"
file from this pk3 and load it normally.
And the best thing is, it works in DM maps! DWANGO20 invasion here we go!
+Added an option to make vehicles spawn on Doom II's MAP15 and 16, visible on
the DUBG Options menu (CVAR is addvehicles and it defaults to enabled)
+Added a half-done titlemap, i ran out of ideas so right now it's just doomguy
on a bike in a neverending road with BFG Division playing (yeah it's my
"""""creativity""""")
+Added colored startup text because it looks rad
+Added sounds for the bike
!Mod is no longer Multiplayer focused, this means that i will make sure the weapons
aren't too weak or too OP for single player, and also add gamemodes and
content for Single-Player and Co-op
!Hitscan damage is no longer random
!All shotguns now have a bullet that always goes down the crosshair
!Made the vehicles' running-over ability much more efficient, but the car
drains health twice as fast as the motorbike
!Converted all images to truecolor PNG (althrough i might convert them to palleted
png if that makes them look better with the software renderer)
And changed the shotguns' sprite names so they don't conflict with wads that
have sprite replacements, so you can now enjoy DUBG with your favorite
mappack regardless of pallete and sprite names!
!Changed the Intermission music, now it's 30 seconds of the Grabbag remix
from Duke Nukem 64, and it's only 173kb!
!Fixed almost all error messages on startup (The only ones remaining
are because there are 4 classes that replace 4 Skulltag actors
and are required for ST compatibility, thus i can't fix them,
but you can load this mod with the Skulltag Emulation mod i
made for GZDoom or Skulltag Data/Content for Zandronum so
the errors dissapear and you have more maps and stuff!)
!Nerfed the grenades, now they don't instakill anymore
(And lowered the self damage to just 20)
!Buffed the SSG, removed self damage and sped up the reload animation
!Buffed the Pistol, raised damage by 2hp
!Buffed the RPG, lowered speed penalty and self damage
!Buffed the Minigun, removed speed penalty and sped up the rev up animation a bit
But increased horizontal recoil
!Buffed the UAC Compact SMG (That weapon that has a side loaded magazine) now
it hits harder
-Will not distribute DUBG-Sprays anymore since i will merge it with the
main PK3 later down the road.
-Will not distribute DUBG-Splitscreen because it will also be merged with
the main PK3, but i'm still trying to find ideas to activate and deactivate it
Known Bugs of Alpha 2:
-Cars behave weirdly on Zandronum when playing online, i have no idea
how to fix it, maybe setting "Setfullbuttoninfo" or something
like that to true could fix it.
-Some reload animations loop randomly while playing online.
Of note is that both of these issues only happen when playing
online/on LAN with Zandronum, while playing online/on LAN with
GZDoom doesn't have this issue.
-Getting off the vehicles causes a crash in the latest GZDoom
Stuff i'm sure i will add:
- CTF System for GZDoom, it's already done, only thing left is to integrate it
into the mod and get some maps, maybe on Alpha 3. (If you know any good
CTF maps that allow reusing, please tell me)
- More maps!
- 3 more hud options
- Runes and powerups! (Not 100% sure, but it's likely)
Stuff i want to add but not sure if i should:
- Zombie mode (I'm having trouble getting ideas for making the actual gameplay
fun, if you have any suggestions for it post them here.)