What Is Mutation?
A weapons mod and monster randomizer that uses NO new graphics. Time permitting, I'd like to integrate the planned RPG features, which will allow you to upgrade your weapons and gain perks that modify certain aspects of your character by killing monsters.
The Reliquary:
Spoiler:
Health Potions:
These come in standard, strong, and super varieties. Standard (blue) grants one supernatural health, strong (green) grants two, and super (red) grants five.
Armor Shards:
As with Health Potions, these now come in standard, strong, and super varieties. Standard blue adds one armor point, strong green adds two, and super red adds five.
The following items are all stored in and used from your inventory. You can carry only one of each between levels.
Stimpak:
Replenishes ten health, and is used from inventory. You can carry up to five at a time. As with the vanilla Doom Stimpack, it won't be used up if you have 100 or more health, but will if you have 99 or less.
Medkit:
Replenishes twenty-five health. You can carry up to two at a time.
BerserkStim:
Replenishes ten health, and gives you the melee-damage-boosting of a Berserk Pack... but only for thirty seconds. The upside is you can carry one between levels. You can only carry one at a time in the current level.
Double Damage:
For thirty seconds after activation, this powerup give your bullets explosive properties, increases the splash damage radius of explosive weapons, and boosts the effects of plasma weaponry, doubling the damage you deal out. May spawn in place of a BlurSphere. Only one can be carried at a time.
Halve Damage:
For thirty seconds, this powerup halves the damage you take from enemies. May spawn in place of a BlurSphere. Only one can be carried at a time.
The Armory:
Spoiler:
Fist:
No changes in this version.
Pistol:
Now the Machine Pistol. Pirmary fire has an improved rate of fire. The altfire is a 4-shot automatic burst.
Shotgun:
Now the Assault Shotgun. Primary fire is unchanged. Secondary fire launches a grenade that can be banked off walls. Costs 1 rocket ammo.
Super Shotgun:
Now the Quad Shotgun. Primary fire is unchanged. Secondary fire shoots four shells. Exercise caution with the secondary fire, as the attack will push you back, and reloading time is longer.
Chaingun:
Now the Chainsawgun. Primary fire is unchanged. Secondary fire activates the twin chainsaws mounted on each side of the barrel.
Rocket Launcher:
Now the combination Rocket Launcher/Flamethrower. Primary fire launches rockets at a increased rate of fire versus the standard launcher. These rockets also have increased splash damage radius. Secondary fire launches flame, depleting Cell ammo.
Plasma Rifle:
Now the Mark 2 Plasma Rifle. Primary fire launches three plasma bolts, at a costof 3 Cell ammo. Secondary fire activates a zoom mode. Tap primary fire while zoomed to launch an plasma shot. The resulting bolt will travel much faster and deal more damage, but will cost 5 Cell ammo. WHile zoomed mode has a good rate of fire, shooting too much in this mode can cause the gun to overheat.
BFG9000:
Now the BFG9500. Primary fire is unchanged, secondary fire launches a more powerful projectile.
The Bestiary:
Spoiler:
(Not all of the monsters present are mentioned here. Play the wad to see 'em all!)
Infected Zombies:
If you see any zombies with green goo on their clothes, watch out! These are zombies that have been infected with a bioagent that has turned them into walking bombs. They can't use their guns, but when they take too much damage or get close to their target, they violently explode. The bioagent has made their tissue spongy; as a result, bullets and pellets whiz right though them, doing less damage in the process, and not stunning them. Rockets and plasma are more effective.
Freezer Imp:
A chilling Imp variant that throws ice projectiles that shatter into frozen shrapnel on walls.
Spirit Imp:
Semi-translucent Imp that launches homing spirit skulls.
Warp Demon:
This speedy, dark grey Demon variant has somehow gained the ability to interfere with UAC teleportation technology, allowing it to warp out of the current timespace when hit.
Cacorancid:
It may look like a Cacodemon, but this thing must've been tutored by an Archvile, because it can do a similar (albeit less-damaging) flame attack and resurrect enemies. And it hasn't forgotten how to fly.
Plasma Elemental:
This Pain Elemental Traded in the Lost Soul-spitting powers for some good old high-grade plasma. Getting in this thing's face to keep it from attacking is a very bad idea.
Decedent:
This green Revenant relative has traded in the homing launchers for twin plasma cannons.
I did have a Mancubus variant, but it needs lots of work; basically it shot super-damaging clouds of poison gas at close range, but its long-range gas grenades weren't working.
Re: Doom: Mutation
Posted: Sat Dec 24, 2011 6:28 pm
by ChronoSeth
Very well done, but there are a few things which bother me:
Rockets from the rocket launcher make no sound on exploding.
The grenade from the shotgun does not appear to cause explosive damage.
The Rocket Launcher's alt-fire doesn't consume ammo. If I broke it myself with some cheats I used (inadvertently), then a "don't do that" would be acceptable.
The Chainsawgun isn't very useful. The pistol's alt-fire can achieve a better rate of fire, but the chainsawgun is more accurate. However, it comes with chainsaws to encourage close-range combat. It just doesn't feel right.
Wouldn't it make more sense for the quad shotgun to expel two shots before having to reload when using its primary attack?
That's all I can remember from my quick playthrough earlier today. Despite the flaws, this is really fun and well-done.
Re: Doom: Mutation
Posted: Sat Dec 24, 2011 6:38 pm
by amv2k9
Thanks for the feedback ChronoSeth! I'll get onto fixing those issues.
This has me a little confused, though...
ChronoSeth wrote:...grenades not doing explosive damage...
I've never had the grenade not go off and do damage. I launch one into a crowd and it always does damages to the enemies caught up in it
Re: Doom: Mutation
Posted: Fri Dec 30, 2011 5:57 pm
by Steve1664
This is really. . . something. On the one hand, great job sprucing up the weapons and amping up the challenge by adding the new enemy types. On the other, a few nitpicks: having to use medkits/stimpacks manually can really be awkward in the middle of a fight, especially when there are dozens of bad guys and ample supplies that you can't just use when needed. Maybe if there was a way to add them to your inventory when your health was full, that would be better. Also, said new enemies like the invisible chaingunners and the arch-vile-Caco-thingamajiger just plain suck when you're in a bad spot and can't handily find a way to dispatch them.
Otherwise, kudos!
Re: Doom: Mutation
Posted: Fri Dec 30, 2011 6:20 pm
by amv2k9
Steve1664 wrote:having to use medkits/stimpacks manually can really be awkward in the middle of a fight, especially when there are dozens of bad guys and ample supplies that you can't just use when needed. Maybe if there was a way to add them to your inventory when your health was full, that would be better.
This is what I originally intended to do with them, and I think I'll do that for the next version.
Re: Doom: Mutation
Posted: Fri Dec 30, 2011 7:35 pm
by PillowBlaster
amv2k9 wrote:
Steve1664 wrote:having to use medkits/stimpacks manually can really be awkward in the middle of a fight, especially when there are dozens of bad guys and ample supplies that you can't just use when needed. Maybe if there was a way to add them to your inventory when your health was full, that would be better.
This is what I originally intended to do with them, and I think I'll do that for the next version.
Aaand maybe auto-using when low on health; It's easy to do, but if you dunno how to do it, I can handle it.
Re: Doom: Mutation V2 Released! 1/2/12
Posted: Mon Jan 02, 2012 1:50 pm
by amv2k9
Magban724 wrote:Aaand maybe auto-using when low on health; It's easy to do, but if you dunno how to do it, I can handle it.
I know how, but I need to see if it will work out ok. From Version 2 on, Stimpaks and Medkits are handled differently to allow for instant health refill on pickup, or added to inventory if health is near max.
Version 2 is out! Check the first post for the download
Version 2 Changelog:
-Explosion sound added to rockets.
-Quad Shotgun can fire twice in primary fire mode before reloading.
-Hold down primary fire when using the Chainsawgun to achieve a faster firing rate. Faster firing degrades accuracy, however.
-Rocket Launcher altfire now takes away Cell ammo properly.
-Plasma Rifle altfire now takes away Cell ammo properly.
-Infernal Baron corpses now disappear completely instead of going translucent.
-When health is at 90 or below, Stimpaks will be used automatically instead of going into inventory. Same goes for the Medkit, except it will be used automatically if health is 75 or below.
-Previously, picking up the Quad Shotgun in a level would give you a glitched version that "locked" you into that weapon, due to a backup version being kept in the actor definition. Said glitch didn't happen when using the "summon" console command. This has been fixed.
-Previously, picking up a Berserk didn't select the fist. This has been fixed.
Re: Doom: Mutation V2 Released! 1/2/12
Posted: Mon Jan 02, 2012 9:35 pm
by Steve1664
I've been trying out the new version with the demo for TNT2 (which has been fun, by the way), and it's working fine; I really appreciate the change to the inventory system. Holy crap does the chaingun eat up ammo when it's going into overdrive though. Still, I'd rather have a ton of dead enemies and have to worry about ammo than have a bunch eating my face while I'm still plinking away at them. Also, I wouldn't object if the mini-Berserk gave you something like a 50-point health boost, or at least something to justify using it in lieu of waiting to find a berserk pack in a level.
Re: Doom: Mutation V2 Released! 1/2/12
Posted: Tue Jan 03, 2012 3:16 pm
by dljosef
Personally, I wouldn't mind seeing variants of those Wolfenstein Nazis. In the mode similar to Order vs. Chaos, you not gaining health back because of killing them can be very problematic to say the least.
Re: Doom: Mutation V2.1 Released! 6/6/12
Posted: Wed Jun 06, 2012 3:16 pm
by amv2k9
Version 2.1 of Mutation is now out! Check the first post for the download.
Fixes/Changes/Additions:
-SBARINFO uses forcescaled to make the HUD easier to see at higher resolutions.
-WolfensteinSS enemy now gives health on the "Run and Gun" difficulties.
-WolfensteinSS variants have now been added.
-Large ammo pickups now break down into small ammo pickups when they're damaged or run over. Should make picking up ammo less wasteful, for example, when a map forces you to grab a large ammo pickup and you're only down by a few rounds.
-Time between monster respawns doubled on the Run & Gun: Extreme difficulty.
-DamageFactor decreased from 2 to 1.75 on the Run & Gun: Extreme difficulty.
-The first standard sergeant enemy you see will always drop a shotgun. Successive sergeants have a greater chance of dropping shells, but may occasionally drop the shotty which also gives you some explosive ammo.
Re: Doom: Mutation V2.1 Released! 6/6/12
Posted: Thu Jun 07, 2012 7:54 pm
by JimmyJ
I love the ammo pickup breakdown feature, wasting 19 shells cause I'm almost topped off makes my OCD kick in and I get frustrated.