Guns. Explosions. Gore.
*** What is this? ***
DoomStorm is GZDoom a gameplay mod for Doom and Doom2. It brings the weapons and some mechanics from People Can Fly's underrated game Bulletstorm.
As of 2017, a new mini version was released addressing several bugs and issues of the mod. You can see the changelog below.
*** I want screenshots! ***
Sorry. No time for that. Instead, I give you a couple videos showed during it's development.
Spoiler:*** I want details about the weapons!! ***
Long teaser
This is not your standard action trailer.
A little gameplay display with all the weapons.
You sure? Well. Open the spoiler then.
Spoiler:
***** Peace Maker Carbine *****
Slot 2
Standard military assault rifle. A very basic, yet extremely reliable gun. After the invasion, almost every human capable of holding a gun, was given one of this.
-Primary fire: Fully automatic fire of cal .30 machinegun rounds.
-Charged fire: Releases an special slug that pierces through most targets.
***** Screamer Revolver *****
Slot 3
Gun originally used only for sport, it comes with a flaregun attached in case of emergencies. The need for weapons made the army start producing altered rounds for this weapon, for extra efficiency, thus making it a really powerful and fast weapon.
-Primary fire: Shoots the army designed .50 cal bullets.
-Charged fire: Shoots a flare. Since it was originally designed for positioning rather than as weapon, the flare tends to spin once it has been shot, greatly affecting accuracy. The flare itself though, is quite powerful, and if it doesnt kill the target upon hit, or if it misses it, it will set on fire nearby beings
***** Boneduster Shotgun *****
Slot 3
This is one of the few fully military weapons that are still being used up to this day, as it's power outweighs it's problems. For one, is a really slow weapon despite the fact that is has 4 barrels to minimize shooting time. As the weapon itself is huge, it uses 10 gauge shotgun shells.
-Primary fire: Shoots one of the barrels.
-Charged fire: Using an special kind of shells, it releases a fire shockwave that reduces most foes into a crisp. While the range of the shockwave is rather small, it can go through walls and obstacles.
***** Hailstorm Minigun *****
Slot 4
Being a weapon designed for turret defense, it lacks any type of charged attack. The weapon uses battery cells to power it. The cells are self charging (though, very slowly), and you can completely replace them with fully/partially charged ones.
The rate of fire of this weapon is extremely fast, which makes it great to obliterate targets, but it also overheats if used non-stop. If it reaches the overheat state, it will lock itself for a few seconds in order to cool down.
-Primary fire: Cal .45 cal rounds fired at extremely high rate of fire.
***** Flailgun *****
Slot 5
Originally designed as hunting tool to control fast and aggressive species. Serves the same purpose in it's military version, except that the weights are a couple of explosive charges bound together with a chain. It will wrap around the target or simply stick in the surface of whatever it reaches if it fails to flail around something.
-Primary fire: Releases the standard flails. These can be remotely detonated through the trigger in the weapon. If the trigger is not pressed, the flails will auto detonate after some seconds.
-Charged fire: Releases an overheated set of flails that will pierce through the targets dealing a lot of damage on contact. If that's not enough, the explosives in this flails are much more powerful than the standard ones. Bigger and stronger explosion after a couple seconds after the impact on a surface.
***** Headhunter Rifle *****
Slot 6
Military rifle designed to hit targets hidden behind cover. Using the recently developed "QST" (quantum singularity technology), allows the shooter to control the bullet's trajectory on the fly. Expensive stuff, but extremely useful.
-Primary fire: Will release an standard .338 cal round, which can be remotely controlled to steer (to a limited degree) at the user's commands. In mid air, you can press fire again to lose control over the bullet, making it go straight forward. It is not recommended to fire the rifle without using the scope, as it prevents the bullet from being controlled, and it will in fact, greatly lose accuracy over distance.
-Charged fire: Will release an explosive bullet. Like the standard one, it can be controlled when used through the scope of the weapon. In mid air, the bullet can be detonated by pressing fire again. If the charged shot is fired without the scope, you will not be able to detonate it, as it travels too fast to even try before it hits something.
***** Penetrator *****
Slot 7
Originally designed to be an RPG, with a design flaw that provided the projectile much more thrust power than required, the designers saw an opportunity to create some sort of giga bullet that would pierce through most creatures without having the structural damage that explosions cause. Then for the sake of extra damage upon contact, they added a drill on the tip to ensure that if the projectile didnt pierce through, it would drill until either part died, the projectile or the target.
-Primary fire: will shoot a rocket propelled drill that pierces through most enemies, dealing massive amounts of damage. On targets that cannot be pierced, the drill will stick in the target's body dealing even more damage as it "drills" the target's entrails.
-Charged fire: will shoot a drill with an extra kick of power. This one even pierces through the biggest baddies thanks to a fuel overcharge. Upon hitting an structural surface, the drill will stay in place. By pressing fire again, targeting a new location, the drill will propel itself over that point, behaving just like the primary shot. If no new destination is chosen, the drill then will simply wear off.
***** Bouncer Cannon *****
Slot 8
More than a weapon, the Bouncer is a demolition tool. Once the invasion begun, anything that could possibly be used as a weapon, was used as one. The standard demolition charges were much more powerful than the "weaponized" version. It had to be toned down to avoid having the users killing themselves as the explosion was simply too big to be measured safely.
-Primary fire: Shoots an standard explosive cannon ball. By holding the trigger, the ball will bounce until it hits something destructible. If the trigger is released before the ball hits something, it will explode as soon as it hits the floor.
-Charged fire: Releases an explosive ball that behaves just like the regular shot, except when it explodes, it will start bouncing vertically several times. Every time it hits the floor or ceiling in this phase, it will cause an explosion. If the shooter gets close to the bouncing ball, it will stop exploding until the user is at a reasonable distance. Despite this measure, it is not recommended to be close to it as the distance mechanism might fail sometimes.
Hint: Either type of ball, can be kicked around. However, this is a really dangerous practice and for safety purposes, users are discouraged from doing this, as the ball might bounce too hard and end up hitting you or exploding too close to you.
Extra abilities
***** Leash *****
Custom Bind Key
You are provided with the once banned, leash military tool. The leash will pull an enemy towards the user. Whenever the leash reaches a target which mass is bigger than the user's and cannot be fully moved (if at all), it will simply abort before it pulls the user towards the target. If an enemy is pulled towards the user, depending on the mass of the target, it might be placed into an stasis field for a short period of time.
HINT: The leash is also useful to pull weapons and ammo lying around. You might not catch them all the time when they're being pulled towards you, so dont hesitate to look behind you to see where it landed.
***** Thumper *****
Same Key as "Leash"
The leash can also use the special Stasis charges. By holding the leash key for a second or two, if the user has any, a stasis charge will be shot towards the targeted spot. Once planted, the charge will stay there for a second before it arches upwards to then crash again on the floor. Once it does that, it will create a very big shockwave that will thrust enemies upwards really fast before slowing down due to the stasis field created. The invisible field will keep monsters floating for several seconds before it wears off.
HINT: Be sure of the fact that due to the thrust of the shockwave, if an enemy hits the ceiling, it will take some damage from the impact. Since the field slows the enemies, the impact with the ceiling might be less damaging if the ceiling is higher. Basically: the lower the ceiling, the harder the impact.
***** Kick *****
Custom Bind Key
You are also provided with the "anti gravity boots". They no longer function as anti gravity, as the battle against demons was not about being stealth and the amount of power they needed to reliably defy gravity, was outrageous. However, the boots are still useful since their mechanism, powered with the same technology as the leash, can easily put medium sized foes into the same stasis field.
***** Tackle *****
Custom Bind Key
Finally, your suit/armor combined with the boots, can perform a tackle type of attack. You will get thrown forwards at high speed, while your entire armor is charged with the boot's electromagnetic power, effectively making you a projectile that will, very likely, put any foe you manage to hit, into stasis. This can be performed only while in the ground, as the boots need to use the ground as a magnetic anchor. While in the process of being trusted, you have little control over the direction. However, if you feel the need to stop the process, you can press "backwards" and that will immediately stop all movement through the boot's emergency gravity grip. The whole tackle movement is to be used carefully as it might very well expose you to greater danger if used carelessly.
And just as a disclaimer, there's no "autoreload". You have to manually do it.
*** Where to get it? ***
Download the mod in the link below:
-->Download here<--
Compatible with the latest STABLE release of gzdoom: 2.3.2
*** Beta you said? ***
Yes. This is the v0.91. Im releasing as a beta, because Im sure there are another ton of bugs I cant find myself, and perhaps, people around will be able to do so. But as far as features, it is basically done.
*** Changelog ***
Spoiler:
v0.92 (2017)
* Fixed Leash-stunned monsters playing leash sound on loop, even when killed
* Base damage of Screamer slightly buffed
* Thumper charge now stops spawning effects if not in sight (for performance)
* Items are no longer "autoaim"ables
* Headhunter unzoomed fire is perfectly accurate (instead of a dumb spread)
* Ammo is a bit more plentiful now
* Changed visual FX spawning method for charged peacemaker shot (for performance)
* Added a bit of quake to explosions
* Some explosions are more audible
* Bouncer is easier to aim now
* Zoomed-in headhunter graphic replaced
* Zoomed-in headhunter no longer bobs
* Added tracers to bullet weapons
* Added tracers to bullet monsters
* General accuracy of weapons increased; non ironsight'd firing is only slightly
worse than ironsight'd, instead of much worse
* Leash accuracy improved
* Items are no longer crushable
* Improved behaviour of leashed enemies to slow down the closer they get to you
(most of the time)
* Leashed enemies will no longer un-stun when they touch the floor
* Improved leashed-at-same-ground-level monster behaviour
V0.91(2015)
This version is exactly the same as the three year old "v0.90" except for:
- Modified 4 lines of code that prevented the mod from running in the latest
SVN of gzdoom.