Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

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Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Postby Captain Ventris » Sat Jul 07, 2012 10:30 pm

Image

Note: Trailer footage is super out of date.

Doomvengers is a shooty, stompy, crazy chaotic mess that's a blast in SP but is also geared towards effective Co-Op play (designed with a max of 8 players in mind, though it will work regardless). Each player class (used with necessary permissions from awesome gameplay mods put out by the community) has its own playstyle and rules, but is balanced out with the other classes. Doomvengers seeks to preserve the relative gameplay balance of your favorite levels (i.e. the parts you dread in Scythe 2 will be dreaded just as much) as well as providing options for customizing your experience, from a more traditional blastfest with the various classes to having more enemies than you can shake a stick at, and crazy bosses out for your blood!
The central balancing factors around which the varied arsenals in Doomvengers are generally based are Ammo-Efficiency and Time-Efficiency. Sometimes, a weapon that may be less ammo-efficient can save your butt by getting its job done faster, and other times you need to use an ammo-efficient weapon to ensure you've got enough bullets for later. Some weapons are best against bosses, others rely too much on AOE to do much against them, etc. Each and every weapon is intended to have a distinct use-case such that old weapons are not outmoded by new ones - there will ALWAYS be a reason to use each weapon, though the divide between usage cases varies a great deal between the classes. Each class is also intended to play quite differently, such that you will almost certainly discover a favorite.

I'm sure this sounds like a lot, but it really isn't - you can just jump in and start feeling things out for yourself easily enough with most classes (Possesso and Super Chicken definitely have a learning curve), and for the rest there's a big, detailed manual to help you along!

Possess Me by Aluqah is included in the download with minor modifications for neatness' sake.

With Xaser's permission, the necessary files for Zharkov Goes to the Store are included, but for good form, here is the original. Same with Style Mod, with WildWeasel's permission. Necrodoom and Parkour Mod are packaged with the Doomvenger Core files with Xaser's permission (Parkour Mod is entirely integrated with permission into Doomvengers). Super Chicken has been integrated into the main files (again with permission from the author), so you don't need to download it, but here it is if you're feeling feisty: Super Chicken.

The Load Order for the mod is: the mapset you're using, Necrodoom, Possess Me, Doomvengers.pk3, The two modules according to their numbers, then a compatibility patch if necessary.

Also note that ice-based attacks can cause an enemy to be slowed for a time, signaled by frosty vapors. Fiery enemies may be immune to slowing but take increased ice damage. Stronger enemies are more difficult to slow. Electric attacks can stun, signaled by exclamation marks. Again, stronger foes are harder to stun, though Cyborg enemies are more vulnerable to this than others.

Now, who are the Doomvengers?

Spoiler:


Downloads
Doomvengers Complete Version 1.3 (8/7/20)(Core file, Necrodoom, and Possess Me)
Download Hither

Doomvengers Manual: Last Updated 12/30/19
Download Hither!
Contains all gameplay info, how to run Doomvengers, and Credits.

Modules and Options
Spoiler:


Compatibility Patches
Spoiler:


Be sure to run Doomvengers on the latest stable version of ZDoom or GZDoom!
Last edited by Captain Ventris on Fri Aug 07, 2020 9:46 pm, edited 81 times in total.
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Re: Doomvengers: Earth's Weirdest Heroes

Postby HexaDoken » Sun Jul 08, 2012 9:50 am

I request adding Zharkov to the roster.
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 10:44 am

Oh shooooot, son! Knew I was forgetting someone!

...there's gonna be a lot of Xaser classes in this, huh?
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Gothic » Sun Jul 08, 2012 11:07 am

what about "the Ranger" by Terminus? :D
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 11:28 am

I'm gonna be wanting an inherent ridiculousness for classes to add, such as the Necrosuit's car-alarm beeper and general over-heavy-metalness (as a bottom line). Seriously, it's tooooo much! Also a definite change in gameplay style should be present.
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Re: Doomvengers: Earth's Weirdest Heroes

Postby wildweasel » Sun Jul 08, 2012 12:01 pm

If you're going to be adding Stylemod Guy to this mod, you might want to toss some of the cheesier stuff - like replace the Stylish Shades item with an actual sprite instead of leaving it as the hacky Textures thing.
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Jimmy » Sun Jul 08, 2012 12:35 pm

What about Othal and Ezhek? :P
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 1:22 pm

wildweasel wrote:If you're going to be adding Stylemod Guy to this mod, you might want to toss some of the cheesier stuff - like replace the Stylish Shades item with an actual sprite instead of leaving it as the hacky Textures thing.

Pffffft those shades are the BEST...I'll do it if someone knows where to find a sprite of some sunglasses. :P

I do like the weapons and such, though. It's got... STYLE.

Might use Psyguy as the skin for Style Guy if Xaser lets me.

Jimmy wrote:What about Othal and Ezhek? :P

I thought about it, but they are so frikkin' complicated that it would be weird to put them in there with the others, who are relatively plug-and-play. It's a whole leveling system that's just way out of the mindless dakka festival that I want this to be. For the same reason I won't be adding Psychic.

I AM considering adding in Aluqah's "Possess Me", though. Could be fun to have along with the others, and definitely a departure from normal gameplay. In co-op, he could be a good friend to have. "You go in first, you have an extra face."
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Re: Doomvengers: Earth's Weirdest Heroes

Postby wildweasel » Sun Jul 08, 2012 1:43 pm

Captain Ventris wrote:Might use Psyguy as the skin for Style Guy if Xaser lets me.

Maybe the "Weasel" skin in ww-nazis would be preferable...though it kind of sucks a bit, you might want to fix it up. =P
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Zero X. Diamond » Sun Jul 08, 2012 2:52 pm

Captain Ventris wrote:
wildweasel wrote:If you're going to be adding Stylemod Guy to this mod, you might want to toss some of the cheesier stuff - like replace the Stylish Shades item with an actual sprite instead of leaving it as the hacky Textures thing.

Pffffft those shades are the BEST...I'll do it if someone knows where to find a sprite of some sunglasses. :P

Duke Nukem 2 had a pair of shades as a points item. Having just looked at the sprite, though, it might be a little bit unsuitable for use in a Doom mod.
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Re: Doomvengers: Earth's Weirdest Heroes

Postby Captain Ventris » Sun Jul 08, 2012 3:49 pm

wildweasel wrote:
Captain Ventris wrote:Might use Psyguy as the skin for Style Guy if Xaser lets me.

Maybe the "Weasel" skin in ww-nazis would be preferable...though it kind of sucks a bit, you might want to fix it up. =P

Well that works. Now I need a skin for the Parkour Guy. Zharkov has a custom skin, and he's crazy enough to THINK he's wearing armor, so that works.

The inclusion of Zharkov sort of makes this whole mod some sick version of St. Elsewhere, doesn't it? :P
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Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Captain Ventris » Sun Jul 08, 2012 7:52 pm

Version 0.15 is now out, and introduces Style Guy. Sprite set pending, particularly since it isn't recolorable. Get it from the first post, like before.

Spoiler: "Changelog"
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Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Nash » Sun Jul 08, 2012 8:39 pm

I would have loved to see PsyGirl in here, though I understand that this is just technically difficult...
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Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Captain Ventris » Sun Jul 08, 2012 10:01 pm

Oh, with enough patience/bugging DavidPH, I could do it, but I already stated my reasons for not including Psychic a couple posts above. An Omega/Psychic semi-RPG Superpack would be interesting, haha
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Re: Doomvengers: Earth's Weirdest Heroes (v0.15)

Postby Sgt Dopey » Sun Jul 08, 2012 10:45 pm

I'm getting this error on start up:
Script error, "Doomvengers.wad:NECROATE" line 7:
Replaced type 'NecroPlayer' not found in NewNecroPlayer

I am using GZDoom revision 1415
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