NEW since 0.4:
* Implemented scroton's BFG script
* BFG blast mode now spawns 40 zappers firing one trace each instead of 8 zappers firing five traces each. The total number of traces is the same but they can now be split among up to 40 targets.
* Implemented Sgt. Shivers' SMG reload.
* Added a status bar HUD based on the BTSX status bar to match the fullscreen HUD.
* Added an alternate mode to the BFG--all weapons have modes now!
* Added A_BossDeath to the Baron, Mancubus, and Arachnotron BFG deaths.
* No more Brutal Doom-like cacos. Cacodemons now have their original red appearance.
Spoiler: Old changelogs
NEW since Alpha 3:
* Mutators removed and replaced with an in-game options menu! Toggle various options on and off without loading additional files or restarting the game.
* Numerous options to restore classic behavior and appearance to a number of monsters (will require changing maps for the changes to manifest).
* Options to disable reloading, remove plasma rifle spread, and restore the original flat spread of the shotgun. These affect game balance and are not recommended unless you are struggling with the default weapon behavior.
* A version of NC HUD adapted to Modes of Destruction as an optional file for people who prefer it over the BTSX-style HUD
* Super shotgun reload behavior now matches the animation. Fixed bug where it would reload two shells when only one was in the weapon.
* New semi-automatic pistol as a second choice of starting weapon. Which weapon you start with affects what spawns in the place of clips and zombiemen.
* New pistol zombie for players using the pistol instead of the SMG.
* New chainsaw with switchable modes. Use saw mode for the classic chainsaw experience, or sword mode for those extra-messy group kills!
* Non-humanoid enemies hit by the BFG disintegrate instead of gibbing.
This is something I've been doing as a side project for a couple of years. The main gimmick of this mod is that each weapon (except for the fists and BFG for the moment) have two switchable modes (toggled with alt-fire) that have different roles and behaviors. For instance, the plasma gun switches between a medium-long range projectile weapon and a short-range lightning gun that does massive DPS but at the expense of ammo consumption, for when you're in a tight spot and need to kill something big right now. It also features a heavily tweaked and extended version of Nash Gore with alternate/gib deaths for every enemy and four gore colors (red, green, blue, and spectral gore for the Spectre). And on top of that there's a score system like in Wolfenstein, to reward exploring every nook and cranny and killing everything that moves. This mod is still in an alpha state and has unfinished stuff and rough edges but at this point I think it has enough features that I can show it off.
If you're looking for mods that play well with MoD, these wads were used extensively during testing and influenced the balance of the mod:
* Back to Saturn X Episode 1: Get Out of My Stations (skill 2)
* Whispers of Satan (skill 4)
* Doom the Way Id Did (skill 4)
Chainsaw (slow 1)
Magazine size: N/A
Not only does this chainsaw carve through enemies just like its vanilla counterpart, but it can also be swung like a blade to hit several enemies in a 60-degree arc for massive damage! Beware though--the swings are cumbersome and the weight of the saw will jerk you around, leaving you vulnerable to attack during the follow-through.
Machine pistol (slot 2)
Ammo: .32 ACP (200/400)
Magazine size: 20
This compact machine pistol firing .32ACP armor-piercing rounds might not be the most powerful weapon in the world but it boasts a very high rate of fire. Switch between full automatic to hose down groups of weak enemies or three-round burst to reliably take out single enemies at medium range.
Service pistol (slot 2)
Ammo: 10mm Auto (120/240)
Magazine size: 12
The service pistol packs a bigger wallop than the machine pistol with its heavy 10mm rounds, but it has a slower rate of fire and a smaller magazine capacity. It comes with a laser sight that vastly increases accuracy at the cost of decreasing fire rate even further.
Pump-action shotgun (slot 3)
Ammo: 12 gauge shells (50/100)
Magazine size: 8
Reload: Very Slow
This handy pump-action shotgun can fire 00 buckshot shells for maximum damage, or explosive shells for precision long-range shots or to take out tightly packed clusters of enemies. Be careful not to use the slugs in close quarters, and have a backup weapon handy, because the shotgun takes a long time to reload.
Double-barreled shotgun (slot 3)
Ammo: 12 gauge shells (50/100)
Magazine size: 2
Reload: Very Fast
The double shotgun does a great deal of damage and reloads very quickly but has a very limited effective range. It can be toggled to fire both barrels at once or each barrel individually. Kill an enemy at close range with this weapon and he'll be blasted apart!
Ammo: 5.56x45mm rifle (150/300)
Magazine size: 30
A powerful and reliable weapon at any range, the assault rifle can be fired from the hip at full automatic or semi-automatic down the sights to line up that perfect sniper shot. Be careful though--that 30-round magazine doesn't last long and if you get caught while reloading you'll be in a world of hurt!
Minigun (slot 4)
Ammo: 5.56x45mm rifle (150/300)
Magazine size: N/A
Damage: Very High
This belt-fed gatling machine gun is the standard Earth Defense force squad automatic weapon. It is intended to be fired from a tripod, but can also be fired from the hip. The minigun rapidly and utterly destroys both your enemies and your rifle ammo, firing at 2,100 rounds per minute. Lesser enemies will be literally torn to pieces, and even the largest demons will quickly succumb. The minigun takes a second or two to spin up, but this can be worked around by leaving the motor driving the barrels on standby--however, in standby mode you will be a very noisy, slow-moving target.
Missile Launcher (slot 5)
Ammo: 80mm missile (24/48)
Magazine size: 4
The "Reaver" 80mm missile launcher is an adaptable and versatile weapon that can fire two types of missiles. The first is a high-explosive dumbfire rocket intended for destroying troop concentrations and light structures, and has a massive blast radius. The second is a heat-seeking armor-piercing rocket intended for use against armored vehicles, whose shaped charge warhead does most of its damage with a direct hit rather than in an area of effect. The dumbfire rockets will annihilate rooms full of imps and zombies in a single shot, but will make little impression against larger demons. Conversely, the heat-seekers are extremely effective against larger enemies but have a very small splash radius. Master this weapon and you will be able to wreak utter devastation on your enemies. Fail to master it, and you might end up turning yourself into modern art.
Plasma Rifle (slot 6)
Ammo: Energy cells (300/600)
Magazine size: 40
Damage: High/Very High
The ultimate "panic button" weapon, the plasma rifle is the weapon of choice when something absolutely has to die right now. In its standard mode it fires a stream of plasma blasts that burn through armor and tissue with ease. In its alternate mode, it projects a devastating arc of electricity that fries anything in its path with astonishing speed, but has a short effective range and extreme ammo consumption. So, do you prefer gas or electric?
BFG 11000 (slot 7)
Ammo: BFG batteries (5/10)
Magazine size: 1
Reload: Very Slow
Fire big green ball into the midst of the monsters. Watch monsters disintegrate. The blast of plasma fired by the BFG 11K's primary mode rips straight through enemies, upon hitting a solid surface, blasts any enemies with a line of sight to the impact point with lethal radiation. Be careful--if you happen to in between the explosion and one of those enemies, you'll be cooked, regardless of range! The secondary mode fires a wall of forty bouncing plasma shots that annihilate anything in their path and keep on going. Ten monsters, twenty monsters, a hundred--if they're in the way, they're gone!
Blackfish - HUD graphics and code
Esselfortium - HUD graphics
Ptoing - HUD graphics
Wildweasel - Weapon sounds, effect sprites, testing, and code
Nash - Nash Gore base
Kinsie - Gore and monster attack sounds
Sergeant Mk IV - Cacodemon gore, lightning effect, Demon gibs, Imp plasma death, imp saw death
Mike12 - Gore (plasma deaths, Cacodemon splat, and zombie splats), machine pistol sprites, pistol reload sprites, assault rifle sprites, shotgun pieces
Eriance - Weapon sprites (rocket launcher, plasma rifle, BFG) and sounds, shotgun muzzle flash, mancubus splat death
Digital Illusions CE - Battlefield 2142 sounds
Infinity Ward - Reload sounds (Call of Duty 2)
Xaser - Sounds, heat-seeking rocket trail, weapon code bits, HUD graphics
Jimmy - Fonts
Marty Kirra - Rifle zombie
Rogue Entertainment - Special effect sprites
Vaecrius - Player standing sprite
FreeDoom team - Rocket and plasma sprites
Skulltag team - Minigun sprites
Doom 2.5 team - Smoke sprites
Id Software - Baron of Hell idle sound (Quake), rifle base, bullet box (Doom alpha), BFG spreader (Doom beta)
Per Kristian - HD Doom sounds
Jekyll Grim Payne - Boss gore, Lost Soul sprites
David G. - Hell Noble death animations, zombie splats, Imp splat, Mancubus death
DoomNukem - Shotgun pieces
Blox - Shotgun pieces, Mancubus splat
Bashe - Testing
DrDoctor - Imp headshot death
osjclatchford - Death variants
Vader - Demon and imp altdeath base
Kinsie - Demon altdeath recolor, sergeant altdeath, imp altdeath
phi108 - Improvements to sergeant altdeath
Snarboo - Weapon sprites (Super shotgun, pistol)
Captain J - Gore (Classic Hell Knight death)
Blue Shadow - Monster spawner code, everything related to the NC HUD mutator
Gifty - ACS code for menu options
Thetis - Player class detector ACS code
ZeroProphet - Chainsaw sprites
Johnny - Chansaw code base, pistol reload animation timing
scroton - BFG-related ACS scripting
Sgt. Shivers - SMG reload animation
Apologies to anyone who I might have overlooked while writing these credits
* More gore and deaths! Plasma deaths, SSG deaths, everything gory and splatty. Any help is welcome!
* Refine animations
* Improve minigun sound
Last edited by Woolie Wool on Fri May 01, 2015 1:18 pm, edited 8 times in total.
played one lever and looking very good and refreshing with the mode for the weapons
the only bug i got so far is when switching fire mode the enemies got alerted without the weapon been fired
so far look good
A fun weapon set. Tried out on Plutonia MAP01&32, and hey, that Minigun was a blast!
The rest of the weapons are also enjoyable, especially the Heat-seeker worked pretty. Good job.
My only complaint is, either Explosive Slug being worthless or Chaingunner replacement being too hard;
Two direct hit and they're most likely to stand still, which is... um, frustrating?
Besides, pistol, rifle, double shotgun, and plasma gun always give you full magazine when reloading (even if you're running low on ammo), maybe a minor bug.
Marrub wrote:I'm not quite sure what to say about this so here's a list of shit
Pistol feels like a weak mod of the ww-nazis mp40, the burst fire is useless
Shotgun feels like a weak mod of the ww-nazis shotgun, the explosive slugs are useless
Super Shotgun feels like a weak mod of the Demon Eclipse SSG, the single fire is useless
Minigun feels like a fuckin rad mod of the Brutal Doom minigun, the standby mode is useless
Rifle is useless but feels nice
Rocket Launcher feels nice, HE Rocket mode is useless
Plasma Rifle feels nice, Arc mode is.. useless, but not underpowered
BFG is yes
So basically you don't know how to use any of the weapons and aren't trying to figure it out? I wouldn't call a rocket type that could take out an entire ledge full of imps in one shot useless. Of course if you're trying to use it on a Baron it won't work very well but I said that in the weapons list.
Niwatorry wrote:My only complaint is, either Explosive Slug being worthless or Chaingunner replacement being too hard;
Explosive slugs are best reserved for use at long range (beyond the effective range of the normal shells) or against a group of imps and zombies bunched together. They're weaker than the buckshot shells but two or three shots can easily take out several enemies if you place the shots so they all get hit by the splash damage. Also the riflemen can be tough to take out with the shotgun, I recommend the rifle, or HE rockets to clear out snipers in annoying places.
Woolie Wool wrote:So basically you don't know how to use any of the weapons and aren't trying to figure it out? I wouldn't call a rocket type that could take out an entire ledge full of imps in one shot useless. Of course if you're trying to use it on a Baron it won't work very well but I said that in the weapons list.
Sorry about that, I should not be allowed to review things when tired.
SSG singlefire and minigun idle mode still feel useless, as they're far overpowered by their alternatives.
Rifle is too loud.
Other than that, this is pretty beautiful.
I'm playing this with CC1.wad and at random points (Towards the end of the level I've noticed, but there's nothing really complex happening in these maps, so I'm stumped) I'm getting errors like these:
iSpook wrote:I'm playing this with CC1.wad and at random points (Towards the end of the level I've noticed, but there's nothing really complex happening in these maps, so I'm stumped) I'm getting errors like these:
"ACS: I don't know what is"
"Please retry with an arg0 to set the interval in seconds"
And no, the first one isn't a typo, I dunno what it's meaning when it prited that blank.
Other than that? This is alright, and sorta fun.
Does it happen when you kill all the enemies, get all the secrets, or collect all items? One of my scripts to give you a 10,000 point bonus is conflicting with...something. Is CC1 a ZDoom wad (I would guess the non-ZDoom Community Chest, but that's cchest.wad)? Do you have any wads with ACS on autoload?
A second alpha with some bug fixes is going up tonight. After that I'm probably going to redo the machine pistol reload animation--it was fine when this wad was just something for me to play when I was bored but since I've made this an actual project I'm going to need to make a proper animation.