
"When Hellspawn stand between you and redemption, the toll required to get by will be paid in your blood."
Download: (Pick one) (IF YOU RUN THIS IN ZANDYBAM, YOU WILL NEED THE 3.0 BETA. Sorry.)
Dropbox link: https://www.dropbox.com/s/fpb5bor9znmc6 ... a.pk3?dl=0
Copy link: https://copy.com/qubXHv3WPk8Qv3NH
Spoiler: Old v0.3 shit
Spoiler: Reason for the porting
Spoiler: LoreFeatures present in the current mod that are (Still) faithful to this mod:
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* A collection of 22 weapons, all which come with functional reloading and a Kick altfire
* A fully replaced bestiary ranging from fast, melee only imp-type critters to floating masses of Tumorous flesh belching out horrific soul-based nasties.
* Fully replaced item sprites that are "Resident Evil"-ish in design.
* Custom Visual effects (ranging from casing and magazine sprites for weapons to simple, but pretty effects for monster projectiles)
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*New projectiles for some monsters (They were replaced either because they didn't fit the monster's description (Such as the Turmoil's projectile) or because the sprites looked odd (Such as the Pitkis)), although they have been edited so they match as close as possible to their Edge counterparts.
*The reload coding for some of the weapons have been modified, so they don't go through their full reload cycle when they aren't completely empty. (Something the Edge version did that sort of drove me nuts.)
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* A custom HUD, complete with a list of all the ammunition types used in-game
* New menu graphics and a font to replace Doom's default Font.
* A new language lump that replaces most of Doom 1/2's Cheat/misc with with messages that seem more appropriate ([size=85]and probably sillier, who knows.[/size])
* New decorative props, which may or may not hide a nasty surprise.
* Quick-thrown grenades, for times when a map-maker decides to throw hordes of monsters at the player, but not a proper weapon to deal with them.
* A new enemy to replace the Commander Keens
* Due to being able to get my hands on new sprites, there are new alternate items (Which mostly work the same as their "Stock" counter parts, and are mostly for variety)
* A taunt button... well, more of a "Scared muttering" button. (with voice lines provided by Marty Kirra)
Things to do:
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* Finish the rest of the weapons (Maybe, never was a fan of the tranq rifle and the other two weapons are OP as fug.)
* Possibly rewrite intermission text to reflect the mod's "Plot".
*Possibly replace blood system with droplets and fix up the prop replacements.
Main changelog:
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-- New Difficulty setting "Shut up and die", Featuring 2x enemy health, 3x enemy damage, with upgraded and aggressive monsters
-- New New difficulty setting "Shut up and bleed", featuring 2x enemy health, 3x enemy damage, and normal monsters are replaced with alt monsters
-- Old "Shut up and bleed" Difficulty setting renamed "No escape".
-- All the changes from Ed's "Enhanced" version has been implemented
-- The pipe has been reworked so you can hold the fire button and release it to swing the pipe. its damage and hit range has been buffed
-- Sonnelion's project looks like it's being thrown mid-swing. Same with Abaddons
-- Explosions were reworked.
-- Burrower animation sorta fixed.
-- Lolth gun attack turned into a fast projectile mimicking Hitscan but making them much fairer.
-- Stinger now has a scope
-- Rifle and stinger now autoreload when they enter their scoped-dryfire states (only if autoreload cvar is turned on)
-- Kicking now requires stamina
-- Hud has been redone, ammo values are now on tho Automap hud, instead of clogging up the main hud.
-- There are new scripts for start up, low health and death scenarios
-- New Palette (Taken from Brutalist doom)
-- The spas now takes ammo from the mag when you pump the weapon.
-- The rifle's sound clipping have been fixed.
Also, Recommended mods to go along side this:
Dark doom - Click here
Footsteps mod - Click here
Flashlight mod -Click here
An ambient music soundpack of your choice.
Any map that's not fuck-huge and won't break monsters.