Aracnocide v4.0 [Last update 06/03/17]

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Aracnocide v4.0 [Last update 06/03/17]

Postby GAA1992 » Fri Jan 01, 2016 3:18 am

Image

Download links, go to the end of the post!

Video by : ICARUSLIV3S



Videos by : Gaming Room







Video by : Vinny Sauce (Starts at 1:13:00)



Video by : Andrea Wolf



Description
Spoiler:


It's always good to remember:

1 - All enemies were replaced with something insect-like. If you're ARACHNOPHOBIC or you don't feel too good with spiders/wasps/scorpions/insects, play at your own risk and consider yourself warned. After the download button is pressed, i can't do anything.

2 - The main file is NOT intended to be compatible with Brutal Doom, TrailBlazer, Demonsteele or other mods that change overall gaming experience. I suggest using the enemies or weapon packs for those purposes.

3 - I like true feedback. I can't say i will add everything you guys ask me, otherwise we would have 80 different weapons in the game (lol). But i like to read your opinions. ;)

4 - Each class has its OWN weapon set!

CREDITS
Spoiler:


Since this is ALWAYS in progress, feedback is needed and ALWAYS appreciated. Please be sincere and expose your ideas! I would like to read and answer them, PM them or answer them here on the thread. I would like your views on the new enemies, weapons, everything!

To do:
- Gibs for all monsters during (or not) XDeath states.
- Try to add spiders from Might and Magic 4 and 5.

Download Links:

All changelogs up to 4.0
http://www.mediafire.com/file/sz9u2alms7751ih/Aracnocide+Official+English+Changelog+4.0.txt

Complete Game
http://www.mediafire.com/file/106xjwl6jrfx62k/AracnocideMain.pk3

Enemies pack
http://www.mediafire.com/file/a7kyfxcl3rqzsph/AracnocideEnemies.pk3

Weapons pack
http://www.mediafire.com/file/f8g19ot9cmo2sao/AracnocideWeapons.pk3

Recommended Add-Ons

Drugs for Aracnocide: (OUTDATED FOR NOW)
http://www.mediafire.com/file/pth5tz4ec0yg6ow/AracnocideDrugs.pk3

These "drugs" are actually a patch that adds two items to your inventory: Cigarettes and Whiskey. Cigarettes give you health and whiskey gives you armor. Load it AFTER Aracnocide files. Screenies on page 8 ;)

Known Issue: It somehow messes player classes and you can use every weapon in game, including class-restricted weapons. If anybody knows how to solve this issue, i would be glad.

Dark Doom by Sid Doyle
http://forum.zdoom.org/viewtopic.php?f=19&t=46174

What's frightening than dark ambients to kill spiders?

Doom SNES Jukebox by cryomundus
http://forum.zdoom.org/viewtopic.php?f=19&t=49073
To add some fun 16-bit beats to the game. ;)

Ambience Pack by Hellstorm Archon
https://forum.zdoom.org/viewtopic.php?f=46&t=45060&p=741205&hilit=ambiance+pack#p741205
Atmospheric music to give it a little creepiness.

The Hives of Madness
https://mega.nz/#!v8FC3SQK!Jtr1B-d1nuHZQ4HQDjcUj1OxSKI77NeZUgYb7Kg0weU

This levelset was especially designed for the game by user Mosshopper. It uses the Too Much Brown Texture Pack by Tormentor667, which you can get here:

https://www.doomworld.com/idgames/graphics/2mbrown

Play the full Aracnocide Gaming Experience and HAVE FUN!!!
Last edited by GAA1992 on Tue Apr 25, 2017 6:56 am, edited 90 times in total.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby chronoteeth » Fri Jan 01, 2016 4:17 am

very nice! Though I have to admit that m60 sprite is starting to get overused
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby GAA1992 » Fri Jan 01, 2016 4:26 am

Yeah, i agree. I tried to resize NAM sprites, but it became a mess. :P
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby chronoteeth » Fri Jan 01, 2016 4:28 am

its more just overused! I think a nice center aimed machine gun would be better tbh
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby GAA1992 » Fri Jan 01, 2016 4:37 am

I dicarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)
a gatling gun (Overpowered and out of context) and some melee weapons (good for nothing).

About the SMG, i have my doubts about making a modern one or some classical ones, like the AK or the STG-44.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby chronoteeth » Fri Jan 01, 2016 7:09 am

I just think to keep consistency the m60 should have a sprite change to be center aimed, thats all! :o
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby YukesVonFaust » Fri Jan 01, 2016 7:44 am

GAA1992 wrote:I discarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)

oh, not the flamethrower!
maybe you should use the Reelism Burning states instead
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby wildweasel » Fri Jan 01, 2016 12:34 pm

YukesVonFaust wrote:oh, not the flamethrower!
maybe you should use the Reelism Burning states instead

Just make sure you ask permission to use them first.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby GAA1992 » Sat Jan 02, 2016 9:07 am

YukesVonFaust wrote:
GAA1992 wrote:I discarded some ideas a couple of days ago, among them a flamethrower (burning sprites would be hard to do)

oh, not the flamethrower!
maybe you should use the Reelism Burning states instead


Yes, killing spiders with fire would be amazing. I'll download reelism to see the burnin' states.

wildweasel wrote:Just make sure you ask permission to use them first.


Don't worry, i'll contact the creators :D

And, Here are some weapon sprites i discarded from this one or other projects (actually i considered using them on Aracnocide):

Spoiler:
Last edited by GAA1992 on Sat Jan 02, 2016 9:16 am, edited 1 time in total.
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby chronoteeth » Sat Jan 02, 2016 9:09 am

truth be told the minigun and flamethrower look great! i'd have them in over that overused m60 anyday
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby GAA1992 » Sat Jan 02, 2016 9:25 am

chronoteeth wrote:truth be told the minigun and flamethrower look great! i'd have them in over that overused m60 anyday


Thanks! I'm reconsidering them in-game :D
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Re: Aracnocide [WIP] - Weapon/Enemies Mod (55% Complete)

Postby chronoteeth » Sun Jan 03, 2016 6:02 am

cause i enjoy the center aimed sprites a lot more (and to coax you to change the overused m60 to help keep center aimed sprites balanced and thematically consistent) heres cleaned up center aimed sprites for the two best guns so you can make em look better

Image
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Re: Aracnocide [Released!] - Weapon/Enemies Mod

Postby GAA1992 » Thu Apr 21, 2016 11:45 pm

Game is finally released! See first post!
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Re: Aracnocide [Released!] - Weapon/Enemies Mod

Postby -Ghost- » Thu Apr 21, 2016 11:57 pm

I'd say go for ammo drops, I've always hated infinite ammo stuff.
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Re: Aracnocide [Released!] - Weapon/Enemies Mod

Postby Zhs2 » Fri Apr 22, 2016 10:42 am

I would say that anything would nice over grinding away with the crowbar. Case in point: Doom 2's own MAP02. The map practically forces you to rely on dropped shotguns to survive, and without them you are very, very shanked. The pistol here wouldn't help much even if it did have infinite ammo, but the chainsaw would at least be a boon.
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