Never Breaking Orbit
Originally inspired by Nevander's Swift Slaughter mod, but quickly became a sequel to Make It Snappy!. Title is from the lyrics to "Into The Black Hole" by Helion Prime, mostly due to the occasional annoying life/bomb bonus that you can't quite pick up.
Strongly recommended that you play this with TorridGristle's RetroShader.
Summary
A gameplay mod designed to make Doom play more like a shmup.
Overall principles
- Emphasis on both damage prevention and reactive evasion. Everything is a one-hit kill taking you back to start with one less life. In exchange, however, your hitbox is ridiculously tiny and you are far more maneuverable.
- Gameplay is as deterministic as the regular A_Chase movement would allow. All projectiles do a fixed amount of damage and the player can only ever take one hit anyway.
- No unavoidable hitscan attacks.
- "Easy to beat, difficult to master" reward system. If you play well, you can score very high, but if you play poorly you will lose your chance at a high score though you generally will be able to get through the level.
clearnboscore: this console command immediately resets your high score to zero.
Player
- Starts with all weapons but only ammo for bullets.
- Base movement speed reduced to 80%.
- Double-jump, increased to quadruple-jump with berserk.
- Hitbox size substantially reduced. Pickups widened or given other behaviour to compensate.
- You are completely invulnerable and unnoticeable to enemies until you move, but you cannot shoot, jump or bomb during that time.
- Each time you're hit, you explode and warp back to start, losing one life. If you are hit after running out of lives, you die "for real" and your ammo resets to 50 clips.
- Melee. Primary for saw, altfire for punch. Gets you bonus points and also explosions if you're berserk.
- Bullets. Primary fire for chaingun. Hold altfire to shoot the pistol: your crosshair will show first, giving you a moment to either let go and abort your shot or adjust before the shot goes off.
- Shells. Primary fire for super shotgun, altfire for shotgun. Damage output difference per shot is the same as in vanilla, but the latter has a significantly narrower spread while the former has a faster fire rate.
- Cells. Primary for BFG, which has no tracers but instead launches dozens of bouncing green plasma bolts that fade over time for a damage-over-time area denial. Secondary fires plasma.
- Rockets. Primary launches a slow-starting rocket that picks up speed and explodes into a spiral of fireballs. You cannot harm yourself with this but the fireballs look just like enemy fireballs so there is still a risk! Altfire is your jetpack.
The weapons use the vanilla weapon ammo types, but except for cells each unit of ammo may represent many shots. You have no reasonable prospect of running out of ammo entirely.
Bombs
Hit Reload to detonate your bomb armour. This will instantly kill any non-boss enemy within 1024 units from you and detonate any projectiles within that distance. WARNING: this does NOT take care of sub-projectiles launched by projectiles or parting shots from dying enemies. You may need to bomb twice to be sure.
Scoring
- You have a personalized high score kept between games! Only updated when you run out of lives and die! Can be reset (or hacked!) by setting the nbo_hiscore and nbo_lhiscore cvars or typing clearnboscore in the console.
- You have two scores: level and career. Both scores are reset when you change levels, while career score lasts throughout the game until you run out of lives and die.
- You get points by hitting things, letting things get hit, getting hit by things, almost getting hit by things, and grabbing things beyond what you can actually carry. Useless extra lives are weighted far more importantly than anything else.
Lots of tweaks. Go play and find out!