[AA/BTSX PREVIEWS!] FINAL DOOMER

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[AA/BTSX PREVIEWS!] FINAL DOOMER

Postby Sgt. Shivers » Wed Jan 25, 2017 1:02 am

Image

FINAL DOOMER is a gameplay mod based around unique weapon sets designed to fit the twin megawads of Final Doom.
There are two classes, one for Plutonia and one for TNT: Evilution. They both have unique weapon sets based on the megawads they're from. For example, in the chaingun slot the TNT Marine has dual uzis while the Plutonian guy has a Light Machinegun. There's also a regular Doomguy class designed to fit with these two classes.

The pistols have infinite reloads, the BFG's work on a "charge" system. Picking up big ammo gives you some charge and when you get enough you get a shot. There's an alternate mode that tweaks it so cell-equivelant pickups give you charges. The classes are balanced around themselves, not each other. As usual there is a config menu that you can use to tweak stuff. Thanks, and have fun!

Here's some screenshots!:
Spoiler:


CREDITS:
Spoiler:


Changelog:
Spoiler:


This mod is designed to work for ZDoom 2.8.1 based sourceports.
DOWNLOAD: http://mab.greyserv.net/f/FinalDoomer_v1.2.pk3

If you like the HUDs from this, you can download them to use as a separate patch here:
JUST THE HUDS: Doom 2 Standalone HUD
Final Doom Standalone HUD
Last edited by Sgt. Shivers on Wed Jul 12, 2017 6:04 pm, edited 9 times in total.
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Re: [COMING SOON] FINAL DOOMER

Postby Cardboard Marty » Wed Jan 25, 2017 1:15 am

I'm maximum hyped for this! Love seeing the progress that you guys have been making on it and absolutely can't wait to play!
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Re: [COMING SOON] FINAL DOOMER

Postby Marrub » Wed Jan 25, 2017 1:32 am

yeeeeeeeeEEEEEEEEEEEEEEEES :D
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Re: [COMING SOON] FINAL DOOMER

Postby chronoteeth » Wed Jan 25, 2017 2:36 am

!
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Re: [COMING SOON] FINAL DOOMER

Postby DoomKrakken » Wed Jan 25, 2017 2:59 am

I wonder what all the hype is about...

... then again, this is Sgt. Shivers and Yholl we're talking about here, so it's obviously gotta be good...

... I love surprises. :)
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Re: [V1] FINAL DOOMER

Postby Yholl » Wed Jan 25, 2017 4:39 am

maser 4 lyfe
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Re: [V1] FINAL DOOMER

Postby Lime » Wed Jan 25, 2017 6:12 am

Overall: :surprise:

- By the way, i have compaints.
- At the top left screen, there is a black rectangle that shows up.
- Super Shotgun (except Burst Shotgun) can shoot after the reload speed in a quick way.
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Re: [V1] FINAL DOOMER

Postby SiFi270 » Wed Jan 25, 2017 8:53 am

I find it misleading for Plutguy's single shotgun to have a scope because it's not particularly accurate compared to the original we all know and love and there's no option to zoom. But other than that you did a great job of making all these weapons feel right at home in the IWADs that inspired them, making them feel more like the Quake series' mission packs in regards to how the new content makes them stand out. Although seeing just how many things you wrote "TNT" on kind of feels like a parody or something.

Now I'm wondering what Master Levels-related projects like Inferno and Cabal would be like with their own weapon sets.
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Re: [V1] FINAL DOOMER

Postby Yholl » Wed Jan 25, 2017 9:57 am

Lime wrote:At the top left screen, there is a black rectangle that shows up.
How in the world did I miss that? Fixed now, stupid typo.
Lime wrote:Super Shotgun (except Burst Shotgun) can shoot after the reload speed in a quick way.
Well, yeah. Super Shotguns do that.

SiFi270 wrote:I find it misleading for Plutguy's single shotgun to have a scope because it's not particularly accurate compared to the original we all know and love and there's no option to zoom.
Doom 2 Shotgun is 5.6 horizontal, 0 vertical.
Plutonia Shotgun is 3 horizontal, 3 vertical. Also has an extra pellet.
SiFi270 wrote:Although seeing just how many things you wrote "TNT" on kind of feels like a parody or something.
Run through TNT sometime, heh.
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Re: [V1] FINAL DOOMER

Postby wildweasel » Wed Jan 25, 2017 10:44 am

I am very much into this set, especially the sounds chosen. TNTguy's Uzis and Plutguy's super shotgun feel amazing.
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Re: [V1] FINAL DOOMER

Postby floatRand » Wed Jan 25, 2017 11:59 am

Really nice set of weapons - I love them. Really visceral and satisfying, with well-chosen sound-effects and enough recoil to give them feeling of punch. I am particularly more towards the Plutguy's weaponry, although from TNTguy's arsenal I'd prefer the shotguns. The BFG of TNTGuy seems bit weird. How does it work?
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Re: [V1] FINAL DOOMER

Postby DoomRater » Wed Jan 25, 2017 12:23 pm

What's that chainsaw replacement for TNTGUY do? Does it block/reflect attacks?
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Re: [V1] FINAL DOOMER

Postby SiFi270 » Wed Jan 25, 2017 1:42 pm

Now I may not be the champion of laying Icons of Sin to waste, but when I checked to see how well TNTguy fared against TNT's version of the boss, I couldn't land a single hit on Romero, even when I was using cheats to fly as close to the passage to him as possible and (gasp) using mouselook, which I'd rather avoid in a more serious playthrough. Could anyone else try it for themselves and maybe tell me what I could be doing wrong? I'm well aware of how you have to aim lower with the TNT Icon than with other versions, and that's not where I'm having problems.
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Re: [V1] FINAL DOOMER

Postby DoomRater » Wed Jan 25, 2017 2:12 pm

Just checked the vanilla battle to make sure it was possible there. Gotta be careful on that platform though, holy crap. It's super easy to blow yourself up due to the delay on the rockets.
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Re: [V1] FINAL DOOMER

Postby Jeimuzu73 » Wed Jan 25, 2017 3:35 pm

I felt like Rambo when using the Plutonia set's machine guns, which is actually appropriate given the mapset's loose jungle theme. :chaingun:
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