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Here's a pretty decent update, I was originally planning on doing monthly updates but I wanted to squeeze in more things before the next update so I skipped a month. Plus I don't believe anyone was upset by the delay anyways so I was like "why not". Anyways I'm happy to bring you guys 1.1 of Magitek Doom! The main focus behind this update was to refine a few things post-launch and to introduce Weapon Pedestals which add a more enjoyable feeling to exploring maps and finding weapons. On top of that I've also made my own version of the SNESJukebox! Anyways I hope you guys enjoy all the work I've done in the past two months. Below is a changelog showing most of what has been altered or added in this version of Magitek Doom. Please enjoy.
Spoiler: 1.1 Changelog
Additions
- All weapons minus Melee + Pistol have to be collected via Weapon Pedestals.
- Rune Sword new counter system. Shield reliably guards much more now. Shows when a counter is ready on the blade. After a hit, Left click does a powerful exploding magic slash. Right click does a quick slash then retreat back. Kick does a magic shield bash that stuns.
- Next Weapon/Prev Weapon and Last Weapon Keys
- New Monster Attacks: Mancubus' Flamethrower, Rock Golem's Earth Spikes
- Health, Armor, Ammo and Mana pickups all have sound effects.
- BFG Primary fire now shoots a stuning laser during its charge up.
- All enemies that reload now show an icon signaling they're reloading.
- Sentry Guys now flash right before firing, also cleaned up their attacking a little.
- Pressing use on the Earth Wall spell once its out will create a barrier instead. The barrier is based on a timer and does not damage enemies, but blocks a larger radius and can not break.
Changes
- Every weapon can cancel reload now by switching to another gun or firing. All guns also auto reload if out of ammo.
- Supply Stations now can be used a total of two times, each time healing 10 HP and 5 MP. The first time autosaves and the second time is just for changing weapons after a death.
- Improved Bewitching Firearm's Fire altfire's graphics.
- Supernatural Being difficulty no longer gives double ammo. Monsters now properly move faster.
- Widened Holy Rays, being more effective at taking down crowds but worse against single strong enemies.
- Rune Sword's Light charge attack has been fixed for slicing through multiple enemies more effectively, especially on headshots. Should be good at piercing rows now.
- Mana Gun's Dark alt fire is better at piercing now.
- Toxic guys no longer spawn in pairs.
- Increased cooldown on Grenade Launcher's altfire, requiring more set up to use properly.
- Lowered Imp's melee attack damage from 25 to 20.
- Toned down Impact Strike chance on Revolver's Primary Fire criticals from 100% to 33% chance.
- Removed Arachnotron iframes on spread shot.
- Enchanted Bow's Earth Alt Fire shows how many earth arrows are left.
- Rocket Launcher Alt Fire now homes in.
- Changed Attuned Minigun's Ice Alt-Fire: Shoots a single large shot that splits into four small homing shots in an X pattern.
Fixes
- Fixed how Supply Stations spawn and not accessing the menu always.
- Fixed a bug where SSG headshots could damage the player if too close.
- Charge Rifle had missing graphics before. Fixed the effects and missing graphics.
- Fix spell gloves color being old brown gloves
- Fixed a bug where Impact Strikes wouldn't register on Linked Shotgun.
- Fixed Holy Rays only casting three rays on Magic Wand.
Protip: Hitting F1 will reveal some helpful info on Magitek Doom's basics!
Spoiler: Magitek Help
Hi everyone, this is basically a mod I've been mucking around with for the past two years in my free time. It started off as a fun little thing I'd do whenever I'd play some Doom and started as me wanting to add a revolver into Brutal Doom. Eventually it grew and grew into more and I never expected to actually plan to release it to the public. But some friends convinced me that after all the work I put in maybe I should so I decided I'd release it!
- Reworked the headshot system.
- 18 total weapons, some new and some old with changes balanced based on their ammo type. (This will be the cap)
- All vanilla monsters have at least one new trick up their sleeve
- New monsters that may spawn in place of vanilla monsters.
- Robust magic system with six elements where you can cast spells alongside your weapons. (Kinda like bioshock).
- Chests that give loot for your adventures, usually in the form of ammo, magic, health. All monsters will drop bags (set loot) and sometimes a chest (random loot)
- Weapon slot system that allows the player to chose from 4 weapons, an element and quickspell at once.
- No monster hitscan (except one, but it has a warning signal first)
- Magically attuned weapons that change alternate fire based on the player element.
- Better headshot system, hitboxes follow moving enemies more accurately and have consistent damage. Various projectiles/attacks have different headshot modifiers.
- Many other improvements and changes from Brutal Doom.
- Should be compatible with most map based pwads!
There's a lot of other new stuff that's in play here but it's mostly from the gameplay itself. I really try to focus on making sure everything feels fun or rewarding to use, and that nothing is too overpowered or underpowered. Weapons on average are definitely stronger than vanilla doom, especially with things like headshots being in. However monsters are faster and have trickier attacks in general, making gameplay a lot more fast paced like Brutal Doom did.
Magitek Doom was built for GZDoom 2.2.0, so I can't promise that anything else will work properly. In the future I'll go for GZDoom 3.0 compatibility but I wanted to focus on getting this out first.
It's also important to make sure the aspect ratio is 16:10 or the hud will be all wonky. Dynamic Lights are recommended too to make things look nicer, and please don't use IDFA or any other weapon/item giving all cheat. This mod uses a lot of tokens that will break with such cheats and make your save pretty much broken.
Make sure the load order has Magitek Doom LAST. A proper load order for Magitek Doom would be something like:
JP Hud mod friendly.pk3
SNESJukebox-Tetrapack.pk3
LittleHappyMaps.wad
Magitek-Doom-1_1.pk3
JP HUD mod friendly v11 : Eventually I will build in HP bars on enemies for Magitek Doom but for now I highly recommend using this. It's a good mod anyways! SNES Jukebox Tetra Pack : These are the jams you should have for Magitek Doom, it's the intended feel of an SNES like fantasy shooter
This mod has been made especially with Oblige in mind! I wanted to be able to play through randomly generated maps where you basically just get keys and get to the end of a level while surviving rooms full of monsters. It has a dungeon crawling feel which is basically what I intended for this mod to feel like. However of course you can play Magitek Doom however you want, but I do recommend Oblige with the settings that I've posted below.
To copy settings to your Oblige Level Maker 7.50 just go to Menu > Manage Config and paste the following:
secrets = few
big_rooms = less
teleporters = rare
doors = few
liquids = rare
windows = rare
traps = less
mon_variety = some
cages = rare
keys = some
darkness = some
switches = rare
steepness = few
These settings can be messed with freely if you want to have harder monsters spawn, or if you want larger maps or you want a megawad with a ton of steepness and no liquids. See what you like!
Oblige 3.57 is also fine to use as well if you prefer that version.
Sorry for the asset rips, but like I said at the time it was supposed to just be a personal project for myself for an extremely long time, just recently I decided to make it a public thing. I'm not really part of the ZDoom community at all yet and know very little about this world aside from popular mods and such. Also I'm just now finding out that such things are looked down upon, so either I'll end up replacing a bunch of things eventually or just crediting everyone I took graphics from since that's only right. As it is, if I keep working on this mod I want to distance this mod from Brutal Doom more and more until this is it's own thing.
I hope this mod interests some of you out there and feel free to ask any questions (:
Credits: Sergeant Mark IV for Brutal Doom, the base of this mod. Xaser of Psychic, Sirens.wad, GMOTA, Pa1nki113r, DoomX and more that I need to list but currently don't remember!
Last edited by Tetraflora on Tue Sep 05, 2017 12:55 am, edited 23 times in total.
This is really really really interesting. The part of making it distant from BD is even better. Nothing personal with BD actually. I started a little work on it, but with so many unused files and coding mess, i dropped it down.
So, i think your friends were right! Go foward with this. If you have your resources credited, there's nothing to fear and all the community thanks for it.
By the way, have you ever played Psychic? It's a Awesome mod by Xaser, which joins guns and spells too! If you haven't, i suggest you to download it.
GAA1992 wrote:By the way, have you ever played Psychic? It's a Awesome mod by Xaser, which joins guns and spells too! If you haven't, i suggest you to download it.
Yes I have! I love that mod, I got a lot of my inspiration from it and even used a few assets from that mod actually. I even learned how to create menus from it.
GAA1992 wrote:This is really really really interesting. The part of making it distant from BD is even better. Nothing personal with BD actually. I started a little work on it, but with so many unused files and coding mess, i dropped it down.
And I agree, I'm new to modding Doom but even I can tell that Brutal Doom is really messy. I've cleaned up so much of that code already for my own purposes and even improved greatly upon the headshot system (In Brutal Doom it's really annoying and messy if you want EXACT damage, my system fixes it so you always get consistent damage on headshots) among tons of other things. I mainly went with Brutal Doom just cause I loved the feel of it and I enjoy the gibs.
Everything I've seen so far is looking pretty good, but there are few things I feel are worth talking about. The main thing worth bringing up right now is that some of the visual elements really need some cleaning up, and what I mean by this is the sprite work and the HUD. There aren't actually that many problems with the sprites overall right now it seems, but I did notice that there are some inconsistencies with the glove types (some use standard brown gloves, while most use black fingerless). It's a pretty minor thing, but design inconsistencies are a pretty big pet peeve of mine, so I feel you may want to get on that. The two HUDs that appear in the video don't really fit the art design of Doom that well IMO, and the second one just feels kinda bulky and distracting. Also, the enemy health bar placement seems a tad goofy, seeing as how it I'm not sure what the best HUD design for the mod would be (especially seeing as this is pretty subjective in the first place), but I still think it's worth bringing up. Also, I'm glad you've decided to go with the black fingerless gloves. I know some people like the classic gloves, but I always felt they looked like a pair of cheap old gardening gloves that had been left sitting in an attic for some time.
Only real gameplay related thing I have to say is that the bow feels a little out of place, but that's probably more of a personal thing. It probably wouldn't hurt to do some sprite work to make the bow feel more magical in nature or something, but I don't want to complain too much since I think we still don't have any sort of lore for why the hell there are chainsaws on mars in the first place. I'm glad to see some brutal sprite work. I know there's still a pretty big stigma against anything brutal (can we please not nuke this thread? The mods all probably still have PTSD from cleaning up the mess caused by SM4 when we was still around), but I do really think that the gore really enhances the experience quite a bit, and some of the other features in Brutal Doom are a fair bit of fun as well. Let's be real here, being able to grab a lost soul out of the air is way more amusing than it should be. Also, being able to freeze enemies solid and shatter is oddly just as satisfying as tearing them in half.
Man this got lengthy but hey, someone's gotta take the time to write these criticisms.
Are there going to be more elements such as wind or water? Maybe the former only since we already have ice. Just to seal that water/fire/wind/earth trope, hehe. Maybe wind could work like Gravity from Psychic with some additional twists.
Also, can you fuse two elements together? I think this could open some opportunities for elemental combos.
4thcharacter wrote:Are there going to be more elements such as wind or water? Maybe the former only since we already have ice. Just to seal that water/fire/wind/earth trope, hehe. Maybe wind could work like Gravity from Psychic with some additional twists.
Also, can you fuse two elements together? I think this could open some opportunities for elemental combos.
I'm not planning on adding anymore elements, I feel 6 is plentiful and covers almost all of the things I can think of. Each element has 3 spells that can be cast (via quick spell or magic wand) and Rune Sword, Enchanted Bow and Mana Guns each have their own alternate fire that also uses an element. There's a few attacks that actually act like gravity based stuff though! (Dark with Enchanted Bow and the Echo Gun)
Truvix wrote:snip
I rather have lots of words than no words about my stuff! Yeah the gloves thing is going to be finished up before release, I personally dislike inconsistencies like that as well. The bow personally was almost made from scratch, I need to spruce it up to make it look more like an enchanted bow but I do want to keep it in since the way it works is very unique and fits the whole magic theme. The hud does need a little work here and there, the health bar isn't gonna look like that at all; I'm actually using the JP HUD health bar. I planned on making my own custom one to be implemented into the mod and fit the hud nicely.
I totally agree about the whole Brutal Doom stuff, I didn't realize it was such a controversial topic until I started lurking these forums. I just like the dynamic feeling of being able to kill demons on top of a few other things. I hope my mod doesn't draw TOO much attention in that regard. Thanks for your criticism, I really enjoy and want that which is the main reason I posted this here. Plus to eventually share my project with everyone.
This looks really cool man! I cant wait to be able to play this and see what you have done. The screenshots look really nice. Good luck on this project.
Holy Crap, I'm loving what I see here, It gives off a bioshock kind of vibe with the magic with guns mechanic "kinda like that Psychic mod, which was also awesome". and from what I see of the combat it looks pretty damn great, everything seems fluid and the weapon limitation is a nice touch as well.
I would Definitely Love to play this when it gets released but I do have some questions to ask first.
1. Can you change your weapon loadout at any time or do you have to complete the level to be able to change your loadout ?
2. From what I could see in the gameplay videos you were able to access pretty much everything from the get go, will there be restrictions on what Spell/Weapon you wish to use based on what level you are on "just so people don't get the most powerful shit in the earliest stages of the game" ?
3. Will there be an increase of monster variation ?
4. Are you planning on adding more weapons/spells and other powerups to this mod ?
with that being said I would still love to play this mod.
The Thing Thing wrote:1. Can you change your weapon loadout at any time or do you have to complete the level to be able to change your loadout ?
At the moment, At the start of every level it opens the menu and you can just hit a key and at any time you can bring up the Magitek Menu to access your loadout. I kind of wanted it to be at the beginning of maps only but I was thinking for certain user maps which are pretty long, maybe the player doesn't want to deal with the same weapon set the whole way through? I'm still trying to think of a more elegant way to set this up. Right now keys are checkpoints (They auto save) So maybe I can make it so that picking up a key automatically brings up the Magitek Menu? I'm still thinking this one out a bit.
The Thing Thing wrote:2. From what I could see in the gameplay videos you were able to access pretty much everything from the get go, will there be restrictions on what Spell/Weapon you wish to use based on what level you are on "just so people don't get the most powerful shit in the earliest stages of the game" ?
Everything is accessible from the start. The idea is you can't use BFG on e1m1 because you won't have any cells for it. There's only one monster that drops cells and its a very low drop rate so like I said, most weapons are balanced out by their ammo type. Most things are balanced around their ammo cost and type pretty much.
The Thing Thing wrote:3. Will there be an increase of monster variation ?
Maybe sometime in the future, for now I like the one for one replacement rule I have atm, I don't want this mod to get too bloated with things like tons of weapons/monsters/etc. I want people to be able to memorize everything easily and know how things work, while still having a lot of variety.
The Thing Thing wrote:4. Are you planning on adding more weapons/spells and other powerups to this mod ?
Same as above, I wanna keep things concise and focus on polishing up and balancing those specific things that are already in. There's a LOT of weapon variation anyways, Every weapon has an alt fire and weapons that don't have a reload have an extra function. Magic weapons generally have different alt fires per element and melee weapons usually have a special kick attack. And there's 18 spells in on top of that.
However I am planning on adding a powerup system to the game! There are already power ups IN the game but they're the walk over and insta use type. After release I want to do an update that allows one inventory slot so you can use special power ups at any time that you find. (:
Gave this a quick play just now, I have to say it's indeed a very interesting and feature rich mod - it feels just a tad wonky (like needing to set up key bindings for its own weapon slots and the UI being just a bit clunk at first) but I got the hang of it fast enough to have a good time. Will definitely play more of it later!
Played this for a couple of hours today, and I must say I had a lot of fun!
I did run into 1 issue where a centaur was very much there, but did not actually appear, so I got clawed to death by an invisible, noiseless object. Not sure what exactly would have caused it, I was running it with the suggested HUD and SNES music pack on Scythe.
I'll see if I can find anything else, but great work so far!
Deii wrote:Gave this a quick play just now, I have to say it's indeed a very interesting and feature rich mod - it feels just a tad wonky (like needing to set up key bindings for its own weapon slots and the UI being just a bit clunk at first) but I got the hang of it fast enough to have a good time. Will definitely play more of it later!
Thanks, I tried my best to pack a lot into it while still having a cohesive package. The hud has been revamped once already since one of the initial complaints before release was it (notice the outdated videos, its like more clunky). I tried pushing everything out of the screen more and cleaning up the amount of colors being used. I wasn't sure if it was good enough but I guess it still needs a bit of work. Any suggestions or even drafts would really help me out since I'm not totally sure what people want from a HUD. All the information on the screen is basically needed in the current hud.
Weapon slots I'm not sure how I could have done differently, I tried setting them to default to 1-4 but they dont seem to override the existing slots so I assumed it just has to be manaully remapped.
badcaradvice wrote:Played this for a couple of hours today, and I must say I had a lot of fun!
I did run into 1 issue where a centaur was very much there, but did not actually appear, so I got clawed to death by an invisible, noiseless object. Not sure what exactly would have caused it, I was running it with the suggested HUD and SNES music pack on Scythe.
I'll see if I can find anything else, but great work so far!
Strange! I do know of one bug where occasionally there will be an unkillable enemy that has no HP and can take no damage. Not totally sure why that happens but it is incredibly rare. Once I pinpoint it, I'll totally crush that bug.