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Just recently tried this mod, and I LOVE it. it feels like a good balance between the realism hideous destructor went for, and Doom's run and gun approach.
That said, one small thought I had: The player's backwards running speed. Should it be that fast? You argued running sideways doesn't work. One could argue running backwards at a sprinting pace doesn't really work either. Obviously you still need full forward run speed or a lot of maps could break, but I feel like backward run speed shouldn't be QUITE as fast, so as to discourage just being able to constantly run backwards while shooting. It would encourage more of an actual turning around to run away approach and trying to find a better position when you need to get out of somewhere fast.
Also, is there a reason one can't pump the shotgun when they've fired their last round? It's a bit irritating that I can't eject the last spent shell to allow for a full reload.
Really, the only reason strafe speed is lower is just cause it's a personal preference. I'm keeping backwards speed the same cause I don't want to stray too far from the Doom gameplay style.
As for shotgun pumping last shell stuff, that's been fixed in the WIP.
Something that's bugging me a bit: the AUG doesn't have a bolting animation when reloaded from empty, and it also doesn't get +1 round from reloading with a partial magazine.
EDIT: Also, when aiming down sights your crosshairs don't disappear. And the UMP with drum upgrade always gets 51 rounds, even when reloading from empty.
Very impressive and speedy gameplay mod. The smooth animation is really neat and i love the balanced firepower going on with the weaponry. I actually almost lost with throwing grenade because i recently realized that my Weapon States keybinds were not defined yet. It's nice to see that mods are recently using Weapon State.
Spoiler: "And now here are some feedback and suggestions i would like to share!"
- I still can use Portable Medikit while at full health and the sound effect is rather long. I expected overhealing like what newer Wolfenstein games did though.
- What's the purpose of Alt-Fire of Combat Knife? I think the damage is the same but way slower than the primary one.
- Not sure if it was intentional, but Hand Grenades are able to teleport.
- The mechanics of using M72A4 LAW is rather complicated and finicky to use. I can't even use the weapon after freshly picking it up and always have to tinker around with the inventory. Reloading key doesn't even work with this at all even. Not really an emergency weapon while it's disposable.
- The Demon Gun is way powerful and could kill a Cyberdemon in one shot. But i think the effect is not so powerful. Also despite the slow reloading time, i think consuming only 20 health is quite overpowering, if you ask me.
- So i can reload every weapon except Shotguns while the magazine is already full... Is this really intentional? Because i really wouldn't want it when i press reload button by accident.
- I can't set the fire mode of HK23E while it has no ammo unlike other weapons.
- Not really a severe glitch, but i found something funny: if you fire your BFG while the magazine is being drown, almost reaching zero the count becomes -1.
Thank you for your feedback! A lot of your issues come from what one might call the half baked nature and WIP status of the mod, but let me address somethings directly.
Knife is actually up for a total rework, I just haven't gotten around to it yet. Hand Grenades being able to teleport is 100% intended. Missiles can teleport too! NLAW being a pain in the ass is getting looked at, at least while I'm looking at Soldier Z which isn't very often I'm afraid to admit. Reloading at max is intended. You can't do it with shotguns cause its physically impossible to load them further.
Still I'm always glad to hear people are enjoying the mod!
Check it out, after all this time, I finally have a NEW UPDATE!
Spoiler: Changelog
Gameplay -Starting weapons now have different equipment loadouts -Sidearms are now selected in the options menu before a game! -P90 class added! -Shell types added! -Altfire on most weapons is now ADS -Alternate weapon options added! -Tactical Gear added! -Can quick throw stun grenades by holding the grenade button! -New HUD! -Blue armor DR incresased slightly -Bullet damage reworked to follow some actual maths -Grenade throwing is now slightly faster -Dodge roll changed to a dash -Shell boxes now spawn with loose rounds -Shell boxes can now be for any shell type -Backpacks no longer have a chance to be upgrades -Weapon drops have a very small chance to spawn upgrades -Increased jump height -Armor bonues now have the same DR as green armor -Weapon drops no longer give ammo. Instead spawn ammo nearby. Exception is the Sorcerer -Recoil values all altered
Jericho 941 -Replaces M9A1
MK23 -Ammo changed to .45 Super -Rate of Fire increased slightly
MP5K -Upgrades changed to affect grenades instead -Power upgrade now improves grenade explosion -Speed upgrade now speeds up grenade throwing -Utility upgrade now increases grenade capacity -Significantly increased reload speed -Shotgun power flechettes now poison enemies and force pain
M870 MCS -Replaces the shotgun -Can now be pumped while empty -Reload speed slightly increased -Speed upgrade now improves pump speed -User 2 now switches ammo type
KS-23M -Added as an alternate option to the M870 MCS
SPAS-12 -Alt fire switches ammo type while in Semi Auto mode -User 2 switches fire mode -Spawn no longer gives ammo; loose ammo spawns instead -Can now be unjmammed with Reload -Fixed bug where pump mode would have less recoil than intended
AUG A3 -Now has an underbarrel M203 -AUG drops now spawn mags and have a chance to drop 40mm grenades -Power upgrade added: Mk318 rounds -Utility upgrade changed to PIKE grenades -Can now fire the GL while scoped
G36C -Added as an alternate option to the AUG A3
Maximi -Replaced the HK23
BREN -Added as an alternate option to the Maximi
M79 NLAW -Fixed bug preventing you from drawing your pistol -Handling speed increased -Removed from rocket launcher spawns -Now more consistantly deal explosve damage
M79 -Added to the game. Spawns on rocket launchers
Archmage -Increased Cell limit to 2/4 -Damage increased -Explosive damage increased -VFX altered -Select and deselect speed increased -Alt Fire damage increased -Tracer explosion damage increased -Main Explosion no longer harms you -Reload speed increased -Now fails to fire if you don't have enough charge -Now takes all charge and generates all heat at once -Alt Fire rate of fire increased -Alt fire is now a projectile -Charge consumption reduced
AWM -Can now pull the bolt while empty -Bolt pull speed increased
Items -Increased Medikit limit to 4 -Increased Quad Damage limit to 2 -Increased Ninja Sphere limit to 3 -Increased Hazmat limit to 3 -Various pickup sounds added -Megasphere is now a use item you can carry -Can now properly carry items between levels
Bugs -Fixed players starting with vanilla armor
Misc -Brightmaps added to Sorcerer -Brightmaps added to The Eye -Rubble physics altered -New sprites and animations for most weapons! -Hands removed from most weapons -Added options for aimpoint colors
Boy where do I start with this one? uhh first make sure you check out the options for weapon spawns and starting pistol. That's right, its controlled by the options now! Which means new weapons! And I plan on adding more in the future, too! Shotguns now have THREE ammo types: Buckshot, Flechettes and Slugs! and of course, the all the new sprites, sourced from models!
Thank you for your patience on this one. Part of why it took so long is a lot of features I had planned would have changed the mod dramatically, so I decided to just make it another mod instead to keep Soldier Z's gameplay relatively intact! that's what Feet On The Ground is. Then came Revenant stuff, Baron stuff, etc.
Anyway, keep me posted on bugs and feedback, and I'm also taking suggestions of what kind of guns YOU would like to see in the future!
Can i ask you to replace default GZDoom pistol pickup with small firearms clip? I mean, i have monster pack, where zombiemans drops pistol after death and in your mod it seems kinda useless, 'cause this pistol is just default GZDoom weapon and it is even don't have SBARINFO ammo count.
Also, which name have sprite for empty dropped shells? I had funny bug with mentioned monster pack, where instead of them was one of the enemies.
P.S.: Also i experienced strange thing, while having both HE and FB nades. Even while using "Gear Selection GUI" & trying to throw HE nade only FB nade is throwing instead. I don't know, why, but seems that FB nades always have priority higher thatn HE ones and it even don't let me to throw HE instead in any way.
Last edited by RastaManGames on Fri Nov 26, 2021 1:33 am, edited 4 times in total.
Playing this with Hell on Earth Starter Pack and Brutal Doom Monsters; I fucking love how insane explosive barrels are in this mod. A single barrel can turn an entire room full of enemies into charred gibs.
Hey, are you still working on this? Looked like there were some updates late last year on the GitHub. Also just wanted to add this plays pretty well with the Project Malice monsters, gives it a nice tactical survivor horror feel.
The P90 is a good addition, nice balance between the longer reload and the higher capacity. I honestly think the only thing it's really missing is maybe a super shotgun of some sort and more equipment/gear.
Also as far as bugs go, this was probably reported before, but the aimpoint for the player is a little low and can cause you to hit chest high walls and such in front of you unless you aim high to go over, even though the crosshair clears the wall at a neutral position. There's also a weird sort of stuttery-ness to firing the G36, like it won't always shoot with every press of M1.
This mod isn't like, canceled or anything like that, but I am not working on it at this time. I'm focused on 40K more than Doom modding right now, but I'll take a look at the G36C soonish.