My very first Doom gameplay mod and it's QoL (Quality of Life) type of mod, good examples of which are Smooth Doom and Beautiful Doom.
What this mod does?
Gives vanilla Doom a fresh coat of paint, while maintaining vanilla gameplay.
READ ME!!!
Spoiler:
You need GZDoom to run it (4.8 and up), a batch file is included for easy launch
Credits: inside a pk3 file
Familiar arsenal:
Most of the weapons in EVP behave exactly the same as in the base game.
Fists
Chainsaw. The only weapon that's different from its OG counterpart, 2 blades - double the DPS. You can "almost" stunlock a Hell Knight with this. 50% chance to gib certain enemies.
Pistol.
Shotgun.
Your best friend - SSG.
Chaingun.
Rocket Launcher.
Plasma Gun.
BFG. 50% chance to gib certain enemies.
Familiar faces:
All monsters in EVP behave exactly the same as in the base game.
Zombieman.
Shotgunner.
Chaingunner.
Imp.
Demon.
Spectre.
Lost Soul. The only monster that's slightly different from its original brother - he has half of his normal health (50 instead of 100) and doesn't count towards the kill count.
Cacodemon.
Hell Knight.
Baron.
Arachnotron.
Pain Elemental.
Revenant.
Mancubus.
Archvile. Resurrected monsters will not count towards the kill count.
Spider Mastermind.
Cyberdemon.
Launch the version you want via batch file that's included.
Be sure to enable center messages (in Mod Options)
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Mon Oct 16, 2017 10:51 am
by DoodGuy
Beautiful brightmaps and animations. Not Beautiful Doom, but somewhat "modernized" Doom without the ridiculous gore and reloads.
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Tue Oct 17, 2017 6:36 pm
by BerserkerNoir
I love it so far.
Ive come across this issue, happens either in older or updated GZDOOM or QZDOOM. https://imgur.com/BXG4ff5
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Tue Oct 17, 2017 7:37 pm
by A_D_M_E_R_A_L
BerserkerNoir wrote:I love it so far.
Ive come across this issue, happens either in older or updated GZDOOM or QZDOOM. https://imgur.com/BXG4ff5
Fixed already
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Wed Oct 25, 2017 8:00 pm
by Doctrine Gamer
Your work is fine, your mod blends perfectly with the Dark Atmospheric music (Doom 64 or PSX Soundtrack) to an obscure atmosphere
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Thu Oct 26, 2017 3:17 am
by SiFi270
Revenant missiles seem to be invisible in this, meaning you have to keep an eye out for the dynamic lights they still produce.
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Thu Oct 26, 2017 6:35 am
by A_D_M_E_R_A_L
SiFi270 wrote:Revenant missiles seem to be invisible in this, meaning you have to keep an eye out for the dynamic lights they still produce.
I did fixed that, didn't I? Try to downloading it again, I do mention updates in changelogs
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Thu Oct 26, 2017 11:32 am
by SiFi270
I tried the link in the OP again, even though it was "you clicked this" brown, and got the same result.
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Thu Oct 26, 2017 2:01 pm
by Chloroxite
I played for a couple of minutes and I already love it. This is exactly the mod I have been wanting for a while, something to build upon the themes of vanilla doom but still be vanilla doom in game play.
If I had to leverage some criticisms, it would be that some of the weapons lack responsiveness. Like the shotgun for example: I cannot fire it by repeated clicks, and I have to hold it for it to work properly. This occurs for the pistol, and the rocket launcher, and I have a feeling it occurs for other weapons that I have yet to test out, with excepts being the chaingun, and PROBABLY (as I have not tested it) the plasma gun. Other than that, this mod is good.
Fix these issues, and your mod is solid.
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Thu Oct 26, 2017 8:14 pm
by A_D_M_E_R_A_L
Chloroxite wrote:I played for a couple of minutes and I already love it. This is exactly the mod I have been wanting for a while, something to build upon the themes of vanilla doom but still be vanilla doom in game play.
If I had to leverage some criticisms, it would be that some of the weapons lack responsiveness. Like the shotgun for example: I cannot fire it by repeated clicks, and I have to hold it for it to work properly. This occurs for the pistol, and the rocket launcher, and I have a feeling it occurs for other weapons that I have yet to test out, with excepts being the chaingun, and PROBABLY (as I have not tested it) the plasma gun. Other than that, this mod is good.
Fix these issues, and your mod is solid.
I don't see any issues with guns
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Thu Oct 26, 2017 9:32 pm
by Chloroxite
A_D_M_E_R_A_L wrote:
Chloroxite wrote:I played for a couple of minutes and I already love it. This is exactly the mod I have been wanting for a while, something to build upon the themes of vanilla doom but still be vanilla doom in game play.
If I had to leverage some criticisms, it would be that some of the weapons lack responsiveness. Like the shotgun for example: I cannot fire it by repeated clicks, and I have to hold it for it to work properly. This occurs for the pistol, and the rocket launcher, and I have a feeling it occurs for other weapons that I have yet to test out, with excepts being the chaingun, and PROBABLY (as I have not tested it) the plasma gun. Other than that, this mod is good.
Fix these issues, and your mod is solid.
I don't see any issues with guns
What I mean is that there seems to be a large delay between when the firing animation finishes and when I can actually fire again. This also means that overall, firing by single clicks is slower than firing by holding it down.
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Fri Oct 27, 2017 12:03 am
by A_D_M_E_R_A_L
Update as of 27/10/17
Fixed Revenant's missile not appearing (renderstyle issue, should've fixed that long ago
Armor bonuses are now look good on all ports
Fixed some frames for Arachnpotron and Spider Mastermind (so as brightmaps for them)
Fixed brightmaps for Arch-Vile's pain frames (Q frames)
Added act sounds for Hell Knight, Cyberdemon and Spider Mastermind; pain sounds for Hell Knight and Baron
Also I'm working on a new Shotgunner right here
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Fri Oct 27, 2017 7:27 pm
by Chloroxite
Upon further testing, I have found two things.
1. The problem I mentioned before does not exist in vanilla doom.
2. The problem is that there is something weird with the timing of the weapons, the weapon doesn't seem to begin checking for another click until a little after normal walk cycle has recommenced. In vanilla doom for comparison, the weapon could be fired as soon as the walk cycle recommenced.
Of course holding down the fire button produces the normal firing rate. Attempting to fire using timed clicks does not.
For example, in vanilla doom, the pistol can be spam-clicked, and still produce its maximum fire rate. But in EVP, spam-clicking does not allow the pistol to fire at it's fastest. Instead the shots end up being fired at random intervals and is over all slower to fire then if the mouse is held down. This IS spam clicking, but keep in mind that this occurs with timed shots as well.
I hope this helps in finding and fixing the issue which I solemnly swear exists.
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Sat Oct 28, 2017 1:29 am
by A_D_M_E_R_A_L
Chloroxite wrote:Upon further testing, I have found two things.
1. The problem I mentioned before does not exist in vanilla doom.
2. The problem is that there is something weird with the timing of the weapons, the weapon doesn't seem to begin checking for another click until a little after normal walk cycle has recommenced. In vanilla doom for comparison, the weapon could be fired as soon as the walk cycle recommenced.
Of course holding down the fire button produces the normal firing rate. Attempting to fire using timed clicks does not.
For example, in vanilla doom, the pistol can be spam-clicked, and still produce its maximum fire rate. But in EVP, spam-clicking does not allow the pistol to fire at it's fastest. Instead the shots end up being fired at random intervals and is over all slower to fire then if the mouse is held down. This IS spam clicking, but keep in mind that this occurs with timed shots as well.
I hope this helps in finding and fixing the issue which I solemnly swear exists.
So you just want more weapon responsiveness or something?
Re: Enhanced Vanilla Project (EVP) - My first Doom mod
Posted: Sat Oct 28, 2017 2:16 pm
by Chloroxite
A_D_M_E_R_A_L wrote:
Chloroxite wrote:Upon further testing, I have found two things.
1. The problem I mentioned before does not exist in vanilla doom.
2. The problem is that there is something weird with the timing of the weapons, the weapon doesn't seem to begin checking for another click until a little after normal walk cycle has recommenced. In vanilla doom for comparison, the weapon could be fired as soon as the walk cycle recommenced.
Of course holding down the fire button produces the normal firing rate. Attempting to fire using timed clicks does not.
For example, in vanilla doom, the pistol can be spam-clicked, and still produce its maximum fire rate. But in EVP, spam-clicking does not allow the pistol to fire at it's fastest. Instead the shots end up being fired at random intervals and is over all slower to fire then if the mouse is held down. This IS spam clicking, but keep in mind that this occurs with timed shots as well.
I hope this helps in finding and fixing the issue which I solemnly swear exists.
So you just want more weapon responsiveness or something?