OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

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OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Postby Daedalus » Thu Nov 23, 2017 7:12 pm

Image

I've been asked countless times over the years to create an "official" thread for this mod but never really saw a point till I started updating it again after a couple years away from the Doom scene. That and people didn't even know I officially updated it till I spammed public servers over on Zandronum. So here it is!

I doubt I really need to explain too much detail about what it is and what it does as its been out for so long, people just need a place where I can give them update info. I'll give a short summary of it.

Some info on the old stuff:
-Each monster has typically 3/4 tiers where a random tougher monster will spawn in its place.
-Armor and Spheres have a random chance to spawn a stronger type / powerup.
-Weapons have been redone and feature reloading.
-There is an inventory system to make use of items / powerups which are randomly dropped by monsters.
-You can toss grenades and mines with weapons equipped.

There's plenty more in it but again, its been out for so long people likely know whats what.

New from latest release:
-Certain weapons can be upgraded, upgrades are randomly dropped by usually tier 4 spawns (some spawn on 3rd tiers but this is temporary till that spawn gets its actual 4th tier) and will either directly affect the weapon (like the Handgun gets autofire, Assault Shotgun gets a drum magazine Grenade Launcher gets cluster bombs) or will have to be activated with a key (Minigun rotating barrels, Rocket Launcher burst fire etc etc). Not all weapons are done, though I have been getting some quality feedback from latest sessions over on Zandronum servers on what to implement as upgrades since releasing.
-You can now kick with weapons equipped (though this is hardly new and has been done in other mods, why not jump on the bandwagon).
-Perks, currently only one of these exist (Quick Hands, it boosts weapon switch speed) but I have ideas for others, and again ideas from the server sessions.
-Demon Rune, this item will temporarily turn the player into a demon with high health and resistance and a few weapons. It's left arm is an explosive Minigun which will overheat after a short while, it has a secondary GL which will burst into a cluster after exploding. You can do a lunging melee with the left arm too as a sort of get off me tool. The right arm which can be toggled with altfire is a high damaging Railgun.

There is more but I'll just post the change logs starting from Version 26 here.

Spoiler: Changelog


I update it regularly but I'll be sure to post updates here from now on. Enjoy.

You can download it here: https://allfearthesentinel.net/zandronum/download.php?file=complex-doom.v27a3.pk3.

Heres a couple videos of YouTubers playing with the version before latest updates. I will try recording a few sessions over Zandronum and post them up here.

Last edited by Daedalus on Sun Nov 26, 2017 1:54 pm, edited 2 times in total.
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Re: OFFICIAL Complex DooM.v27 Thread

Postby Marinelol » Thu Nov 23, 2017 7:25 pm

About time you post here. Keep updates going!
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Re: OFFICIAL Complex DooM.v27 Thread

Postby iSpook » Thu Nov 23, 2017 7:41 pm

Seems okay. 5/10 wish more monsters had their attacks aligned up with their sprite's 'weapon' arm and less gore that looks silly when it's spawned on liquid flats.

Edit: Also, on the latest version of Gzdoom, the BFG (the normal one) is completely broken: The weapon fires normally, but doesn't remove ammo from the magazine, allowing for infinite firing.
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Re: OFFICIAL Complex DooM.v27 Thread

Postby DabbingSquidward » Fri Nov 24, 2017 2:54 am

I can't test right now, so I wanted to ask if the performance toggle now works in GZDoom, because prior versions achieved this via CVAR manipulation, which GZDoom doesn't allow, unlike Zandronum.
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Re: OFFICIAL Complex DooM.v27 Thread

Postby Apeirogon » Fri Nov 24, 2017 5:01 am

and I thought that guy who say "complexdoom updated to version 27" smoke some really strong weed...
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Re: OFFICIAL Complex DooM Thread

Postby iSpook » Fri Nov 24, 2017 11:07 am

I can effectively say that the Assault rifle's upgrade is 120% useless in its current state. I'd say make the grenades impact-based, instead of acting like the GL's grenades, just to make it different and possibly useful in situations where you're directly attacking a monster. (Also make the grenades ACTUALLY visible, I couldn't see the projectile if I wasn't on top of it.
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Re: OFFICIAL Complex DooM.v27 Thread

Postby Daedalus » Fri Nov 24, 2017 12:00 pm

iSpook wrote:Seems okay. 5/10 wish more monsters had their attacks aligned up with their sprite's 'weapon' arm and less gore that looks silly when it's spawned on liquid flats.

Edit: Also, on the latest version of Gzdoom, the BFG (the normal one) is completely broken: The weapon fires normally, but doesn't remove ammo from the magazine, allowing for infinite firing.


I still need to tweak the redone blood effects, yeah.

Thanks for pointing this out, I'll have it fixed for next release.

DabbingSquidward wrote:I can't test right now, so I wanted to ask if the performance toggle now works in GZDoom, because prior versions achieved this via CVAR manipulation, which GZDoom doesn't allow, unlike Zandronum.


Yes, you should be able to toggle it via the mods menus (ESC > Mod Stuff).

As for the ARs GL, I'd say having the bouncy grenades is more useful than impact based ones, but I can change it to impact for a few versions and see what feedback I get in-game.
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Re: OFFICIAL Complex DooM Thread

Postby Tango » Fri Nov 24, 2017 6:10 pm

awesome to see an official thread :D I've been using this pretty frequently whenever I play doom in the last few years; you've done an awesome job on this. has anyone made any maps specifically for this mod before?
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Re: OFFICIAL Complex DooM Thread

Postby Daedalus » Fri Nov 24, 2017 8:24 pm

Hey, glad you like it.

Honestly, I have no idea. If there are maps out there, I haven't been around to see them.
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Re: OFFICIAL Complex DooM Thread

Postby TheNightATK300 » Sat Nov 25, 2017 5:22 am

I played a lot in this mod during multiplayer! That's a good thing that we have an official thread on this mod, congrats and good luck!
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Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Postby Lazorinc » Sun Nov 26, 2017 11:17 pm

Good to see a thread like this is up and running, because I’ve had a question for the longest time. Is there any reason that most of the reloadable weapons (Handgun, Assault Rifle, Rocket Launcher, Grenade Launcher, etc.) reload with one bullet less than max when reloaded from empty? Has it not been brought up before, or is it a feature?
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Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Postby sturmtruppen141 » Sun Nov 26, 2017 11:51 pm

Great decision on updating it again sire, this is such a great mod together with the LCA .it's a perfect match like an ice cream and a cone nvm about that hope you keep updating it and also looking forward for new set monsters, i know there's an LCA for that but you know it would be good to have a run with hardcore monsters but not on the same level with the leg monsters.. more power sire!
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Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Postby Daedalus » Mon Nov 27, 2017 10:54 am

Lazorinc wrote:Good to see a thread like this is up and running, because I’ve had a question for the longest time. Is there any reason that most of the reloadable weapons (Handgun, Assault Rifle, Rocket Launcher, Grenade Launcher, etc.) reload with one bullet less than max when reloaded from empty? Has it not been brought up before, or is it a feature?


It's intentional, had a ton of confused players about it, heh. It's known as one in the chamber. If you notice when reloading from empty on one of the weapons that has it, its slightly different from reloading with ammo currently loaded. (ie the assault rifle reloaded from empty, Doomguy will pull the charging handle back, with ammo loaded he doesnt).

Though it is a bit goofy on the likes of the RL and GL, I always kept it in because more shots are better. :lol:
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Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Postby Chainsaw Melee » Tue Nov 28, 2017 5:01 pm

Hi Daedalus, big thank you for that update.
I got an idea here, I think icons for Weapon upgrades and perks should be changed, am still thinking about the weapon upgrade ones but for perks you could use DooM 64 Megasphere (The one with DooM Guy's helmet), as it reassembles our hero and gives him extra "Powers" , i know it's just cosmetic stuff but current icons look kinda out of place. I always liked that everything in Complex was DooMish and fitting together like a jigsaw puzzle. I mean, spheres never tell you how the work you just memorize them, you could use different colors for different perks. As for weapon upgrade icons, maybe rocket ammo boxes with pictograph of weapon they upgrade.
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Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

Postby zheg » Tue Nov 28, 2017 6:13 pm

im glad you're back daed
i thought u was dead for all these baddons lol
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