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Complex DooM (updated 17/01/19)

PostPosted: Thu Nov 23, 2017 6:12 pm
by Daedalus
Image

This is a randomiser mod which changes a boatload of stuff but keeps to the original vanilla-like gameplay.

Some info on it:
-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 its been out for so long players probably know what its all about.

Latest release changes (v27a5):
(+) Slightly sped up BFG9500 reloading.
(+) Buffed Hell Dukes heal chance and amount healed, I overnerfed it.
(+) Slightly buffed the Hell Dukes rage attack range.
(+) Nerfed the Hellfire Revenants comet damage a bit, it was far too strong and
made it more dangerous than the Famine.
(+) Fixed an overlook on the BFG9500, added A_ReFire at the end of its reload
now it will keep firing if fire is held where as before you would have to
repress fire after the reload sequence.
(+) Removed the custom torches, candles and tech lamps, their effects caused FPS
dips on maps that used them heavily and they clashed with a lot of map pack
decor. Kept their code in till I make a workaround for both issues.
(+) Hopefully fixed a bug with Caco type deaths, their corpses would sometimes get
stuck in the falling loop state when they landed ontop of other actors.
(+) Fixed bullet decals and large blood pools spawning on liquid flats.

You can download it HERE.

Featured on Realm667

Spoiler: Gameplay videos

Spoiler: Some older changelogs - Full changelogs inside the PK3

Re: OFFICIAL Complex DooM.v27 Thread

PostPosted: Thu Nov 23, 2017 6:25 pm
by Marinelol
About time you post here. Keep updates going!

Re: OFFICIAL Complex DooM.v27 Thread

PostPosted: Thu Nov 23, 2017 6:41 pm
by iSpook
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.

Re: OFFICIAL Complex DooM.v27 Thread

PostPosted: Fri Nov 24, 2017 1:54 am
by StroggVorbis
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.

Re: OFFICIAL Complex DooM.v27 Thread

PostPosted: Fri Nov 24, 2017 4:01 am
by Apeirogon
and I thought that guy who say "complexdoom updated to version 27" smoke some really strong weed...

Re: OFFICIAL Complex DooM Thread

PostPosted: Fri Nov 24, 2017 10:07 am
by iSpook
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.

Re: OFFICIAL Complex DooM.v27 Thread

PostPosted: Fri Nov 24, 2017 11:00 am
by Daedalus
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.

Re: OFFICIAL Complex DooM Thread

PostPosted: Fri Nov 24, 2017 5:10 pm
by Tango
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?

Re: OFFICIAL Complex DooM Thread

PostPosted: Fri Nov 24, 2017 7:24 pm
by Daedalus
Hey, glad you like it.

Honestly, I have no idea. If there are maps out there, I haven't been around to see them.

Re: OFFICIAL Complex DooM Thread

PostPosted: Sat Nov 25, 2017 4:22 am
by TheNightATK300
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!

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

PostPosted: Sun Nov 26, 2017 10:17 pm
by Lazorinc
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?

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

PostPosted: Sun Nov 26, 2017 10:51 pm
by sturmtruppen141
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!

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

PostPosted: Mon Nov 27, 2017 9:54 am
by Daedalus
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:

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

PostPosted: Tue Nov 28, 2017 4:01 pm
by Chainsaw Melee
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.

Re: OFFICIAL Complex DooM Thread (Nov 26 Hotfix)

PostPosted: Tue Nov 28, 2017 5:13 pm
by zheg
im glad you're back daed
i thought u was dead for all these baddons lol