Master Ranger Mod (discontinued)

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Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

Master Ranger Mod (discontinued)

Post by Voltcom9 »

[imgur]https://i.imgur.com/bMWA33V[/imgur]
a G/ZDoom gameplay mod

This mod brings the less is more attitude of "Space Hunter" to the universe of "Alien."

The player takes on the role of a colonial marine brought in to combat Xenomorph's, opposing marines and Doom's familiar roster of hell.
Ammo and weapons are both attained in a radically different way, and are spawned randomly from destroyed Xenomorph eggs which appear
in place of ammo drops and weapon drops at the beginning of the map.

[imgur]https://i.imgur.com/gHehr1b[/imgur]

The starting weaponry is amped up significantly by starting the player with both an RPG as well as an assault rifle weapon, which can both
annihilate rooms of enemies quite easily. Player jump height has been slightly increased and freelook is encouraged as it allows for better control
of the RPG grenades.

[imgur]https://i.imgur.com/qGleGii[/imgur]

[imgur]https://i.imgur.com/GqkOuua[/imgur]

**********************************
************CREDITS************
**********************************

- Main inspiration for this mod was from Combine_Kegan's Space Hunter mod which was fricking amazing.
- Justin Fischer for the ALIEN TC mod (Smartgun, Grenade Launcher and Assaultrifle weapon sprites ripped from the TC)
- Alien Sprites by Sean Schroeder ripped from Xenowar wad. Alien sounds ripped from Xenowar.
- Kontra Commando for the Flying Xenomorph Warrior sprites used to replace the Cacodemon and Lostsoul.
- Tapwave for the Marine voice Sfx and the color marines sprites. (from DUCK)
- Zrrion the insect for the sprites for the freezegun.
- Eraince for the sprites for the flamethrower.
- Quake Midi Intermission by Silent Zorah (used in the Intro and intermission screens.)
- apologies if I've missed anyone.
Last edited by Voltcom9 on Tue Feb 05, 2019 4:46 pm, edited 4 times in total.
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0mrcynic0
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Location: The corner of "screw off" and "none of your business."

Re: Master Ranger Mod

Post by 0mrcynic0 »

Some quick comments:

- The main weapon could benefit for an alt-fire for launching grenades instead of weapon switching.
- Flamethrower sound could be changed since it doesn't feel like a flamethrower.
- I wish the Smartgun could fire faster instead of being a shotgun-type weapon.

Other than that, this has the potential of a great weapon mod.
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Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

Re: Master Ranger Mod

Post by Voltcom9 »

Thanks for the feedback!

I agree perhaps changing the RPG to a secondary fire on the autorifle would be a better utilization so I think I will
implement that on my next upload.

Also the Smartgun is automatic currently but its fire frame certainly could benefit from being quickened.

There currently is no available Flamethrower in this mod just a freezegun which is where I started to deviate from
Alien canon. I can add a Flamethrower weapon in though as another random drop in the next release.

Thanks again!
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0mrcynic0
Posts: 83
Joined: Tue Sep 05, 2017 10:59 pm
Location: The corner of "screw off" and "none of your business."

Re: Master Ranger Mod

Post by 0mrcynic0 »

Voltcom9 wrote:
There currently is no available Flamethrower in this mod just a freezegun which is where I started to deviate from
Alien canon. I can add a Flamethrower weapon in though as another random drop in the next release.
Shoot. Why did I type flamethrower? I meant freezethrower...

Yes, a flamethrower would benefit the mod since it was utilized in Aliens.
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Voltcom9
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Joined: Fri May 27, 2016 2:03 pm

Re: Master Ranger Mod

Post by Voltcom9 »

- some implemented upgrades so far include a higher rate of fire to the SMARTGUN.
- a flamethrower weapon is now a random spawn.

Image

Flamethrowers are a slot 6 weapon and functions effectively at short range.

to-do list
- the rpg / autorifle weapon has yet to be merged although I am working on this.
- tentative ice noise replacement
- armor and health bonus item sprite replacement

Image

Hive Warriors are slightly larger variants of the Xenomorph drone and have
the ability to spit acid (currently seeking as it is a revenant replacement and I'm trying to somewhat maintain game balance).
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jdredalert
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Re: Master Ranger Mod

Post by jdredalert »

If you need sound or graphic resources, feel free to ask me. After all those years working on Alien-themed projects, i have a wide library of resources available.
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Voltcom9
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Joined: Fri May 27, 2016 2:03 pm

Re: Master Ranger Mod

Post by Voltcom9 »

Great thanks a lot! I'll send you a pm!

Image

Also, additional content tweaks have been implemented:

- Xenomorph warrior now has been tweaked to be much faster but have less HP.
- Flamethrower has been given the +ripper making it incredibly effective at crowd control.
- Freezegun no longer has +ripper as it was way OP before.
- Alien pods have been scaled up to 1.2.
- slight misc graphic changes.
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Voltcom9
Posts: 224
Joined: Fri May 27, 2016 2:03 pm

Re: Master Ranger Mod

Post by Voltcom9 »

I just came across an interesting gameplay demo of Master Ranger played with Reverie.wad.
Check out Lezuum's youtube video here!

https://youtu.be/0vob7BAzGtI
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