[WIP] Dusted's Pandemonia (v1.1)

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[WIP] Dusted's Pandemonia (v1.1)

Postby DustedPandemonic » Sun Jun 17, 2018 7:28 pm

Image

Dusted's Pandemonia is another one of those "weapon and monster randomizer" mods (what a surprise). However, this mod comes with its own twists.

Inspired by mods like Scalliano's 667 Shuffle, Hard Doom, Complex Doom, and Colorful Hell, this mod aims to provide a new look on the old Realm 667 content you all know and might love, while also coming with its own unique enemies, weapons, items, and special effects.

Download link: https://drive.google.com/open?id=1XuiN0LbdzixNroOK7H-yd27OwUKDrsFD
Credits are included in the pk3 in a conveniently named CREDITS file.

Spoiler: Current Features

Changelog:
Code: Select allExpand view
--1.1--
Added Plamexis, cyberdemon class
Added a Terminator, cyberdemon class
Added a Cryptek, archvile class
Added a Demoliphyte, mastermind class
Added a Spider Masterspark, mastermind class
Added an Augmented Arachnotron, arachnotron class
Added an Augmented Cybruiser, baron class
Added a Dark Cybruiser, baron class
Added a Chaos Imp, imp class
Added a Hollow, revenant class
Added a Harvester, imp class
Added a Plagueling, imp class
Added a Darkbeast, spectre class
Added a Xenodemon, cacodemon class
Added a Witherdemon, cacodemon class
Added a Nailborg Commando, chaingunner class replacing the Minigunner
Added a Dual Missile Launcher, slot 5 weapon
Added a Nailgun, slot 4 weapon replacing the Minigun
Added the BFG 10,000, slot 7 weapon
Added the Blood Scepter, slot 8 weapon (only obtainable from randomized BFG spawns)
Changed the Chaingun Arachnotron into a Nailgun Arachnotron
Added the Distortion Mark, inventory item dropped by the Distortionist
Added strong and greater versions of health and armor bonuses (+3 and +8 respectively)
Changed the way the Distortionist gives the Distortion effect
Distortionist can now give the Distortion effect to other monsters, but it lasts 30 seconds and is non-stackable
Completely redid the HUD
Changed up various SFX
Added a M_DOOM logo
Added GLDefs for the Distortionist
Added more sounds for gibs
Added various damagetypes to enemy attacks
Added weapon spawner options
Added a BFG10k attack to the Dark Cardinal
Added a comet attack to the Dark Cardinal
Dark Cardinal can now drop the BFG10k
Hopefully fixed all species infighting
Nerfed the Ghoul's projectile speeds
Nerfed the Nightmare Demon
Nerfed all Shotgun zombies
Nerfed all Revenant projectile damage
Nerfed Cybruiser's homing missile attack (only shoots 1 missile)
Replaced the Railgun sprites
Buffed the Railgun's damage and firerate
Added some particle effects to Railgun attacks
Assault Rifle now "double taps" like the vanilla chaingun
Slightly decreased the SSG's reload time
Slightly buffed the Plasma Rifle's damage
Added unique sounds for the Cardinal
Radiation Suit no longer "leaks"
Made the Distortionist attack faster
Made the Dark Blaster cooldown slightly slower
Made BFG explosions bigger
Fixed the Salvation Sphere activation sound
Buffed ammo drops for several enemies
Revamped Assault Rifle firing sprites
Replaced default XDeath sound
Replaced the skull key indicators in the HUD
Increased Diabolist and Distortionist spawn rate
Decreased Dark Revenant health to 375
Decreased Ghoul health to 425
Decreased Dark Cacodemon health to 400
Decreased Crackodemon health to 700
Decreased Agathodemon health to 550
Decreased Afrit health to 1000
Decreased Cybruiser health to 1300
Increased Bruiser Demon health to 1500
Decreased spawn rate for the Rocket Zombie
Changed the Mech Demon's arm gib to be a rollsprite
Changed up the HUD, armor and inventory icons should "blend in" more with the HUD
Annihilator and Missile Revenant missiles are less aggressively homing
Changed the renderstyle on various smoke effects
Expanded the right part of the HUD to make room for a slot 8 weapon
Fixed tags for various enemies
Flipped Dark Blaster's pickup sprite
Decreased the Pistol's sound volume
Decreased the Assault Rifle's sound volume

--1.0.1--
Fixed Corpulent from damaging itself and other mancubi

--1.0-- // This version number should've been reserved for the first public release, but with how big this update is, it gets the slot here instead
Added a Scoundrel, imp class
Added a Devil, imp class
Added a Minigun Zombie, chaingunner class
Added a Widow, arachnotron class
Added an Agathodemon, cacodemon class
Added a Rocket Zombie, shotgunner class
Added a Rifle Zombie, zombieman class
Added a Ghoul, revenant class
Added a Bruiser Demon, baron class
Added a Forgotten, lost soul class
Added an Outcast Elemental, pain elemental class
Added a Cyber Hell Viscount, hell knight class
Added a Distortionist, archvile class
Added a Diabolist, archvile class
Added a Corpulent, mancubus class
Added a Dark Cardinal, cyberdemon class
Added a Missile Revenant, replaces the Laser Revenant
Added a Nightmare Demon, replaces the Blood Lurker
Added a Delusion, replaces the Mech Spectre
Added a Minigun, slot 4 weapon
Added a Railgun, slot 6 weapon
Added a Dark Blaster, slot 5 weapon
Changed various speeds of the zombies
Changed projectile trail effects for Phase Imp, Cacodemon, Dark Cacodemon, and Dark Imp
Changed the way weapons spawn casings, they should now spawn relative to how high or low you're aiming
Added a lower painchance for bullet weapons to Cyberdemon and Mastermind enemies to prevent minigun stunlocking
Added various screen shaking effects to weapons and certain projectiles (rockets, BFGs, etc.)
Added explosion countdowns to grenades
Added a homing rocket attack to the Cybruiser
Added ammo drops to various enemies (rockets dropped by cyber knight and cybruiser, cells dropped by fusion arachnotron, etc.)
Decreased Hell Viscount health to 650
Decreased Cyber Hellknight health to 750
Decreased Archon of Hell health to 1300
Decreased Cybruiser health to 1600
Decreased Afrit health to 1100
Decreased Darkvile health to 800
Nerfed Archon comet damage
Nerfed revenant projectile damage
Enemies that aren't supposed to fly (afrit, cardinal, arachnophyte) don't start flying until they see the player
Revamped the visuals for imp fireballs, mancubus fireballs, and hectebus fireballs
Redid the Cyber Hellknight sprites so they actually resemble a Hellknight
Nerfed Auto Shotgun's rate of fire
Hopefully fixed lost soul fire effects not spawning
Made SSG zombie's clothes black to match the shotgunner
Nerfed SSG zombie damage
Added GLDefs for the player
Fixed trail spawning offsets on some projectiles
Gib spawners now "warp" to the enemy that spawns them
Rockets/grenades no longer have the vanilla explosion effect, and instead rely solely on the spawned effects
Optimized bulletpuff smoke effects
Vastly optimized blood/gib effects, gibs now disappear over time, and using "kill monsters" on monster-heavy maps shouldn't cause major problems
Optimized Archvile fire effects
Bosses spawn less gibs on death


Spoiler: Screenshots

Spoiler: Videos

Spoiler: Addons
Last edited by DustedPandemonic on Sat Apr 13, 2019 12:58 pm, edited 8 times in total.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby TerminusEst13 » Sun Jun 17, 2018 8:10 pm

It's good to see you back, dude!

The effects-work in this is really fancy, well done on that! The particle effects make everything look really sparkly, really adds a lot of shine to everything. The soundwork is especially crisp as well! I'm not suuuper familiar with Realm667 weapons, but it seems like you went the extra mile to make all the sounds different and snappy, and I like that a lot.
I'm not the biggest fan of randomizers, but I really love the extra work that went into polishing this up to make it stand out compared to all the others. Well done!
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby SenteyHunter » Sun Jun 17, 2018 8:15 pm

Looking great dude.
Seems like you have spend time on every frame of it. Effects are looking good and smooth. The weapons are satisfactory to shoot.
At least It feels way different from randomizers. Gud work dude

Image
Last edited by SenteyHunter on Mon Oct 08, 2018 8:40 pm, edited 1 time in total.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby killerkouhai » Sun Jun 17, 2018 8:50 pm

Holy creamy Christ on a cracker.

This is some good stuff. Feels great playing it and the effects fit well.

I especially like the Keen replacement ;)

Can't wait to see more from this. Keep up the great work!
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby Roasterock » Sun Jun 17, 2018 10:31 pm

From Complex addons to full on GZ functions is a big step, one that you took with a stride. No enemies feel blatantly unfair in most situations, and playing through most mid-level mapset (Stardate 20x7 on HMP, Plutonia 2, and Sunlust for me) felt very smooth. Not to mention that the work in the effects is more than worth the download alone. Looking forward to future releases.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby Redead-ITA » Mon Jun 18, 2018 2:47 am

The mod is realy nice, its feels smooth and solid.
i am looking forward for next releases(hopefully there will be a chaingun, besides the assault rifle)
other than that its a great mod!
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby namsan » Mon Jun 18, 2018 10:30 am

I think supershotgun zombie is bit too nasty.
His attack is seriously dangerous because it can one-shot unarmored doomguy.
Well, his attack is only dangerous in close range, but some maps have a large amount of shotgun guys in very small area.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby Gorec » Mon Jun 18, 2018 3:51 pm

happens to other projectiles
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby DustedPandemonic » Mon Jun 18, 2018 10:59 pm

Thanks everyone for your feedback!

namsan wrote:I think supershotgun zombie is bit too nasty.
His attack is seriously dangerous because it can one-shot unarmored doomguy.
Well, his attack is only dangerous in close range, but some maps have a large amount of shotgun guys in very small area.

SSG zombie is a bit strong indeed, but in most mods this type of enemy is usually a pretty nasty one. I'll try balancing out his accuracy and the amount of bullets he shoots in comparison to the actual gun (the regular shotgunner shoots 4 hitscans here, compared to the gun's 7).

Gorec wrote:happens to other projectiles

I suppose you mean the effects spawning behind the projectile? I could fix that by doing some trigonometry stuff but I have little experience with that lol. For now it'll be like that until I can find a proper alternative.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby DustedPandemonic » Thu Jun 21, 2018 11:39 pm

Added General Roasterock's video to the videos section of the first post!



In terms of upcoming content, I've been working on making some proper Cyber Hell Knight sprites, since the commonly used ones are extremely old recolors that don't match the hell knight very well.
Image Image Image

The original sprites for comparison:
Image Image Image
the horns and hooves aren't even brown either
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby Gideon020 » Fri Jun 22, 2018 1:07 am

Better than that metallic one that's usually used.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby DustedPandemonic » Mon Jul 02, 2018 8:42 pm

Added Melodica's Variety Pack addon to the first post.

Here's a couple teasers for a new weapon: the Minigun!
https://i.gyazo.com/391b1c44821f580b621655e416e2bc95.mp4
https://i.gyazo.com/21449597f4a2c8d5ab29defe4ecfc41f.mp4
The framerate in the two Gyazos are low, the weapon fires much smoother in-game.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby NullWire » Mon Oct 01, 2018 9:08 pm

Are you going to include all the Eriance weapons? Like the Missile launcher, Gatling gun and the Machine gun

http://www.mediafire.com/file/dmjp1zp8w ... V2.0.0.pk3
I edited a little bit the last version of erigun just to change the Chainsaw and the fists, idk is this could be useful for you besides of the ammo counter effect in the plasma gun.
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby TaporGaming » Mon Oct 01, 2018 9:48 pm

NullWire wrote:Are you going to include all the Eriance weapons? Like the Missile launcher, Gatling gun and the Machine gun

http://www.mediafire.com/file/dmjp1zp8w ... V2.0.0.pk3
I edited a little bit the last version of erigun just to change the Chainsaw and the fists, idk is this could be useful for you besides of the ammo counter effect in the plasma gun.


Tould it!
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Re: [WIP] Dusted's Pandemonia (v0.1)

Postby DustedPandemonic » Tue Oct 02, 2018 1:17 pm

The actual version 1.0 of Pandemonia has been released! The version number was going to be reserved for the first public release, but I forgot to change it. A ton of new features, fixes, and tweaks have been added, and the changelog will be included in the original post along with some screenshots of new content.

Download link: https://drive.google.com/open?id=1l7Vblrpl3Hy4c1aXecTAGLZ7ko2-JEp4

NullWire wrote:Are you going to include all the Eriance weapons? Like the Missile launcher, Gatling gun and the Machine gun

http://www.mediafire.com/file/dmjp1zp8w ... V2.0.0.pk3
I edited a little bit the last version of erigun just to change the Chainsaw and the fists, idk is this could be useful for you besides of the ammo counter effect in the plasma gun.

I might include the missile launcher at some point, but I dunno about the gatling gun or machine gun yet since there are already an assault rifle and minigun in Pandemonia with different sprites.
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