This mod works for Version 4.1.1 of GZDoom and the latest version of Zdoom
If you encounter trouble, please send me a bugreport with what happened and what version you were using (and if you had any other mods active).
Note: Many maps may not be possible to play or finish due some features of the mod (eg. it's not possible to defeat the Icon of Sin)
How it works:
Spoiler:
You have one gun that kills everything it hits.
You have one bullet for every enemy on the map.
Health items don't heal but give you points.
Killing every enemy and finding every secret will award you more points (and something extra).
You can heal yourself but don't rely on it.
Also, if your aim isn't terrible, you will be healed when entering a new map.
End of The World Difficulty:
Monsters are faster and deadlier
Better prepare your funeral.
Challenge Mode - Earn It contributed by dawnbreez:
You got six shots to prove that you deserve more ammo.
Consequences will follow if you don't make it.....
Challenge Mode - Time Attack:
In only two minutes you need to clear the map!
Every monster you shoot gives you little buffer time.
Thankfully, risk is rewarded and courage will turn your skin into steel.
(Moving around reduces damage by half!)
Recommended way to play:
Spoiler:
This mod is best played with a mapset you know and like.
See for yourself how quick you can be and if you manage to kill every demon.
Turn on autosave and try again until you are satisfied with your performance.
The intended audience of this mod are the players who are very much into
performance and being as good and quick as it can get(speedrunners, 100% players and highscore fanatics etc.)
Changelog:
Spoiler:
20190511: Fixed mistake of Bonus getting lost the following stage.
20190517: Uploaded version 0.6:
--Added two new Game Modes
--End of the World Changes:
----No more move punishment
----Fast Monsters
----Aggressiveness 1.2
--Added Cvars for customization
--Added AimPlayer (faster and higher jumping)
--Removed PlasmaBall
--Added Railgunattack
20190520: Added note to OP regarding maps.
Contact and Credits:
Spoiler:
This mod was created in May 2019.
It only uses assets (original and edited) already in Doom.
Code is mostly done by myself.
I copied a lot of the zdoom wiki and the hud is based on wildweasel's doom64 hud.
Link: viewtopic.php?f=37&t=16545&start=105
Idea for Earn It was contributed by dawnbreez.
Using code or any other resource of this mod is permitted.
Interesting idea. I'll make a note of giving this a spin.
Re: [WIP] AIM: Make Every Shot Count
Posted: Sat May 11, 2019 11:18 am
by yaldabaoth
MFG38 wrote:Interesting idea. I'll make a note of giving this a spin.
Thank you for your interest. After gametesting I noticed a mistake I made and fixed that right away.
A new version is up for download now.
Also I added a Changelog for the future.
Re: [WIP] AIM: Make Every Shot Count
Posted: Sat May 11, 2019 8:26 pm
by SimonTheDigger
What source port is this meant to be used with? I'm using version 4.1.0 of GZDoom and when I start a new game I don't have any weapons at all, not even the "best gun" that I'm supposed to.
Re: [WIP] AIM: Make Every Shot Count
Posted: Sun May 12, 2019 2:31 am
by dawnbreez
Just loaded it up, and...a projectile? Interesting choice. It's a little larger than I expected--I keep missing by way of having my shots clip a wall or corner I'm standing next to. I was kind of expecting this to be a railgun, but this'll do.
Suggestion: "Heavy" mode--an alternate gamemode where, instead of having as much ammo as you have monsters to kill, you have exactly 6 shots and you gain 1 back every time you hit. If you miss, however...
Re: [WIP] AIM: Make Every Shot Count
Posted: Sun May 12, 2019 6:14 am
by yaldabaoth
SimonTheDigger wrote:What source port is this meant to be used with? I'm using version 4.1.0
That's weird but my fault. I tested this with the latest Zdoom version and g3.3.2 of GZDoom, which is now quite dated. I'll update and take a look.
dawnbreez wrote:kind of expecting this to be a railgun, but this'll do.
Suggestion: "Heavy" mode.
A railgun would be a good idea and yes, I didn't edit the radius of the original Plasmaball so it's quite big and bulky. This will be fixed in the next version, I will either make it smaller or replace with the railgun outright.
I also like your idea of the gamemode, it's merciless. I will put it in if you don't mind (I'll add you to the credits)
Re: [WIP] AIM: Make Every Shot Count
Posted: Mon May 13, 2019 12:48 am
by dawnbreez
Go right ahead! I'm glad to have helped.
Re: [WIP] AIM: Make Every Shot Count
Posted: Wed May 15, 2019 7:46 pm
by EddieMann
Tried playing it, and there were no guns. Didn't spawn with one, couldn't spawn one, nor cheat one in.
Re: [WIP] AIM: Make Every Shot Count
Posted: Thu May 16, 2019 6:22 am
by yaldabaoth
EddieMann wrote:Tried playing it, and there were no guns. Didn't spawn with one, couldn't spawn one, nor cheat one in.
Can you give me some info on what version you are using and if you ran this with any other mods?
This problem has previously occurred but so far I've been unable to replicate this bug.
From my end, the mod works with 4.1, 3.3 and the latest zdoom.
I'd like to upload a new version this weekend and make sure this is fixed.
Re: [WIP] AIM: Make Every Shot Count
Posted: Fri May 17, 2019 5:42 am
by yaldabaoth
Say hello to Version 0.6!
Biggest news: Two new Gamemodes: Earn it and Time Attack
The ugly, inaccurate plasmaball was replaced by a wonderfully deadly Railgunlaser!
Cvars now allow for easy customization.
And a new player character was added, his speed and jump height is higher than that of our default marine.
Check How it works and Changelog for some more details.
It is still to say that this mod isn't finished yet and there's many things that need fixing and changing. I'm open for suggestions of any kind!
Thank you and have a great weekend.
Re: [WIP] AIM: Make Every Shot Count
Posted: Fri May 17, 2019 1:38 pm
by SimonTheDigger
You said you tested this on version 3.3.2 of GZDoom? I can only get it to work on version 3.3.1. Anything newer than that, no dice.
FAKE EDIT: It also works on the very latest version of GZDoom, 4.1.2. So I guess that problem's solved?
Re: [WIP] AIM: Make Every Shot Count
Posted: Fri May 17, 2019 2:59 pm
by yaldabaoth
SimonTheDigger wrote:You said you tested this on version 3.3.2 of GZDoom? I can only get it to work on version 3.3.1. Anything newer than that, no dice.
FAKE EDIT: It also works on the very latest version of GZDoom, 4.1.2. So I guess that problem's solved?
Huh, super weird. Zdoom also works (2.8.1).
I will put in the OP, I forgot to mention that til now.
Thank you for checking things, it's not that easy for me to check multiple version since I'm on Linux and it would require me to compile them all.
Re: [WIP] AIM: Make Every Shot Count
Posted: Sun May 19, 2019 11:43 am
by Armaetus
This would make playing Oblige maps impossible, just saying. Not saying that I would but is there already a warning for longer maps?
Re: [WIP] AIM: Make Every Shot Count
Posted: Sun May 19, 2019 7:34 pm
by Athel
OK this is such an attack on my playstyle and I love it. I usually go in, all guns blazing, not caring much if I missed any shots. But this... sheesh. It's tight, that's for sure. It's a different take on gameplay mods and I commend you for your originality in the idea. It's a shame it doesn't work on any version of GZDooM less than 4.x, though that confuses me. GZDoom 3.6 flashes some ACS errors which prevent the gun from even showing up, leading me to think this isn't as simple a job as I thought.
Still, a pretty fun mod for what it is. Is it intentional to leave infighting the way it is though (as in enemies can kill others without any sort of deduction from your own ammo count)? And (though I have yet to try it) what about the Map 30/ Icon of Sin-esque maps? TNT30 especially concerns me a bit, but then again I've yet to try it out.
EDIT: I tried Doom 2's map 30 and my concerns seem to be right on the money here. There's currently no way to attack the IoS itself. Another thing I forgot to mention is that Pain Elementals really add to the tension, since your ammo count doesn't increase for every lost soul they spit. Again, not sure if this is intentional, but I thought it'd be good to note as feedback.
Re: [WIP] AIM: Make Every Shot Count
Posted: Mon May 20, 2019 3:09 am
by yaldabaoth
Glaice wrote:This would make playing Oblige maps impossible, just saying. Not saying that I would but is there already a warning for longer maps?
A warning? No, I don't think a warning is necessary. I'm sure every player who tries it out will quickly see what maps would work for them best.
But yes, absolutely. A few maps are impossible to beat, either for lack of health, large abundance of monster placement or, as fellowzdoomer points out, by being similar to the Icon of Sin.
This mod lends itself mainly towards smaller or mid sized levels, I suppose. I've played through most of Scythe with this mod and had a great time but I needed to skip a few of the later maps for one of the before mentioned reasons.
fellowzdoomer wrote:OK this is such an attack on my playstyle and I love it. I usually go in, all guns blazing, not caring much if I missed any shots. But this... sheesh. It's tight, that's for sure. It's a different take on gameplay mods and I commend you for your originality in the idea.
Thank you, I'm glad you like it
fellowzdoomer wrote:GZDoom 3.6 flashes some ACS errors which prevent the gun from even showing up, leading me to think this isn't as simple a job as I thought.
I have to take a deeper look at this. It seems peculiar to me that it works completely fine on ZDoom but not on some GZDoom versions.
fellowzdoomer wrote:Still, a pretty fun mod for what it is. Is it intentional to leave infighting the way it is though (as in enemies can kill others without any sort of deduction from your own ammo count)?
Infighting was kept because it doesn't seem too much of an advantage and it's a little shine of hope for the player, knowing they got like 5 bullets more.
I disabled it in the custom difficulty, though, to give it a little extra kick.
And not giving out ammo for any resurrected enemies by the Archvile or the Lost Souls of the Pain Elemental was also a choice. It kinda forces the player to move as quick as possible when they spot on of these critters, or so I thought.
The inability to defeat the IoS or anything similar is a bit of a bummer but I fear the concept of the mod isn't cut out for that, blasting bosses with one accurate shot and all.
Thank you both for your interest. I will do some edits to the OP post to point that out.
I will also do some more testing on the different version and I try to fix it by the next update :>