Doom Exp

Projects that alter game functions but do not include new maps belong here.
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Re: Doom Exp

Postby Officer D » Wed Oct 07, 2020 5:27 am

Thanks for the feedback!

Josko wrote:Would be awesome if there was a hotkey option for the "fuck you" fist altfire so you could flip off a monster while equiping a weapon and shoot it right after!

Because it always stuns Monsters, I think being able to spam it like that would be somewhat game breaking. Having to switch between weapons gives the monsters a chance at least.
Josko wrote:The chaingun shooting really slow in the beginning kinda ruins it, would have been much more useful if it fired fast right away instead in my opinion.

I found myself never really using the pistol because I was always out of ammo from it because ammo is shared with chaingun, I think it would be nice if Pistol had its own ammo pool so when you are out of ammo for your guns you can go back to your pistol.

I'm not sure more ammo management is a good idea. Since the unmodified chaingun has slightly more power and drains the ammo so fast, the 3 second spin up is a good compensation. Further more dual pistols with armor piercing rounds should satisfy your instant bullet attack preference. The upgraded pistol pretty much makes the chaingun obsolete, which is why the chaingun has the pulse rounds upgrade to make it a useful weapon against fire based monsters.

Josko wrote:One thing I really missed was Throwing Grenades. I think throwing grenades with a quick throw hotkey would be awesome! I'm thinking of Johnny Doom, in that mod the grenades are just perfect, maybe you could copy that.

Honestly there already are too many keybinds. And we already have the grande launcher shoulder cannon and the grenade launcher shotgun upgrade.

Josko wrote:Reaching level limit at Rank 21 felt a bit dissapointing, I wish you could continue to level to Rank50 or something because you reach max level pretty fast. By level 10 on Maps of Chaos Overkill I was Rank21 with 100.000Exp.

I have been meaning to do that already, just never got over it. However when playing slaughter maps, it is recommended to set xp and power node giver to low.
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Officer D
 
Joined: 10 May 2019
Location: Germany
Discord: https://discord.gg/jr7yCvY
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Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom Exp

Postby Officer D » Fri Oct 16, 2020 4:01 am

Halloween Special coming soon 🎃
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Officer D
 
Joined: 10 May 2019
Location: Germany
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Graphics Processor: nVidia with Vulkan support

Re: Doom Exp

Postby Officer D » Wed Oct 21, 2020 6:45 am

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------------[Version 2.4 - News]------------

    🎃Happy Halloween!👻
    Image

Doom Exp v.2.4 has some exciting new features that I am proud to announce to you. You will see new things like the
Halloween Special mode, an extra life system, new voxel models and some new offensive-/defensive-oriented upgrades.

Voxels
The existing sprites for the orb pickup, power node container and loot boxes, have been converted into full 3D
voxel models. Embrace the oooooh and aaaaaaah looking models since they are pretty rad.
Image
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Extra Life
You'll be able to have this option turned on or off. You can also set the kill amount for when the player earns an
extra life (100, 250 or 500). As long as the player has an extra life, you will enter into a death state when killed
but dramatically resurrect again, causing a radial explosion to clear the path when being surrounded by hordes
of monsters.
Image

Halloween Special
As posted in the previously, you'll be able to turn on the Halloween Special mode in the Monster Management
Menu. With it enabled there will be some pumpkin props replacements and random pumpkin throwing skeleton
spawns that can happen at anytime while killing something or breaking the props. Furthermore you will also be
fighting Cacolanterns, Bats and Spiders.

Some props will get replaced with laughing witches or crying little girls. Get too close to them and you'll be in
for a surprise.



Changelog v2.4 :

Code: Select allExpand view
- Voxel models added.
- Extra Life system added.
- Crucible charge value option added.
- Slide kick added.
- Slide kick on/off option added.
- Fire/Frost/Lightning grapple hook added.
- Frost kills make monsters drop extra health orbs.
- Buy Menu rearranged. Added more sub menus.
- AllMap and Infrared are now completely replaced with the power node container.
- Power node containers have random amounts of power nodes inside.
- All new power up sprites by Angel Soul : mytheriadesigns.deviantart.com
- Low ammo capacity option added.
- Dash Attack added.
- Kick and blade glory kills shortened to a single animation.
- Removed a lot Hud icons that don't really give the player important information.
- Stomp Attack upgrade added.
- Mini Bosses now have individual spawn chance settings, except Archons of Hell and Pyro Demons, since they are both a Baron replacement.
- Marauder can't spam shields anymore. First after he fired his shotgun 5 times, he'll be able to use it again.
- Added and changed Marauder See and Look sounds. Taken from the Doom Eternal Marauder in-game dialog.
- Chainsaw fuel recharge upgrade added (5PN + 5K Xp). When reaching 0 fuel it will take 20 seconds before the fuel starts to fuel up again.
- Added new permanent upgrade (100% Armor Absorption).
- Hud icons rearranged (Green is the armor absorb).
- Pooping monsters removed.
- Halloween Special option added to monster management.


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Feel free to join our discord server for exclusive info or to share your thoughts and suggestions.
If you are experiencing problems you might get a faster response there as well. Also get early access to development builds of the mod.
Last edited by Officer D on Wed Oct 21, 2020 3:12 pm, edited 1 time in total.
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Officer D
 
Joined: 10 May 2019
Location: Germany
Discord: https://discord.gg/jr7yCvY
Twitch ID: www.twitch.tv/officer_d82
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: Doom Exp

Postby Deon » Wed Oct 21, 2020 7:25 am

Thank you.

I had an issue with the dev build: the replacement monsters remove TID and assigned scripts from existing map monsters, breaking some triggers.
I've managed to work around this so far, but it would be nice if you could fix it. I will go and try to report it on Discord. Have a nice day!

P.S. I started to work on a hub/arena hub map for the RPG maps, I will be sure to post it as soon as it's done.


Is there an ability to somehow preserve the character between WADs?
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Deon
 
Joined: 08 Oct 2020

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