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Re: Doom Exp

PostPosted: Fri Apr 09, 2021 5:53 am
by Officer D
Malachai13 wrote:Hey, long time lurker, first time poster here, been getting into your mod, but it seems to keep crashing a few minutes into the game (playing Doom 1), is there a specific issue with OG doom?

Not that I know of. Please provide a crash log.

Re: Doom Exp

PostPosted: Mon Apr 12, 2021 8:44 am
by Muusi
I'm in love with this mod almost. Great work! :)

Re: Doom Exp

PostPosted: Thu Apr 15, 2021 11:36 pm
by Malachai13
Officer D wrote:
Malachai13 wrote:Hey, long time lurker, first time poster here, been getting into your mod, but it seems to keep crashing a few minutes into the game (playing Doom 1), is there a specific issue with OG doom?

Not that I know of. Please provide a crash log.

Turns out I needed to update GZdoom to the latest, have not had that issue since, but for some reason the walls wont lower in phobos anomaly and now I seem to be trapped, weird.

Re: Doom Exp

PostPosted: Thu Jul 08, 2021 11:52 pm
by Officer D
-----------[Sentinel Hammer Addon]-----------

This is an addition to Doom Exp. You charge the Hammer by killing monsters. The bigger the monster the faster it will charge.

Hammer specifics:

    Hammer is charged by killing monsters.
    Monsters drop extra ammo when killed with hammer.
    Shockwave power slam by hitting walls and floors.
    Upgrades added to Abilities in store.



Code: Select allExpand view
idkfa3215 who uploaded the Universal Sentinel Hammer add-on

Unfortunately the mod wasn't very universal for Doom Exp. I took the liberty to
change a few things and tweak some of the graphics, effects and code.

Re: Doom Exp

PostPosted: Thu Aug 26, 2021 1:46 am
by Officer D
----------[Version 2.5.1 Release]----------


New death animations:

Mancubus belly explode
Hellknight & Baron gibbed

Checklist for bought upgrades:

Lootbox key and store token:

Code: Select allExpand view

- Minor bug fix where crucible altfire overlay would share the same ID with the Archon of Hell counter.
- After performing an extreme glory kill on Hell Knights and Barons, their legs remain and fall over.
- Small flash effect added to some of the glory kills.
- Shoulder cannon grenade can not be eaten by cacodemons and painelementals anymore.
- Fixed bug where shotgun grenade spams multiple explosions on impact.
- Added Revenant decapitation glory kill.
- Fixed timer for sprite power up pickups.
- Power up pickups now do the eyes reflection on pickup (Custom Overlays must be set to On).
- Alternate death for Mancubus added for kick and punch glory kills.
- Baron can gib when killed with high power.
- Arachnotron death for kick and punch glory kills slightly changed.
- Stores now require tokens for the request.
- Store token rewarded every 3rd map and can also be found in levels and lootboxes.
- Lootboxes can now be opened with keys for better loot. Destroying them loweres chances of good loot.
- When you lose an extra life your kill count score gets reset.
- HyperFragon25 low ammo sound added.
- Big monsters have a small chance of dropping lootbox keys and store tokens.
- Fixed bug - Infinite AltFire on Chaingun.
- 50% chance for lootbox keys to spawn alongside normal keys.
- Phoenix dash attack upgrade added.
- Stomp Attack renamed to Smash Attack.
- Glacier smash attack upgrade added.
- Big performance boost. Monsters no longer run looping status check scripts.
- Dash attack and Slide attack don't speed up anymore when getting the double firing speed power up.
- Ammo/Weapon/PowerUp boxes removed from store. You can buy lootboxes now for 5k XP.
- Removed buy random loot feature.
- Fire Grapple Hook will now randomly play Scorpion's "Get Over Here!" sound.
- Dual Pistol select sound added by HyperFragon25.
- SlowMo ready sound added by HyperFragon25.
- Option added to limit store tokens to 5.
- Sell lootbox keys/Extra life/Store tokens option added to stores.
- You can now use the meat hook key to switch ammo types for Cryobow & Rocketlauncher.
- Added upgrade checklist.
- Glory kills sped up.
- Swallowed SG grenade explosions have an area stun effect on other monsters.
- Added a fade out to the edges on the scope image, since some people seem to have a weird resolution setting that doesn't set it to 16:9 even though the image is 16:9 format.
- Glory points can now be earned with chainsaw alt kills.
- Pistol Start upgrades added to store.
- Fixed missing A_BossDeath in special Death sequences for the Baron of Hell.
- Fixed bug not being able to slide after extra life.
- Fixed! Kill count problem with monster swallowing SG grenades.
- Overlord lost soul attack changed to a shockwave attack.
- Power node containers will always give you 4+ PN now.
- Buy Menu visual clarity slightly improved.

Re: Doom Exp

PostPosted: Mon Aug 30, 2021 2:06 pm
by eLeR
I just started my adventure with Doom EXP. After completing the first level, I have a very good impression. Unfortunately, there was only one drawback - I had to deactivate the Marauder because it appeared at the very beginning and did not give me any chance to overcome it :-P

Re: Doom Exp

PostPosted: Tue Aug 31, 2021 12:53 am
by Officer D
Glad you like it.

I'd recommend turning the Maurauder Spawn Chance to low, that way you won't encounter him too frequently. I also saw you were running low on ammo a lot so you might want to turn on Monsters Drop Loot Orbs. Ammo pickups give you 20% less ammo because Doom Exp gives the player additional ammo from rewards, glory kills and chainsaw alt fire. Turning Monsters Drop Loot Orbs - On makes them randomly drop small amounts of health and ammo to balance the difficulty. However if you like ammo starvation you can also turn on Low Ammo Capacity and No Ammo/Health Spawns. :D

Anyway, great video! Hope to see more, since it's the best way of getting feedback.