[v1.22] MORTIS

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[v1.22] MORTIS

Postby Ribo Zurai » Sun Nov 03, 2019 12:06 am



Greetings faithful ones.

This is a mod based on Airdorf's Faith games.

In this mod, you play as John Ward with nothing but his trustworthy crucifix against the ever invading demons. The mod doesn't add new maps, but replace all monsters with unending hordes that only become worse as you play. Use your crucifix, and perharps a gun, to cast them away from this realm.

Demonstration video:


Download it here! This zip includes the full mod, as well as a version that allows you to play as Doomguy, compatible with other weapon mods.

Download also the optional music pack here!

Credits:
- Concept, sound effects: Airdorf
- Crucifix sprite: Powerslave - Ripped by Dunkelschwamm, editted by me.
- John and gun sprites: Airdorf, rotations made by JaxOf7
- Demon sprites: Done from scratch or editted from Doom assets by me. Also credits to Tormentor667's Satyr monster for a certain demon.

Known Issues:
- The game gives an error message (does not crash) if you don't include the music package.
- Balancing still in progress.
- Slight hitbox issues on the cross weapon.
Last edited by Ribo Zurai on Sat Jun 27, 2020 3:12 pm, edited 7 times in total.
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Re: [v1.0] MORTIS

Postby YukesVonFaust » Sun Nov 03, 2019 5:25 am

Spoiler: Fair Warning


In all seriousness, i must try this out soon.

Edit: well... that was terrifying.
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Re: [v1.0] MORTIS

Postby Whoah » Sun Nov 03, 2019 4:44 pm

Ooooohooooo I like this. Really creepy mod, that creates a really good survival horror feel, despite its simplicity. Looking forward to seeing how this develops!

EDIT: So after playing this for a bit, I've put together some feedback.
-The damage that the cross does seems pretty low considering how many enemies you have to fight at once most of the time. This, and the fact that the cross only damages one enemy at a time, make combat very tough and quickly overwhelming.
-The big armless demon with horns has way too much health for how common he is. I'd suggest at least making him slower.
-I think the gun would be just a bit better if it fired multiple hitscans at once, like a shotgun. One instakill bullet is fine, but the enemies are so numerous that it doesn't help as much as I feel it should, considering it's rarity.
-All in all, while the gameplay is tense, it can start to feel a bit tedious. I have a few suggestions regarding this:
~the ability to find ammo for the gun. A little bit of resource management would help make things more interesting
~powerups/pickups, like something that gives you an extra hit before dying, or increases your movement speed. Stuff like that
All in all, this mod is super promising, and the ambience is top notch. Good luck, man!
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Re: [v1.0] MORTIS

Postby devlman127 » Sun Nov 03, 2019 4:57 pm

A very interesting take on the doom engine. It really changed how episode one felt, even though I had to jump over the acid pit in e1m5.
Spoiler:
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Re: [v1.0] MORTIS

Postby Ribo Zurai » Sun Nov 03, 2019 6:00 pm

Whoah wrote:So after playing this for a bit, I've put together some feedback.


Greetings, thanks for the feedback!

About the number of enemies, I'm still trying to resolve that dilemma. Most of the system is based 50% on RNG and 50% on the player's choice of killing enemies or not. I might do a complete rework of that system sometime later. The enemies also require a rebalance in amount and also in their health considering how weak the cross is.

About the game, I tried to make it loyal to the game - you have one shot of it, but in this mod it doesn't make much sense because you can find multiple units of it... So yeah, I will consider adding ammo.

About that powerup, hopefully I can think of something like that.

devlman127 wrote:
Spoiler:


Spoiler:
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Re: [v1.0] MORTIS

Postby EddieMann » Sun Nov 24, 2019 12:17 pm

I'm getting a lot of "GetInventory" and "SetTargetName" kinda errors, any fixing these?
Last edited by EddieMann on Mon Dec 30, 2019 1:51 pm, edited 1 time in total.
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Re: [v1.0] MORTIS

Postby EddieMann » Mon Dec 30, 2019 12:30 pm

Anything? I'd love to see this mod get fleshed out far more than what it is currently, preferably like that BRZRK mod.
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Re: [v1.0] MORTIS

Postby Ribo Zurai » Mon Dec 30, 2019 7:23 pm

EddieMann wrote:Anything? I'd love to see this mod get fleshed out far more than what it is currently, preferably like that BRZRK mod.


I apologize. I've been lacking motivation to continue recently. Some tweaks are already in progress though.

EddieMann wrote:I'm getting a lot of "GetInventory" and "SetTargetName" kinda errors, any fixing these?


Could you elaborate on those errors? I don't get those on my side.
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Re: [v1.0] MORTIS

Postby Trex8210 » Thu Feb 20, 2020 5:55 am

Whoah wrote:Ooooohooooo I like this. Really creepy mod, that creates a really good survival horror feel, despite its simplicity. Looking forward to seeing how this develops!

EDIT: So after playing this for a bit, I've put together some feedback.
-The damage that the cross does seems pretty low considering how many enemies you have to fight at once most of the time. This, and the fact that the cross only damages one enemy at a time, make combat very tough and quickly overwhelming.
-The big armless demon with horns has way too much health for how common he is. I'd suggest at least making him slower.
-I think the gun would be just a bit better if it fired multiple hitscans at once, like a shotgun. One instakill bullet is fine, but the enemies are so numerous that it doesn't help as much as I feel it should, considering it's rarity.
-All in all, while the gameplay is tense, it can start to feel a bit tedious. I have a few suggestions regarding this:
~the ability to find ammo for the gun. A little bit of resource management would help make things more interesting
~powerups/pickups, like something that gives you an extra hit before dying, or increases your movement speed. Stuff like that
All in all, this mod is super promising, and the ambience is top notch. Good luck, man!


It's makes sense for the shotgun to only have one bullet since in the first chapter of the actual game that this mod is based on, the main player gets a shot gun that only has one bullet.
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Re: [v1.1] MORTIS

Postby Ribo Zurai » Fri Mar 06, 2020 11:52 pm

Alright, finally managed to get this first update out. The changes are:
- Added a Hard Mode, which makes demons more buffed and you start with some heat!
- Demons and spawning received a considerable tweak.
- The Crucifix and the Gun have been buffed! Now the cruficix can deal some splash damage and the Gun can actually hold up to five bullets at a time.
- Fixed John Ward's voicelines, which belonged to Father Garcia. Can you find him?
- Added a new demon! Have fun finding him.
- Attempting to rush through levels might get you in trouble. Show no mercy to the spawns of hell.

Hope you enjoy.
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Re: [v1.0] MORTIS

Postby EddieMann » Sat Mar 07, 2020 7:58 pm

Ribo Zurai wrote:
EddieMann wrote:Anything? I'd love to see this mod get fleshed out far more than what it is currently, preferably like that BRZRK mod.


I apologize. I've been lacking motivation to continue recently. Some tweaks are already in progress though.

EddieMann wrote:I'm getting a lot of "GetInventory" and "SetTargetName" kinda errors, any fixing these?


Could you elaborate on those errors? I don't get those on my side.




Stuff like this, I mean.
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Re: [v1.1] MORTIS

Postby Rulho » Sat Mar 07, 2020 8:27 pm

Holy Jesus, this is so terrifying, excellent work! I'm such a pussy for this type of game, but this one intrigued me, I really like it.

Btw, I've had some problems trying to run, apparently, you need to put Mortisguy before Mortis or else it will crash, even if I try to load the .zip directly. Tried it with Gzdoom 4.3.3.
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Re: [v1.1] MORTIS

Postby Ribo Zurai » Sat Mar 07, 2020 9:48 pm

Rulho wrote:Holy Jesus, this is so terrifying, excellent work! I'm such a pussy for this type of game, but this one intrigued me, I really like it.

Btw, I've had some problems trying to run, apparently, you need to put Mortisguy before Mortis or else it will crash, even if I try to load the .zip directly. Tried it with Gzdoom 4.3.3.


Glad you you enjoyed!

Also Mortisguy doesn't require Mortis to run, it's a mod of its own. Are you running in a devbuild?

EddieMann wrote:Stuff like this, I mean.


I have never seen any errors like this. What engine are you running this on? Are you running with other wads? It seems like it.
Last edited by Ribo Zurai on Sat Mar 07, 2020 10:05 pm, edited 1 time in total.
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Re: [v1.1] MORTIS

Postby devlman127 » Sat Mar 07, 2020 10:00 pm

Ribo Zurai wrote:Alright, finally managed to get this first update out. The changes are:

- Attempting to rush through levels might get you in trouble. Show no mercy to the spawns of hell.



How does this even work? Don't the demons spawn infinitely?
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Re: [v1.1] MORTIS

Postby Ribo Zurai » Sat Mar 07, 2020 10:07 pm

devlman127 wrote:
How does this even work? Don't the demons spawn infinitely?


Rushing through too many levels without killing demons will cause hordes to become more intense later.
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