DoomLess

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mrtaterz
Posts: 236
Joined: Wed Feb 14, 2018 8:47 pm
Graphics Processor: nVidia with Vulkan support

DoomLess

Post by mrtaterz »

Introducing my second original mod, and first ever Monster mod! DoomLess!
  • After you saved the Earth and conquered Hell, you were brought to the UAC council to discuss the aftermath of the invasion, and prove your innocence in court.
    The council knew you were at ground zero and wanted answers for what had happened.
    Pleading your case, your words fell upon deaf ears. You are sentenced to death.
    Enraged, you tear apart the court room and destroy everyone and everything you see, now seeking vengeance upon the UAC and those who have wronged you.
    Eventually, you make your way back to the way you started. Back to the beginning.
This is a monster mod that replaces all of the demonic entities in Doom with human and robotic UAC enemies, hence the name "DoomLess"!
This contains replacements for all monsters for both The Ultimate Doom and Doom 2.

Download Here!

Screenshots
Spoiler:
Last edited by mrtaterz on Tue Dec 03, 2019 4:22 pm, edited 3 times in total.
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Skelegant
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Re: DoomLess BETA

Post by Skelegant »

Nice work, I played around with a similar idea a while ago. This'd work well with an antihero player character, like that zombie doomgirl skin i made :D
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mrtaterz
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Re: DoomLess BETA

Post by mrtaterz »

Skelegant wrote:Nice work, I played around with a similar idea a while ago. This'd work well with an antihero player character, like that zombie doomgirl skin i made :D
I playtested it with BARON: Hearts of Demons and it was pretty good!
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Enjay
 
 
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Re: DoomLess BETA

Post by Enjay »

Speaking as someone who is more interested in the sci-fi elements of Doom than the demonic stuff, this certainly appeals to me. I'll give it a go when I get the chance.
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mrtaterz
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Re: DoomLess BETA

Post by mrtaterz »

I love giving active progress reports and letting people know that I am at work, so here's a couple of screenshots of the new Arachnotron replacement that I am working on at the moment:









Using the Marine from RTC-3507.
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mrtaterz
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Re: DoomLess

Post by mrtaterz »

All of the monsters have been replaced! Let me know what you guys think!
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EddieMann
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Re: DoomLess

Post by EddieMann »

Will this be compatible with Legion of Bones?
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mrtaterz
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Re: DoomLess

Post by mrtaterz »

EddieMann wrote:Will this be compatible with Legion of Bones?
I think both his and my mod override each other because we both replace Actors that inherit from original Doom monsters. Unfortunately I don't think that it will work.
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EddieMann
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Re: DoomLess

Post by EddieMann »

mrtaterz wrote:
EddieMann wrote:Will this be compatible with Legion of Bones?
I think both his and my mod override each other because we both replace Actors that inherit from original Doom monsters. Unfortunately I don't think that it will work.
I was thinking maybe a patch or something to replace the original actors while still transforming them into their skeleton equivalent, or something thereof. Also, zombiemen dropping pistols screws with any weaponsets. Maybe also have an option to replace the marines with strife enemies, the order? that'd always be fun.
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Mister Neauxbauxdeay
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Re: DoomLess

Post by Mister Neauxbauxdeay »

Demon and specter replacements (melee marines) use sounds of standard doom demons instead of your marine sounds. Was this your intention?
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Kneight
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Re: DoomLess

Post by Kneight »

This is awesome! Doomguy is now a demon, or well, more so than when killing millions of demons. I find it silly when most marines here go infight tho, it's funny.

Question: There's demonguys and specterguys dropping berserk, is this for some balancing purpose?
Also just noticed that the Tank's hitscan attack damages the UACBot, but their projectile it doesn't do damage to the Tank.
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mrtaterz
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Re: DoomLess

Post by mrtaterz »

Mister Neauxbauxdeay wrote:Demon and specter replacements (melee marines) use sounds of standard doom demons instead of your marine sounds. Was this your intention?
Yes, it is intended! They're roided out on Berserk juice!
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mrtaterz
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Re: DoomLess

Post by mrtaterz »

Kneight wrote:This is awesome! Doomguy is now a demon, or well, more so than when killing millions of demons. I find it silly when most marines here go infight tho, it's funny.

Question: There's demonguys and specterguys dropping berserk, is this for some balancing purpose?
Also just noticed that the Tank's hitscan attack damages the UACBot, but their projectile it doesn't do damage to the Tank.
The Berserkguys will occasionally drop a Berserk pack. I may change the Tank's hitscan attack to a projectile, but this isn't definitive at the moment.

I did not notice the lack of infighting during my tests; further experimentation may be required! I'll do some investigations, see what's up.
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mrtaterz
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Re: DoomLess

Post by mrtaterz »

EddieMann wrote:
mrtaterz wrote:
EddieMann wrote:Will this be compatible with Legion of Bones?
I think both his and my mod override each other because we both replace Actors that inherit from original Doom monsters. Unfortunately I don't think that it will work.
I was thinking maybe a patch or something to replace the original actors while still transforming them into their skeleton equivalent, or something thereof. Also, zombiemen dropping pistols screws with any weaponsets. Maybe also have an option to replace the marines with strife enemies, the order? that'd always be fun.
A Legion Of Bones patch? Hm. No promises, but I like the sound of that. I'll look into it.
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SpaceyStrife
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Re: DoomLess

Post by SpaceyStrife »

I think it'd be more practical for me to create an alternate set of monster spawns for Legion of Bones that only spawns in human-sized undead, otherwise you'll get such oddities as the normal-sized plasma marine in this mod respawning as the much larger Arachnobone. (Assuming that both mods even work together, which I'm not sure of because LOB has its own set of vanilla replacements. It may very well be that the only way to get them to work is to create a compatibility wad specifically for DoomLess.)

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