[beta V0.2] HELLSLUG: a Metal Slug Doom mod

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

[beta V0.2] HELLSLUG: a Metal Slug Doom mod

Postby Murix » Tue Dec 17, 2019 8:09 am

So what is this mod?

This is a weapon replacement mod for Doom 2 that changes all weapon pick ups and some other pick ups to crates containing random weapons or grenades which mimic the gameplay style of the Metal Slug series.

Hell Slug makes the player able to dish out a lot of damage quickly which can be rather unbalanced. I'll be re-balancing enemy attacks and attack patterns as development continues as well as the player health and maybe health system too.

A small map pack will be available at a later date as well.

What's in the mod right now?

Starting pistol
Heavy Machine Gun
Rocket Launcher

On the way:

Every weapon lets you throw grenades with a user binding, as well as toggle picking up new guns with another user binding. Your alt attack for all guns is a knife strike.


all monsters have been replaced with effectively exact copies that just have different amounts of health, however the zombies have been replaced with marines, some monsters also have new attacks.
I'll be adding more/refining what's currently there in time.

What's Next?

I've got a number of new guns planned for the mod, which I'll be focusing on first.
The marines that replace the zombiemen seemed like a good idea at the time, as I was planning to swap out all monsters with ones that would suit/mimic the Metal Slug style. But making all the new sprites I'd need, and that fact I'm not good at creating sprites in the style of doom, means this would take way to much work, and since this is called "Hell Slug" and not "Metal Slug In Doom", I'll be switching the marines back out with zombie counter parts in the next update.

Currently being worked on:
-HUD sprite for Pistol
-zombie replacement for marines





There are 2 versions of the mod, A and B.

A is the whole mod, weapons monsters and all.
B only contains the guns, so feel free to use monster packs with this version.

https://drive.google.com/file/d/1JrcLGy ... c0Ckj/view

Note B isn't available right now due to how the weapon drops are currently implemented, being that they just replace all current gun pickups, which would mean if a monster drops a shotgun they'll be dropping a random weapon instead.
This would make the mod more unbalance than it already is so once I figure out how to go about fixing this issue I'll release Version B.

Feedback is appreciated.

User avatar
Developing Ballad of Rhinestone
Joined: 31 Mar 2016
Location: On my chair

Re: [beta V0.2] HELLSLUG: a Metal Slug Doom mod

Postby NeonLights95 » Tue Dec 17, 2019 9:18 am

This looks promising, Murix.
User avatar
Joined: 10 Feb 2017
Discord: EinherjarJ95#3652
Operating System: Windows 10/8.1/8 64-bit
Graphics Processor: nVidia (Legacy GZDoom)

Re: [beta V0.2] HELLSLUG: a Metal Slug Doom mod

Postby Joblez_I » Tue Dec 17, 2019 10:21 am

just played through a few levels with it. feels really fun so far! Good weapon sounds, nice effects, and the gameplay feels pretty good. the only gripe i have is with the heavy machinegun sound, which, while being pretty good, has this weird twinge when firing that hurts my ears a bit. maybe it's just me?
User avatar
Joined: 23 Jan 2017
Location: Xen
Discord: Joblez#3282
Operating System: Windows 10/8.1/8 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia (Modern GZDoom)

Re: [beta V0.2] HELLSLUG: a Metal Slug Doom mod

Postby Murix » Wed Dec 18, 2019 6:06 am

Yeah there's a couple of sounds in the mod that I'm not too happy with due to small pops or maxing out. I'll be looking at replacements and attempting to create some original stuff in the coming versions to replace them.
However I'll look for a replacement for the HMG fire sounds for the next update.
User avatar
Developing Ballad of Rhinestone
Joined: 31 Mar 2016
Location: On my chair

Return to Gameplay Mods

Who is online

Users browsing this forum: FiremanMontag and 8 guests