Rampancy - [1.3]

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
User avatar
Yholl
Posts: 1950
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Rampancy - [1.3]

Post by Yholl »

Image
Rampancy is a robot-themed monsterpack for GZDoom, designed for maximum compatibility with weapon mods and mapsets.
Special thanks to Cherno for their amazing robot model-to-sprite conversions, without which this mod wouldn't exist.

DOWNLOAD
MIRROR DOWNLOAD
1.3
CHANGELOG

This mod will run on GZDoom 2.1.1 and above!
Feel free to use whatever version you like.

Compatibility with:
  • DoomRL Arsenal
    Final Doomer
    LegenDoom/Lite
    Guncaster
    Hideous Destructor
    Doom Delta
    Lambda
    Xim's Star Wars Doom
    Samsara
    Psychic
    Metroid Dreadnought
    Booster

It Just Works with
  • High Noon Drifter
    Ironclad
    Cola 3
    Doom Incarnate


ImageImage
ImageImage
  • -= DESCRIPTION =-
An AI supercomputer becomes sentient and achieves rampancy, breaking free of human control and taking control over a huge amount of robotic military forces. You must fight your way through the mechanical legions, reach the AI's core, and destroy it before it is too late!
  • There are no hitscan attacks, all bullets from robots are projectiles.
    There is no infighting at all, but all enemies can injure each other no matter their type.
    Damage is semi-static. All damage varies by 2, giving values like 13-17 damage.
    Projectiles are faster than vanilla Doom, but do far less damage due to low values and minimal randomization.
    Robots that fire physical projectiles have limited ammo, exhausting that ammo will force them to either rely on other attacks or power down.
    Enemies set to Ambush in maps will have different behaviour, usually lying in wait ready to attack.
    Many menu options to customize things like item drops or cosmetic options.
    A difficulty option in addition to normal Doom skill levels, which gives robots more dangerous behaviour or abilities.

Public Discord for those interested.

Interested in donating to give me a drink or two?
My Kofi page, a website that lets you easily donate to people.
Last edited by Yholl on Sat Nov 20, 2021 5:19 am, edited 4 times in total.
User avatar
Tartlman
Posts: 226
Joined: Thu Oct 11, 2018 5:24 am
Location: meme hell

Re: Rampancy - [1.0]

Post by Tartlman »

good to see that this mod is out! I'll check it out soon.
User avatar
wildweasel
Moderator Team Lead
Posts: 21509
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10, 21H1
Graphics Processor: nVidia with Vulkan support

Re: Rampancy - [1.0]

Post by wildweasel »

Well, this is a total surprise, seems to work pretty nicely with everything I've thrown at it. I highly recommend this in combination with map sets like Marswar and Equinox that are heavy on tech bases.
User avatar
Enjay
 
 
Posts: 26430
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: Rampancy - [1.0]

Post by Enjay »

I'm looking forward to trying this. Sci-fi/tech themes have always appealed more to me than the hellish stuff.
AvzinElkein
Posts: 607
Joined: Wed Nov 17, 2010 6:35 pm

Re: Rampancy - [1.0]

Post by AvzinElkein »

Says it's Guncaster compatible; how did you pull that off? I thought stuff found in that mod made it monster-mod-unfriendly.
User avatar
Nems
Posts: 659
Joined: Wed Jan 12, 2005 1:09 pm
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: Rampancy - [1.0]

Post by Nems »

Yaaaaaaaaaaaassssssssssssss!!! <3
User avatar
Combine_Kegan
Posts: 460
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

Re: Rampancy - [1.0]

Post by Combine_Kegan »

I've done a fair amount of playtesting on this as Yholl developed this, I'm so happy to see the full release.
Also it seems to play just fine with Combined_Arms right now.
User avatar
Cherno
Posts: 1290
Joined: Tue Dec 06, 2016 11:25 am

Re: Rampancy - [1.0]

Post by Cherno »

Very good!

There are perspective sprites for the Deus Ex Security Bot available, btw.
User avatar
Yholl
Posts: 1950
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: Rampancy - [1.0]

Post by Yholl »

Cherno wrote:There are perspective sprites for the Deus Ex Security Bot available, btw.
ack
Darm, I wish I knew about those before I did the brightmaps on the old one.
AvzinElkein wrote:Says it's Guncaster compatible; how did you pull that off? I thought stuff found in that mod made it monster-mod-unfriendly.
Literally the same way DRLA's monsters do, it's actually based on the same thing. You just gotta fill in all the stuff it needs, that's all, there's nothing special to it.
User avatar
Cherno
Posts: 1290
Joined: Tue Dec 06, 2016 11:25 am

Re: Rampancy - [1.0]

Post by Cherno »

Yholl wrote:
Cherno wrote:There are perspective sprites for the Deus Ex Security Bot available, btw.
ack
Darm, I wish I knew about those before I did the brightmaps on the old one.
Maybe I'll try and auto-generate brightmaps directly in max sometime this week.
User avatar
Yholl
Posts: 1950
Joined: Mon Dec 17, 2012 11:08 am
Location: Here, stupid.

Re: Rampancy - [1.0]

Post by Yholl »

Cherno wrote:Maybe I'll try and auto-generate brightmaps directly in max sometime this week.
Woah, that'd be absolutely massively helpful if you do, the sheer amount of frames on most robots just prevents me from doing it manually. I only barely got away with it on the Security Bot.
User avatar
Alptraum
Posts: 112
Joined: Mon Apr 22, 2019 12:39 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: Rampancy - [1.0]

Post by Alptraum »

Robot-themed monsterpack? Nice ^^
User avatar
Cherno
Posts: 1290
Joined: Tue Dec 06, 2016 11:25 am

Re: Rampancy - [1.0]

Post by Cherno »

There could be more flying bots. Any ideas? :) I might spritify the drone from Malice for Quake. It has a cool design :)
theroguemonk
Posts: 152
Joined: Tue Nov 05, 2019 4:58 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Rampancy - [1.0]

Post by theroguemonk »

cool
User avatar
Gezzdt
Posts: 58
Joined: Sat Aug 03, 2013 10:23 am

Re: Rampancy - [1.0]

Post by Gezzdt »

It's so fun to play as BTSX guy with this monsterpack, i'm loving it! :)

Return to “Gameplay Mods”