Rampancy - [1.3]

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Rampancy - [1.3]

Postby Yholl » Sun Feb 02, 2020 4:43 pm

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
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 Jul 04, 2020 12:21 am, edited 3 times in total.
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Re: Rampancy - [1.0]

Postby Tartlman » Sun Feb 02, 2020 4:56 pm

good to see that this mod is out! I'll check it out soon.
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Re: Rampancy - [1.0]

Postby wildweasel » Sun Feb 02, 2020 5:26 pm

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.
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Re: Rampancy - [1.0]

Postby Enjay » Sun Feb 02, 2020 5:56 pm

I'm looking forward to trying this. Sci-fi/tech themes have always appealed more to me than the hellish stuff.
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Re: Rampancy - [1.0]

Postby AvzinElkein » Sun Feb 02, 2020 6:45 pm

Says it's Guncaster compatible; how did you pull that off? I thought stuff found in that mod made it monster-mod-unfriendly.
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Re: Rampancy - [1.0]

Postby Nems » Sun Feb 02, 2020 6:53 pm

Yaaaaaaaaaaaassssssssssssss!!! <3
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Re: Rampancy - [1.0]

Postby Combine_Kegan » Sun Feb 02, 2020 6:53 pm

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.
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Re: Rampancy - [1.0]

Postby Cherno » Sun Feb 02, 2020 7:07 pm

Very good!

There are perspective sprites for the Deus Ex Security Bot available, btw.
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Re: Rampancy - [1.0]

Postby Yholl » Sun Feb 02, 2020 7:21 pm

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.
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Re: Rampancy - [1.0]

Postby Cherno » Sun Feb 02, 2020 7:35 pm

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.
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Re: Rampancy - [1.0]

Postby Yholl » Sun Feb 02, 2020 7:41 pm

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.
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Re: Rampancy - [1.0]

Postby Alptraum » Mon Feb 03, 2020 3:46 am

Robot-themed monsterpack? Nice ^^
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Re: Rampancy - [1.0]

Postby Cherno » Mon Feb 03, 2020 6:06 am

There could be more flying bots. Any ideas? :) I might spritify the drone from Malice for Quake. It has a cool design :)
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Re: Rampancy - [1.0]

Postby theroguemonk » Mon Feb 03, 2020 7:35 am

cool
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Re: Rampancy - [1.0]

Postby Gezzdt » Mon Feb 03, 2020 9:45 am

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