This mod adds a multitude of monsters and weapons to Oblige / Obaddon. If you are not familiar with Oblige, it is a level generator for Doom.
The methodology behind this mod is fairly simple...
Firstly, it allows you to play Oblige levels with a bunch of new monsters and weapons, which was possible before with Colorful Hell or Complex Doom for example. However, this takes it a step further by allowing you to customize which monsters you want to fight and which ones you don’t. Same deal with the weapons.
Secondly, it was designed in a very modular way. The pk3 files are just collections of wad files. If you like a specific monster and want to include it in your mod, you can just extract the wad containing that specific monster and include it in your mod. How can you know if you like a specific monster without playing against it first?
Release Model
I'm not going to put versions numbers on this. I've been putting in code updates once or twice a week at least, not only bug fixes but new content (weapons, monsters, features, balance changes). Just check back every so often and see when the latest commit is. If you have an issue with it, try downloading the latest version. If that doesn't fix your problem, put in an issue on the github page and I'll take a look.
I need feedback on this
Here are the things I need help with the most:
- Weapon Slot Priority - the order of the weapons in each slot
- Selection Order - what weapon gets switched to when you run out of ammo
- Enemy Bugs - does an enemy use the wrong sound or graphic for something?
- Weapon Bugs - does a weapon sound weird or look weird? (other than the 4:3 screen ratio ones)
- Balance Issues - is a certain enemy too tough? Is a weapon too OP?
- Suggestions? Are there any tweaks you would do to the interface or make a zscript menu? Would you add another suggested mod to the list?
Short answer: yes, please send me a wad with that monster or weapon. If you only have a pk3, I'll give it a try to extract it. This is assuming the author has given permission, or it is Public Domain, or GPL, or something that already infringes on someone else's copyrights (e.g. Half Life weapons). I'd like to stay in good standing with the community, so if any author asks me to take down a weapon or monster, I probably will.
Demo Footage
Thanks
Big thanks to the ZDoom discord, especially Agent Ash aka Jekyll Grimm, and 3saster. But really thanks to anyone and everyone who helped me out on the chat. I don’t remember exactly who helped me out, but it is a very helpful, non-elitist community. I can’t stress enough how grateful I am for their help.
Thanks to the Realm667 website folks who provide a valuable resource to the Doom community.
Obviously big thanks to all the developers of Oblige and Obaddon. They have been very helpful in the chat as well.
Thanks to the original creators of the wads (credits in each wad).
Thanks to the creator of the Warhammer mod that I stole the Bolter from. Thank you nekostuffing. https://www.doomworld.com/forum/topic/1 ... -astartes/
Zero thanks to my wife, who complains about how much I play Doom.
Full credits (too big to fit on a forum post): https://www.dropbox.com/s/fx39twwd0er5u ... S.txt?dl=0
Full Documentation and Usage Instructions
https://github.com/mridlen/Oblige_Realm ... tation.pdf
Basic Usage:
1) Generate your wad in Oblige
2) Drag and drop the generated wad, Realm667.pk3, Realm667_weapons.pk3, TargetSpy, and BigBackpack.wad onto the GZDoom.exe.
3) It is also recommended that you turn on weapon names. Options -> HUD Options -> Display Nametags -> Weapons
Download Link
You can download this as a full fork or an addon for Oblige. If you don't already have Oblige, just get the fork version.
Download the Oblige fork:
Dropbox (download the latest zip): https://www.dropbox.com/sh/qienjlrbamj3 ... izPla?dl=0
GitHub: https://github.com/mridlen/Oblige_Realm667 (note, this uses Git LFS, so you'll need to download the pk3 files manually from the website one by one.)
Download the Oblige module here: https://github.com/mridlen/Oblige_Realm667_Mod/releases (Note: The module version is likely to be out of date from the fork version. I will try to update it from time to time.)