[WIP] Angelic Waifus (v0.71)

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[WIP] Angelic Waifus (v0.71)

Postby RomDump » Thu Sep 17, 2020 1:17 am




Download V. 0.71 here (Last updated 04/06/2021) (Only tested in GZdoom)
https://www.mediafire.com/file/mrrnnjjs ... 1.wad/file

Angelic Waifus (AKA Doom angels) is an anime enemy replacement mod that pits Doomguy against the adorable angels of heaven. All enemies are custom made with new art, attacks, sounds and abilities. The enemies are balanced for vanilla gameplay, but the mod is compatible with almost all custom weapon mods and map packs. If you're interested in adding a new challenge to maps you've conquered a million times over or have always wondered what it would be like for doomguy to blast his way through countless heavenspawn, this is the mod for you.

Gameplay

Besides being cuter, the angels function similar to their demonic counterparts, but vary with strengths and weaknesses. In General, angels tend to be more aggressive and dangerous in mobs, but less spongy and easier in one-on-one fights. Each angel has their own quirks and you will have to rethink which enemies take priority over others. Some sections will be far easier while other areas become extremely challenging. Don't underestimate these girls, they may be adorable as buttons but there's a reason that heaven has never been conquered.

Note: Infinite height MUST be disabled!! They are alot of flying enemies!
I also recommend turning on freelook and disabling autoaim.
Only tested in GZdoom

Bestiary

Spoiler:


"Video


Future plans (Version 1.0)
-Replacements of the three remaining vanilla enemies (Pain elemental, Spider Mastermind, Cyberdemon)
-Polishing/balancing existing enemies and fixing code. Adding additional frames to incomplete sprites.
-Some angelic textures, props and custom art for cut scenes
Future roadmap (Version 2.0)
-Higher tiered versions of enemies (Lion-faced cherubs, etc)
-Unusual enemy replacements (Custom spectre enemy, SS Guard, Commander Keen, Icon of Sin
-Lore and enemy descriptions

Please enjoy!
Last edited by RomDump on Mon Apr 12, 2021 3:35 pm, edited 28 times in total.
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Re: [WIP] Doom Angels

Postby Spaceman333 » Thu Sep 17, 2020 6:18 am

I love the sound of this, excited to see the full roster once its done.

It would be cool if there was also a version of this mod that puts both forces of hell and heaven to fight together against the player.
Angels from this mod and vanilla doom demons randomly shuffled together, using the random spawner:

Code: Select allExpand view
actor HeavenHellSpawner : RandomSpawner replaces DoomImp
{
   DropItem "DoomImp"
   DropItem "AngelImp"
}
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Re: [WIP] Doom Angels

Postby shaodoomkahn » Thu Sep 17, 2020 6:19 am

ok it's doom but you can kill angels more then demons
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Operating System: Windows 10/8.1/8/201x 64-bit
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Re: [WIP] Doom Angels

Postby batos2 » Thu Sep 17, 2020 6:16 pm

You should create an angel with pigtails dyed light blue or purple who she hits you with her Kanabo while she throws it at you from a distance
(You should already know the reference)

An.........
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Re: [WIP] Doom Angels

Postby Machine-Reaper » Thu Sep 17, 2020 7:42 pm

at least its better then shrine maidens
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Re: [WIP] Doom Angels

Postby RomDump » Thu Sep 17, 2020 9:31 pm

batos2 wrote:You should create an angel with pigtails dyed light blue or purple who she hits you with her Kanabo while she throws it at you from a distance
(You should already know the reference


Pipiru piru piru pipiru pi! Such a great show.

Machine-Reaper wrote:at least its better then shrine maidens


It sure is.
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Re: [WIP] Doom Angels

Postby Untitled » Sat Sep 19, 2020 3:59 pm

Hey, it's me, the guy of whom you once gave the early pre-forum beta to.

I took a look at the latest version, and I've discovered a few things you may want to check up on.

1. If I have one major complaint, balance-wise, it's that weaker monsters have a lot of HP for their slots. Here's the full list:
The zombieman replacement has 60 HP, 3x that of the monster it replaces.
The shotgunner replacement is a two-phase monster that has 60+40 HP, when the original has 30.
Cherubs, which replace the basic doom imp, has 125 HP, when the original has 60.
The chaingunner replacement has 100 HP, 30 more than what it replaces.
Cardinals have 200 HP, over the original pinky demon's 150.
The revenant replacement has 400 HP, over the original revenant's 300.
The Ophanium has 1000 HP, twice that of the arachnotron.

2. The second thing, is that in the replacement code, there's a few lines that look like this:
Code: Select allExpand view
ACTOR Cherub Replaces DoomImp 3001

If you are using the replaces keyword, the editor number is rendered unnecessary and can be safely removed.

3. Here's what the Blackbird's code should actually look like, by inheriting from the Cardinal rather than the original spectre:
Code: Select allExpand view
ACTOR Blackbird : Cardinal replaces Spectre
{
  +SHADOW
  RenderStyle OptFuzzy
  Alpha 0.5
  SeeSound "cardinal/sight"
  AttackSound "cardinal/melee"
  PainSound "cardinal/pain"
  DeathSound "cardinal/death"
  ActiveSound "cardinal/active"
  HitObituary "%o didn't spotted the Blackbird in time."
}


4. This is admittedly a stupidly minor nitpick, but many of the obituaries are missing periods at the end of them, e.g.
Code: Select allExpand view
Obituary "%o was shot by a Revolver Doll"
should be
Code: Select allExpand view
Obituary "%o was shot by a Revolver Doll."


EDIT:
5. For some reason, the Cherub's projectile replaces the DoomImpBall actor. There's no need to do this, as the Cherub fires its own projectile - it's not calling A_TroopAttack or anything like that.
6. The revenant replacement fires two types of projectiles, a slow ripper that deals 2 damage and a fast ripper that deals 1 damage. As weird as a it sounds, these values should be reversed - the faster one should do more damage. This is because, due to how rippers work, it will have less time to rip through a player, while the slow one takes longer to pass through - and deals damage the entire time it does so. Also, I think the speeds should just plain be faster - 4 (normal)/8 (fast) is very slow for a projectile; the revenant's original projectile is speed 10, for comparison.
7. Same projectiles, but the slow version of the butterfly seeker has this for it's spawn state:
Code: Select allExpand view
BFLY ABCD 2 Bright A_Tracer2
While the fast version has this:
Code: Select allExpand view
BFLY AABBCCDD 2 Bright A_Tracer
Which means that the slow version visually animates at twice the speed. It also calls A_Tracer2 instead of A_Tracer, meaning that it's a lot more aggressive in homing due to the differences between the two functions. Given the speed it flies at, this makes it pretty much unavoidable without cover, and makes the already deadly ripper property into a bit of an absurdly lethal death trap in the wrong maps.
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Re: [WIP] Doom Angels

Postby RomDump » Sun Sep 20, 2020 12:38 am

Thanks for looking over this. I noticed the increased hp when I was watching another person playtest the mod and it was so weird. Almost all the monsters had double their original HP. Then I realized I accidently uploaded the wrong version. I'm putting up a link to the correct version in the top. The normal hp values are the cherub with 80, revolver doll 30, shotgun doll 30, knife doll 15, snowball 80, putto 50, Kiss 300 (100 less than the caco), and the Iris and cardinals were the same as their vanilla base. The only one that was accurate is the Ophanim with 1000 hp due to the way it fights.

Thanks for the insight. There's still alot of balancing issues and things are likely to change (Especially as more angel types get added). I'm probably gonna change the ripper butterflies values as suggested.

Currently working on the hell knight's base sprite.

Fixed version (Also on the 1st post)
http://www.mediafire.com/file/i6gx3au8e ... 0.wad/file
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Re: [WIP] Doom Angels

Postby RomDump » Mon Oct 26, 2020 1:42 am

10/26/2020: Newest update http://www.mediafire.com/file/ffi2n9gkg ... a.wad/file

-New angel added: The Authority (Replaces the hell knight)

"Unyielding angels who are living embodiments of law and order. Authorities use their divine blade to carve the very air into a blade sharper than any sword. Purely focusing on offense, the Authority is nimble and strong at the price of having low armor and health. Demons have come regard Authority's as angelic berserkers. Authorities hate this comparison and prefer to think of themselves as "angelic brigadiers"."

Other changes

-Reduced the Cherub's HP from 80 to 70
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Re: [WIP] Angelic Waifus (Doom Angels)

Postby RomDump » Wed Nov 18, 2020 12:48 am

11/18/2020: Newest update: http://www.mediafire.com/file/6knrdbken ... a.wad/file

Changes
-New angel added: Virtue Virgin (Replaces the Baron of Hell)

“Authorities who have undergone extensive purification rituals, metamorphizing them into angels of chastity. Always bleeding, the Virtue Virgin's purity is marked by her white dress. Throughout eons of combat and endless bloodshed, the Virtue Virgin's dress has never becomes tarnished nor stained with blood."

-Ophanim projectiles added. When fully charged up, she launches thousands of bullets from her central eyes along with hitscanners from her small eyes. This was done to make it easier for the player to know the Ophanim is fully awake and to take cover.
-Ophanim takes longer to charge up and longer to wind down, giving the player more time to punish her.
-Shotgun duo, revolver doll, and knife doll no longer bleed. They're dolls so it make sense.
-Reduced Putto hp from 50 to 40.
-Now compatible with Doomgals :)

The Virtue Virgin is the 1st "Ancient Angel" added. She is both incredibly fast and powerful and must be approached with caution. There is a correct way to fight her but I might nerf her depending upon how much trouble she gives players. Her wings, sword, and headpiece will be altered in the future to look different. She may also fly at some point, but in her current state, flying breaks too many maps.
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Re: [WIP] Angelic Waifus (Doom Angels)

Postby RomDump » Sat Jan 02, 2021 6:12 pm

Happy New Years! Major update: Version 0.6 is out! https://www.mediafire.com/file/tp444cea ... 6.wad/file

Changes
-New angel added: Principality (Replaces the Mancubus)

"Snobby, angelic wizards with complete control of lightning. Their umbrellas acts as a lightning rod which she uses to channel electricity at her opponents. In their previous existence, the principalities were noblewomen and they retain their stuck up, smug, personalities. They look down upon demons, humans, and even some of the other angels.

-Ophanim HP reduced from 1000 to 800. If quick, they can be killed before fully waking up.
-More sounds added to the Cherub, Aspect of Iris, and Kiss.
-Virtue Virgin is easier to stun-lock.

Only 4 more enemies remain. The arch-vile is next!
Last edited by RomDump on Sun Jan 03, 2021 5:11 am, edited 1 time in total.
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Re: [WIP] Angelic Waifus (Doom Angels)

Postby Artman2004 » Sat Jan 02, 2021 7:26 pm

This would go great with Heart Of Demons: Baron.
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Re: [WIP] Angelic Waifus (Doom Angels)

Postby fakemai » Sat Jan 02, 2021 9:50 pm

La Tailor Girl is the more natural fit, but in general more monster mods are appreciated considering how many there are for the player and especially ones that overpower them. This is an example I like a lot in theme as well.
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Re: [WIP] Angelic Waifus (Doom Angels)

Postby RomDump » Sun Jan 03, 2021 5:08 pm

La Tailor girl is a natural fit, especially with Sewie as she's a demon killing angels (Which makes more sense than a demon killing demons). I didn't plan it, but since all the angels drop small amount of health on death (Clothing scraps in LTG), it's easier get back to a semi-clothed state after losing armor. Nothing is more miserable in that mod than not having any armor because you attack so slowly. Just be sure to mute Sewie's voice as it's quite grating.

The mod's only designed to alter enemies because I want the player to use the weapon/gameplay mods they like, even if they throw off the balance. Other good mods for AW include Doomgals, demonsteele, Naku-Naru, Supercharged or one of the many, many, many anime weapons mods. Legendoom is great, except I wish the empowered angels had a golden glow rather than a red glow. Corruption cards also works quite nicely. Again, some mods (Doomgals) will make the enemies too easy.

One of the key components of this mod is vanilla balance. With the exception of the cherub, all the angels have strengths and weaknesses compared to their vanilla counterparts. Most of the angels are easier in one-on-one fights, but more difficult in mobs. About 95% of custom maps I've tested are beatable with angels on vanilla.
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Re: [WIP] Angelic Waifus (Doom Angels)

Postby RomDump » Wed Jan 13, 2021 7:59 am

01/13/2021

Minor update, but alot of small tweeks including...

-Halos!!: All the angels (Not dolls or Putto) have a halo that floats above their head. As the angel takes damage, the halo will slowly fad out of existence. On bigger enemies, it will begin to flicker like a light bulb. Some of the sprite frames are a little off and there are some clipping issues, but those will be fixed by the next update.
-Increased the Authority's HP from 350 to 400 HP. She can still be killed with two SSG shots, but it takes better aiming to pull it off.
-Principality's may end her lightning volley with her secondary attack, making her harder to predict.
-Custom bullet death animations for the Authority and Virture Virgin's blade attacks.

Angelic Waifus V0.61: https://www.mediafire.com/file/m41zmugv ... 1.wad/file
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