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I am glad to present to you the "Planet Nexion: Conversion"! It is a mod that adds monsters, weapons and items from "Planet Nexion" Wolfenstein 3D mod to Doom. Many new mechanics were added/changed/tweaked on top of the original mod.
This mod features:
6 new enemies
7 new items
4 new weapons
Planned updates:
Improve the balance (for now it's very hard to play)
Add more sounds
Add new skelegoyle attacks and moves
Somehow insert the whole story into the "Read This!"
Make ceiling hangers check if it's an actual ceiling and not a sky
Improve enemies descriptions
Add README
More better screenshots and probably a video trailer
Weapon and enemy description (I don't really recommend to look here to not spoil yourself):
Spoiler:
Weapons: Deathbone - very basic melee weapon, however, it has extended range and damage, but a bit slower than your standard fist. Atom shredder - hitscan long-range weapon that runs on antimatter cells (like any other gun in this mod). Plasma burner - medium-range weapon that rapidly fires plasma balls (and eats through your ammo reserve as quickly). Black Hole generator - yes, you've read it correctly, it's a weapon that generates black holes. They're just on the edge of being black holes, that's why they grow in size so rapidly, consuming everything in their path. Can be really dangerous to fire, it's advised not to move forward while firing it (and possibly back!)
Enemies: Zombie - space base personnel whose bodies got zombified by local flora. Not that tanky, but very agile, leaping at your and attempting to dodge your attacks. Floating eye - fine example of local fauna evolution. It's hitscan attacks blind you, darkening your vision. Drone - security drones that were present at the base that went berserk after their hardware got corrupted by evolutioned flora. Somewhat tanky, small and annoying. They aren't very accurate at first, but their aim improves with each shot they fire. Ceiling hanger - another freaky monster of an animal that sticks to ceilings and then jumps at their pray. Not too fast or tricky, but very strong in hand-to-hand combat. Abomination - a fusion between a human and an unknown monster. Very tanky, runs away and feasts on other monsters if hurt. Can spit acid at you from distance. Skelegoyle - old ancient being that now guards the planet, hunting down and exterminating aliens. Mostly just fires a plasma gun in various patterns, and sometimes summons black holes. Very hard to kill.
Other notes: You can get drunk and then start hallucinating by drinking alcohol to replenish your health. The effect goes down over time. You can collect various items such as LNA, Plasmatic Crystal Drops and titanium cubes to improve your knowledge of the enemy, increasing your damage output permanently.
Screenshots:
Change log:
Spoiler:
0.1: Initial beta release. 0.1.1: Minor balance changes: - Nerfed zombie damage output - Nerfed flying eyes' health and blinding. - Extended period of safety of BH generator's black hole projectile (you still can't just go forward, though!)
Ferretmanjcdenton wrote:Sorry .. would love to play that but it keeps giving me errors in gzdoom and lzdoom..(all versions) Zandronum directly crashes ...
Forgot to mention, it's written in Zscript, so no Zandronum support. Would you mind sharing the error? I remember testing the mod on the latest gzdoom version.
Edit: Nevermind, looks like I've found and fixed the problem. Thank you for the contribution, though.
Ferretmanjcdenton wrote:Sorry .. would love to play that but it keeps giving me errors in gzdoom and lzdoom..(all versions) Zandronum directly crashes ...
Forgot to mention, it's written in Zscript, so no Zandronum support. Would you mind sharing the error? I remember testing the mod on the latest gzdoom version.
Edit: Nevermind, looks like I've found and fixed the problem. Thank you for the contribution, though.
Sorry ..forgot about that ..
Yeah it give me with gzdoom 4.5 the error
3 errors while parsing DECORATE skripts ....
Same with lzdoom 3.87a ..
Gzdoom 3.82 says it's only for higher versions of gz ..like 4.2.2 or so ..
Well my GZDoom g4.5.0 64-bit works just fine, though. Make sure you're running the latest GZDoom with recent mods.
Anyways i played it a little and it's quite interesting. The monochrome aesthetics are quite working and it feels like doom is survival horror game now. However the enemies are overall overpowered and just unfair. Zombies have higher damage output and so do the flying eyeballs, the worst enemy. They does hitscan unlike the imps in vanilla doom and makes your sight darker and screwier. The wobble just won't stop and makes my brain... Simply scrambled. And the game only gives me the melee weapon, so it's definitely unfair in my opinion.
Weapons are okay, but i found BH Generator rather finicky. The projectile sucks me without giving me a second thought as well. But hey, this mod looks promising! Keep it ip.
Captain J wrote:Anyways i played it a little and it's quite interesting. The monochrome aesthetics are quite working and it feels like doom is survival horror game now. However the enemies are overall overpowered and just unfair. Zombies have higher damage output and so do the flying eyeballs, the worst enemy. They does hitscan unlike the imps in vanilla doom and makes your sight darker and screwier. The wobble just won't stop and makes my brain... Simply scrambled. And the game only gives me the melee weapon, so it's definitely unfair in my opinion.
Weapons are okay, but i found BH Generator rather finicky. The projectile sucks me without giving me a second thought as well. But hey, this mod looks promising! Keep it ip.
Thanks for the feedback! I noticed as well that enemies were unbalanced, so I put an option to start with a ranged weapon in options menu. Though it's a bandaid, you made a good suggestion to decrease zombie damage output. I also made eyeballs' damage fall off at distance, but I think I might as well tune their blinding and damage down. Also I would add more safety to BH Generator, since now you can't fire it and go forward at the same time.