Page 1 of 11

Scavver's Paradise V1.9.91 - A Survival Horror Mod

PostPosted: Mon Dec 28, 2020 8:13 pm
by CaptainNurbles
Scavver's Paradise
A High Difficulty Survival Horror Gameplay Mod


DOWNLOAD HERE (Updated 31/7/21)

Video (outdated):


Screenshots (outdated):
Spoiler:


Summary:

Scavver's Paradise pits the player in the shoes of an average person trying to survive in post-apocalyptic Earth. You are not a big, meaty action hero capable of fending off the legions of the damned. You are but a mere mortal, pitted against insurmountable odds, and the odds are against your favor.

Gameplay in Scavver's Paradise is a bit slower. The player is slowed down a notable amount, though this shouldn't result in failing speed challenges and breaking maps. You are, however, able to dodge by pressing jump along with strafe left/right or backpedal, handy for dodging hellish fireballs and zombies with axes. You also cannot carry ten thousand pounds worth of weapons and equipment. You'll have to carefully plan your loadouts since you can only carry so much weight. Resources are also scarce, with the equipment you need to survive often being found damaged, broken, or simply empty, devoid of contents. You'll be hurting for resources, but as long as you handle encounters wisely, manage your resources carefully, and aren't afraid to break out a machete or a sledgehammer, you should be fine on most maps. Difficulty is greater than in vanilla, but not to an unfair degree. You are never guaranteed to succeed, however, and there may be map sets that are not be beatable with this mod.

Weapons and enemy attacks all deal a variety of damage types. Not all damage types are equal, and certain weapons are less effective against certain enemies. This is also reflected in armor, as each armor fares differently against damage. Police vests, for example, are mighty decent against small caliber weapons, melee weapons, and are especially handy at negating the insane damage shotguns dish out, but they may not handle fire too terribly well. Conversely, the armored fire suit is incredible for protecting the wearer against any sources of heat, particularly fire, but it's protection against physical attacks is minimal. Different enemies fare differently against different damage types. All zombies are extra weak to fire, but most demons are resistant (but not immune) to fire. BFG weapons destabilize living matter, meaning most fleshy enemies, but robotic enemies and bony enemies are more resistant to BFG damage. Notably, any zombie wielding guns also wear some degree of armor, with zombieman-class gunners wearing the weakest armor available, shotgunguy-class gunners wearing light ballistic vests, and chaingunguy-class gunners wearing heftier ballistic vests.

There is also a greater number of melee-only enemies, with melee variants affecting Zombieman, Shotgunguy, Doomimp, Revenant, and Hellknight spawns. In theory, this would make things easier, but not so much when ammo is rare. Sometimes it ain't a bad idea to pull out your favorite bludgeon and go to town on these melee variants, so long as you don't get clawed, sliced, whacked, and beaten to death yourself.

You cannot carry every weapon in the game, as you are but a mere mortal, and weapons can be heavy. You'll be able to carry a good load of weapons with you, but there is a limit to what you can do. Some weapons are much lighter than others, and heavier weapons tend to be very effective compared to many of the lighter weapons available. Keep an eye on your weight meter, as once you hit 60 pounds you'll be able to carry no more.

Most of my testing has been done in singleplayer, though this mod is fully doable in multiplayer as long as you and your partner(s) cooperate and split resources evenly.

Scenario:

It's the year 2208, and demons have been ravaging the planet for the last fourteen years. The UAC had been experimenting with teleporter technology, and by a freak accident they accidentally opened portals to another dimension where horrific monstrosities began invading their research bases on Phobos and Deimos. On the Phobos base there was a lone marine, awaiting his court martial for assaulting his CO, who was destined to fight back against this demonic threat and become the legendary Doom Slayer.

Problem is, he never made it back to Earth. Could have had his throat torn out by a giant brown spiny thing. Might have had a hole blasted in him by a shotgun-wielding zombie. Dude might have just fell in a pit of acid and melted away. The details are forgotten to time, but the destined hero never came, and mankind was thusly doomed to inevitable extinction. The demons found their way to Earth and started slaughtering people en masse. Where mankind was once 10 billion strong, there now remain a few hundred million survivors left on Earth. Resources are dwindling as the survivors use up whatever they can to stay alive for just one day longer. Medical supplies are a rarity. Weapons are failing, often being found broken and dysfunctional. The very world itself is changing, being mutated by the mere presence of demons. Earth will likely never recover.

You are one of these last remaining humans. You're not a trained soldier, you're not a destined super hero meant to save mankind from the demon threat. You're just a mere person, soft and squishy and longing for normalcy. You mind is sharp, your reflexes quick, and you're incredibly resourceful, but your body is simply human, and can't take a lot of punishment. You'll have to take things slowly, carefully plan your attacks out, and learn how to manage your resources effectively in order to survive til dawn. You'll do even better if you can find other survivors to scavenge for supplies with you.

Gameplay Changes:

=> Enemies are tougher and more varied. Where you might find a lightning-belching cacodemon, you may instead find a plasma gas spewing cacolich, or perhaps even the tankier abaddon. Where a rifle zombie might have spawned you'll instead find a wide variety of flesh-hungry zombies wielding all sorts of weaponry. Enemy damage has been buffed as well, with projectile damages being less varied, and hitscan attacks being equal in damage to your own weaponry.
=> Weaponry! 55 different weapons are available for use, ranging from the humble lead pipe, to the uncontrollable .22 SMG, to the beefy 20mm auto cannon, and a good variety of energy weapons as well!
=> Magazine-based reload system: Instead of magically yeeting bullets into your gun from an undefined pool of bullets, you've got magazines holding bullets. Reload a partially spent magazine and those bullets are lost.
=> Complex Damage System: Different attacks deal different types of damage, each having their benefits and drawbacks. Eg: Blunt attacks aren't effective against armor, but can easily stun enemies from the pain induced. Blaster-type weapons aren't strong overall, but are extra damaging to fleshy demons for reasons unknown.
=> Varied armors: 9 different types of armor to pickup, each with different stats and uses, ranging from a simple jacket with kevlar woven into it to advanced military combat armor.
=> Dodging: Press jump while moving left, right, or backwards to perform a brief step dodge to avoid incoming attacks from your foes.
=> Scarcity: Weaponry, ammunition, health supplies, etc. have a chance to be replaced with an empty, unusable version of itself, forcing the player to more intelligently plan out their battles. To make up for this scarcity, health pickups are much more effective, and weapons dish out serious amounts of damage.
=> Varied Medical Equipment: Rather than just hoovering points of health from pickups right into your hurty holes, you get to carry bandages, sitmpaks, blood packs, and other supplies to give you the edge in nasty situations. A fully stocked medikit, for example, contains enough equipment for 160 points of total healing and a bottle of pain killers for temporary damage resistance.
=> Weapon Weight System: Players can carry no more than 60 pounds of weaponry wherever they go. Generous, but limiting nonetheless.
=> Multiple Loadouts: Ten different loadouts with unique player skins and different weapons and gear that you start with. If you want you can even spawn with nothing but a PDA and your bare hands!
=> Ingame Encyclopedia: Each loadout spawns with a PDA filled with helpful information about your weaponry, your gear, and general information about your adversaries, among other bits of handy info.
=> Lore: 60 data logs can be found throughout playthroughs providing details about the world at large, ranging from stories from other survivors to happenings during the beginning of the apocalypse. This lore is entirely optional and does not inherently disrupt the flow of gameplay unless you're willing to sit down and read these logs.
=> Equipment: In place of backpacks, invisibility spheres, and infrared pickups, various bits of equipment are available to help the player out. Temporary bits of equipment include chaingun turrets, packs of sawblade-wielding razor drones, and more, while more permanent upgrades including nanoweave armor to wear under other bits of armor, powered greaves, and reinforced boots are available as well as other types of upgrades.

Known Issues:

=> The player can unload a weapon completely, drop it on the ground, and scrap it for free ammo. To fix this would require I convert every weapon from DECORATE to ZScript, which is an enormous task that I can't be assed into doing. Not right now, at least.
=> .357 Speedloaders can be topped off with ammo even if you don't have any ammo. Not sure how to fix this.
=> 84mm Rocket Launcher can switch ammo types even if you don't have the corroborating ammo type. Also unsure as to how to fix this.

Recommended Mods:

Droplets) Great looking blood and gore mod.
Immerse) Lovely camera mod that just looks and feels damn nice. Also includes a lean feature that helps players shoot from cover.
DarkDoomZ) If nothing else, grab this so you can use that sweet, sweet flashlight.
Gearbox) A combination of a snazzy weapon wheel for new Doom fans, as well as a weapon selector bar for the Half-Life fans!

Recommended Maps:

If you folks have any recommendations on what would play well with Scavver's Paradise, please feel free to post about it in the comments below! If I agree I'll add 'em to the list.

Dark 7) An old classic. Not too terribly difficult, with just enough resources that you can get by on most playthroughs. Some encounters can be gnarly depending on the random drops and enemy replacements. Its expansion, Dark 7 Mission Pack 1, also plays well, though with both maps resources can be hard to spread evenly in coop.
Ashes 2063) Both it and its addon Dead Man Walking have gameplay-mod friendly versions and work insanely well with Scavver's Paradise, particularly the early parts of DMW. Ammo and health are TIGHT unless you compulsively secret hunt, but enemy encounters very heavily lean towards imps and zombies and not too much else.
Darkstar Low) Nonlinear map where you're on board a star ship that had been invaded by demons. Metroidvania-like backtracking from location to location gives the feel of having a mission to complete, rather than just aimlessly traversing maps for the sake of a gunfight against demons.
Dark Universe: Part 1) Hurt Me Plenty is a fair challenge, but Ultra Violence is an endurance test, requiring a good bit of secret hunting to ensure you've got enough ammo to survive encounters. Last level is insanely difficult and may not be beatable due to a massive hoard to fight off followed by a cyberdemon fight in a large arena FULL of critters. You have been warned.
Dimension of the Boomed) Great amopshere and level design that's very faithful to Quake. Ammunition is easier to come by here than in certain other maps I've played, but encounters are BRUTAL. Possibly not beatable without luck being on your side if played on UV. Recommended you pick one of the elite loadouts (Demolitionist, Exterminator, Huntsman, Veteran) to give you the edge you need. Includes custom monsters based off those in Quake that won't cause any conflicts with Scavver's Paradise.
Flashback to Hell) A fair challenge overall. Maps are fun, well laid out, and have enough familiarity to them that you know what they're based on, yet are fresh enough to feel new. Supplies aren't too hard to come by, and if you're good at hunting for secrets you'll be able to keep a fresh supply of high quality armor for much of the later levels.
Genesis of Descent) A sprawling set of levels, almost Metroidvania-y with how wide the levels are and how they progress. Ammo is relatively generous, though do be sure to focus on melee combat whenever possible, and save your explosives as best as you can. Health, however, is a rarity, and how boned you are will depend on the luck of the dice, as if the health items aren't spawned in your favor you're going to find yourself save scumming. Ends with a fairly difficult cyberdemon boss fight that may not be beatable without cheesing. What helps in this map's favor is the lack of chaingunners, being a Doom 1 map set.
Hellbound) Early levels can be a bit annoying given how you don't find a backpack until map06, but the constant need to scrounge for ammo is great. Map07 is a forced pistol start (You'll start with your chosen loadout's starting gear,) and the next few maps from there are a damn blast, IMO, though be sure to hoard your high caliber ammo and explosives as much as physically possible. Map07 features many high-health monsters and a limited amount of explosives, and map08 has even more high-health monsters, including a spider mastermind that is guarded by two barons of hell. Map15 is the turning point where it goes from a fun, if brutal, romp through infested facilities into an absolute bloodbath. Gets almost slaughterfest-y later on. May not be beatable.
Lost Civilization) Supplies are quite plentiful and often times by the end of map02/into map03 I find I'm flush with ammo. Even when I jack the ammo despawner to 80% despawned and health to 75% I am loaded with supplies. It is very much needed given the HIGH enemy counts. Keep a scoped weapon handy given how wide and massive environments can be, and be prepared for lengthy sessions as certain maps can take upwards of an hour to beat if you're secret hunting and scrounging for resources.
Struggle: Antaresian Legacy) Insanely well designed levels with great action, though this is what you should play if you want to just have fun with the monsters and guns. Ammo, health, and good armor are in PLENTIFUL supply, to the point that by map06 I was spending more time trying to figure out what guns I want to use than I was spending time finding ammo, and was able to keep a suit of Marine Armor fully repaired for two straight levels given how frequent ArmorBonus drops are placed around maps. Despite this abundance, encounters can be difficult with how enemies are used and how the levels are designed.
Neodoom: Gold Edition) NOTE: You will have to make some major modifications to this to remove all of the custom weapons, monsters, and items. I looked into if there were ever any uploads of a mod compatible version of this map set but haven't been able to find anything. Might make an upload myself if I can do so with Daniel's permission. REGARDLESS. The maps are relatively standard in design and may feel a bit dated, but the usage of custom textures alongside themed maps lend this map set to have the feeling of progression, like you're partaking in an adventure through demon infested Earth rather than a set of sprawling maps that aren't very connected environment-wise. Certain encounters can be absolutely brutal, but you're usually stocked with enough supplies and enough room to navigate and avoid damage. Keep an eye out for secrets, as certain encounters absolutely require these secrets (the last fight in Map07 is downright insane without abusing health, damage resistance items, and the secret invulnerability sphere.) Upgrade items will be found in plentiful supply, so this is a good map set if you want to play around with those.
Oblige, enhanced with ObAddon) A random map generator. ObAddon builds off the last build of Oblige and adds TONS of cool shit to it. Maps with ObAddon are surprisingly well detailed, though you'll have to work with the program to make sure you don't get too many or too few supplies. Enemy encounters, being random, are not guaranteed to be fair and work with Scavver's Paradise's style of gameplay.
Obsidian) A fork of ObAddon which has since had its development stopped. Obsidian builds off what ObAddon put on the plate and is offering more. Haven't tested it much just yet.

Changelog:
Spoiler:


CREDITS:

Many of the resources used in the mod are from other sources. Included in the .PK3 file is a credits list that I have done my god damndest to keep up to date. If I've forgotten to add something please let me know!

Special mention to Nash Muhandes for his awesome PDA starter kit mod, without which I'd have to force people to read the unnecessarily long manual that was once included in the .PK3 file.

Many thanks to argv for their wonderful Use to Pickup mod, which has finally been included in my mod. Should immensely help with keeping the player's pace nice and steady.

Also special shoutout to Jarewill for all his ACS script help! Without their help the dodging and weapon limiter systems would have never been able to be implemented.

Re: Scavver's Paradise V 0.7 Beta: A Difficult Gameplay Mod

PostPosted: Mon Dec 28, 2020 8:44 pm
by Linz
Ok but where's the screenshots though

Re: Scavver's Paradise V 0.7 Beta: A Difficult Gameplay Mod

PostPosted: Mon Dec 28, 2020 9:39 pm
by Dr_Cosmobyte
Congrats on the release! Always good to see survival horror mods. Other than that, it won't work in LZDoom.

Also, the "5mmBoltRifle" has some of my works in there too, specially in the scope. The original edits can be found in Lowtech Remake and Aracnocide, while the original centered sprite was made by chronoteeth.

;)

Re: Scavver's Paradise V 0.7 Beta: A Difficult Gameplay Mod

PostPosted: Mon Dec 28, 2020 11:03 pm
by CaptainNurbles
Linz wrote:Ok but where's the screenshots though


Done! Completely slipped my mind, thank ya for reminding me mate.


Dr_Cosmobyte wrote:Other than that, it won't work in LZDoom.

Also, the "5mmBoltRifle" has some of my works in there too, specially in the scope. The original edits can be found in Lowtech Remake and Aracnocide, while the original centered sprite was made by chronoteeth.

;)


I've barely messed with LZDoom myself, having only used it back when I had a low powered Ubuntu laptop. What's the error in question? I'd test it right now but I'm unable to right this minute.

As for the uncredited credits, just got that taken care of, your name's now in the credit list.

EDIT:

Taking a look at how it works with LZDoom, and it looks like it's the PDA that's buggering things up, specifically the lil' tutorial message that optionally can appear if desired from the modder. I removed the offending code and it's fixed the LZDoom crashing without having any affect on gameplay. I'll be sure to upload a patch some time that also includes other things.

Re: Scavver's Paradise V 0.7.3 Beta: A Survival Horror Mod

PostPosted: Tue Jan 05, 2021 10:22 pm
by CaptainNurbles
A new UPDATE is out! Not much in terms of new content, but some quality of life stuff has been added, plus a bit of balancing as well. Please be sure to give me your feedback so I can shape this mod into something worth playing!

DOWNLOAD HERE (Updated 5/1/21)

Spoiler:

Re: Scavver's Paradise V 0.7.3 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 3:19 am
by -Ghost-
I'm not sure how to feel about the pistols. I'm fine with the armor values and such, but I feel like in terms of gameplay you end up just burning through a lot of pistol ammo on basic enemies. Overall I think I'd rather have less ammo in general, but more effective damage so it's more choosing between using guns and melee while saving the rifles and such for bigger enemies. Right now it feels like I'm just swapping through a bunch of different handguns using up all the shots and then deciding to use my blunt pipe because it's more effective. It might be me not using the damage types correctly too, though.

Re: Scavver's Paradise V 0.7.3 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 8:16 am
by Dr_Cosmobyte
Great! I will test this with LZDoom as soon as i get home!

Re: Scavver's Paradise V 0.7.3 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 9:59 am
by CaptainNurbles
-Ghost- wrote:I'm not sure how to feel about the pistols. I'm fine with the armor values and such, but I feel like in terms of gameplay you end up just burning through a lot of pistol ammo on basic enemies. Overall I think I'd rather have less ammo in general, but more effective damage so it's more choosing between using guns and melee while saving the rifles and such for bigger enemies. Right now it feels like I'm just swapping through a bunch of different handguns using up all the shots and then deciding to use my blunt pipe because it's more effective. It might be me not using the damage types correctly too, though.


I tend to do fine with the pistols with my playstyle, though I personally tend to save them for groups of zombies and the occasional imp, myself. I doubt its not you using the damage types incorrectly since small caliber weapons will still fare decently against zombies wearing the ballistic weave jackets and somewhat adequately against the police vests. I'll toy around with the damage values some, first by normalizing the damages themselves to have less variation since it is a bit annoying that a gun can do anywhere between 7 damage and 21 damage, just as an example. If that doesn't change things much I'll play with buffing the pistols up on top of that.

Thank you for the feedback though!

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 1:11 pm
by CaptainNurbles
New quick update to fix some pressing things!

Weapon damages have been normalized to have less variation in damage. Overall, guns are more damaging. As an example, the 6.2mm combat rifle used to deal either 15, 20, 25, or 30 damage per shot. Now it deals anywhere between 20 to 30 damage. All ballistic firearms have been affected. THIS ALSO APPLIES TO ZOMBIES. Also includes various fixes.

DOWNLOAD HERE (Updated 5/1/21)

Spoiler:

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 2:48 pm
by -Ghost-
Yeah that might actually be it if the damage variance is that high. Having it more set by the caliber would probably help it feel more consistent. I think making the guns a little more visually distinctive might help too, since there's the revolver, then a bunch that look almost the same other than the high capacity one.

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 4:58 pm
by That0neBr075
Excellent gameplay mod! The guns feel nice and punchy, the monsters fit well, and overall the mix of resource management and having to cut down zombies with an axe is pretty enjoyable. Only real suggestion I have is maybe an integrated flashlight, but besides that, major props!

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 7:22 pm
by CaptainNurbles
-Ghost- wrote:Yeah that might actually be it if the damage variance is that high. Having it more set by the caliber would probably help it feel more consistent. I think making the guns a little more visually distinctive might help too, since there's the revolver, then a bunch that look almost the same other than the high capacity one.


I was going to say that the guns feel distinctive enough to me, but that's probably because I've gotten intimately familiar with them in the 2 months it's taken me to make this mod lol. Not sure how I could go about making them more distinct between one another besides doing up new sprites, but I've tried making sprites from scratch before, it looks awful.

That0neBr075 wrote:Excellent gameplay mod! The guns feel nice and punchy, the monsters fit well, and overall the mix of resource management and having to cut down zombies with an axe is pretty enjoyable. Only real suggestion I have is maybe an integrated flashlight, but besides that, major props!


Thank you, man! I can't say that I've got the technical knowhow to integrate a flashlight into the mod (TRUST ME I'D LOVE TO,) hence why I've thrown in a link to DarkDoomZ since it does come with a fantastic flashlight. Plus the whole darkness thing can be turned off entirely with it.

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 7:33 pm
by Dr_Cosmobyte
From the quick run i had, i can honestly say the sound department has a warm blanket on the back. Excellent punchyness for the sounds. But i would need to play it further to discover bugs and anything else. Keep it coming, i am really liking it.

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Wed Jan 06, 2021 11:53 pm
by -Ghost-
Pistols are feeling better now!

I have noticed I've been having trouble dropping stuff though. It's been dropping it on top me so I just pick the weapon right back up again.

Re: Scavver's Paradise V 0.7.4 Beta: A Survival Horror Mod

PostPosted: Thu Jan 07, 2021 12:34 am
by Wivicer
I'm just dropping in to say this is great, but it's even better with the use-to-pickup mod loaded alongside of it.