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Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Tue May 25, 2021 4:19 am
by thewolfman00001
Put out a minor update to Wolfman's Gameplay Modifications: Revamped (At this point don't believe anything I say about last updates lol). The changes are as follows:

-Reduced revenant melee dead-zone size by 20% (from 196 to 156)
-Decreased cyberdemon pain chance from 5.47% to 3.13% (from 20 to 10)

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Tue May 25, 2021 7:17 am
by thewolfman00001
Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

-Further rebalanced bullet ammo (max ammo decreased from 320 to 300 without backpack, and 640 to 600 with backpack, amount of ammo gained from ammo drops decreased by 10%)

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Tue May 25, 2021 5:12 pm
by onContentStop
thewolfman00001 wrote:
onContentStop wrote:Pretty fun mod. Can you fix the Revenant's "dead zone", the distance at which they are going for a melee attack and never shoot?

Hey there, thanks for the comment! The dead zone of the revenant isn't a bug or something to be fixed, it's a intentional design choice which adds a good layer of strategy to facing the revenant as a whole. If I were to reduce the size of the dead zone or remove it entirely, it could potentially make the revenant unbalanced or cause other types of problems. I hope you understand where I am coming from and I am glad that you are enjoying my mod <3

EDIT: I playtested reducing the dead zone of the revenant by 20% and it actually felt like a good change, so expect a update soon :D


Oh i totally get that! I just figured in the face of the more powerful weapons revenants ought to be more dangerous (although their missiles are already quite nasty on nightmare).

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Tue May 25, 2021 8:35 pm
by thewolfman00001
onContentStop wrote:
thewolfman00001 wrote:
onContentStop wrote:Pretty fun mod. Can you fix the Revenant's "dead zone", the distance at which they are going for a melee attack and never shoot?

Hey there, thanks for the comment! The dead zone of the revenant isn't a bug or something to be fixed, it's a intentional design choice which adds a good layer of strategy to facing the revenant as a whole. If I were to reduce the size of the dead zone or remove it entirely, it could potentially make the revenant unbalanced or cause other types of problems. I hope you understand where I am coming from and I am glad that you are enjoying my mod <3

EDIT: I playtested reducing the dead zone of the revenant by 20% and it actually felt like a good change, so expect a update soon :D


Oh i totally get that! I just figured in the face of the more powerful weapons revenants ought to be more dangerous (although their missiles are already quite nasty on nightmare).

Yeah, I reduced their dead zone by 20% because it felt like a good change. The strategy is still there, but the dead zone for revenants isn't as forgiving as it is in vanilla. I will also say that I think the monsters are in a really good spot at the moment because as much as your more powerful weapons can really put the hurt on them, they can kill you just as fast with their consistent damage outputs combined with their new buffs. It's a dynamic where you can really lay the hurt on enemies with skillful play, but you will be punished more severely for your mistakes. Thank you for the comment and I hope you are enjoying my mod! <3

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Sun May 30, 2021 7:23 pm
by thewolfman00001
Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

-Further rebalanced guardsphere (increased power-up duration from 45 seconds to 60 seconds)
-Further reduced revenant melee dead-zone size (from 20% to 25%, actual values are from 156 to 147)
-Replaced the videos and screenshots at the top of the post to reflect the current version of the mod

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Thu Jun 03, 2021 1:12 pm
by onContentStop
I made a video showcasing your mod on Nightmare. I think it really hits the fun zone! https://youtu.be/_BN9YFBXQxA

(PS: Could you maybe provide a way to get the regular chaingun in Doom 1?)

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Thu Jun 03, 2021 5:19 pm
by thewolfman00001
onContentStop wrote:I made a video showcasing your mod on Nightmare. I think it really hits the fun zone! https://youtu.be/_BN9YFBXQxA

(PS: Could you maybe provide a way to get the regular chaingun in Doom 1?)

Heya, thank you for the comment! I will get to work on a version that is compatible with ultimate doom ASAP :D

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Fri Jun 04, 2021 2:10 pm
by thewolfman00001
Hello everyone, I just put out a version of Wolfman's Gameplay Modifications: Revamped that is compatible with The Ultimate Doom. Since the mod was primarily balanced around Doom 2, this version of the mod might be a bit unbalanced, but I hope you all enjoy it!

You can find the link to this version of the mod in the main post or you can download it using the link below.

Download (Ultimate Doom Version): https://drive.google.com/file/d/1lionSA ... sp=sharing

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Sat Jun 05, 2021 3:46 pm
by thewolfman00001
Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

-Further nerfed arch-vile pain chance (increased from 5.47% to 12.89%, actual values are from 20 to 40)

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Fri Jun 11, 2021 10:59 pm
by thewolfman00001
Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

-Buffed chaingunner (increased health from 60 to 80)
-Buffed arch-vile (increased health from 700 to 800)
-Buffed icon of sin (increased health from 250 to 300)

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Tue Jun 22, 2021 9:52 am
by Armaetus
Interesting but subtle-ish changes for a mod while keeping core gameplay the game largely untouched.

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Tue Jun 29, 2021 2:13 am
by thewolfman00001
Hello everyone. I apologize about the lack of updates, I have been taking a break for the past few weeks after working on the mod for the better part of 2 months. During that break I got around to thinking about something: what if I added some new weapons to flesh out the arsenal a bit more? It would require the use of random spawners and it would make the experience less consistent but I think it might be a positive change. Do you all think it would be a good idea to go in this direction?

Re: Wolfman's Gameplay Modifications: Revamped

PostPosted: Sun Jul 11, 2021 1:36 pm
by thewolfman00001
Put out a major update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

-Implemented a new weapon called the Machine Pistol: it replaces the regular pistol and works very similarly to it but has a higher rate of fire and less recovery frames after shooting it. Further details about the weapon can be found in the changes and credits documentation in the main post.
-Further rebalanced guardsphere (decreased duration from 60 seconds to 45 seconds, decided it was too overpowered in the state I left it in.)

I wanted to implement more weapons but I ultimately decided against it. I feel that after the implementation of the machine pistol that the mod is in a good state overall and that I shouldn't tamper with anything else or add anymore unnecessary elements.

Once again, I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Re: Wolfman's Gameplay Modifications: Revamped (Major update

PostPosted: Wed Sep 15, 2021 5:18 am
by Hell-met
This mod is extremely underrated and I thank you for your work. A job well done, I adore the changes and I especially like the way it stays very purist and believable.

My only problem is the pinky buffs are completely ridiculous when coupled with -fast. A single of these guys can solo even a fast baron.

Re: Wolfman's Gameplay Modifications: Revamped (Major update

PostPosted: Fri Sep 24, 2021 12:33 pm
by thewolfman00001
Hell-met wrote:This mod is extremely underrated and I thank you for your work. A job well done, I adore the changes and I especially like the way it stays very purist and believable.

My only problem is the pinky buffs are completely ridiculous when coupled with -fast. A single of these guys can solo even a fast baron.

Hello there! I am very glad that you have been enjoying my mod and I thank you for the supportive words. This mod is unfortunately not balanced around fast monsters, hence why I have removed it from nightmare difficulty (mainly because imo fast monsters is very unbalanced and unfun to play, but that's just me)