[Abandoned] "Anomaly of Pripyat"

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
The Philosopher
Posts: 180
Joined: Thu Sep 20, 2018 1:00 pm
Location: Santiago, Chile

[Abandoned] "Anomaly of Pripyat"

Post by The Philosopher »

Hi, this is my new mod based heavily on the Stalker series, plus many ideas i wanted to implement in my The Thing mod
For now theres is only the weapons but expect the implementation of enemies soon!

Features:
Spoiler:
Images (Enemies are from Xims Doom 3 Monsters):
Spoiler:
Download Link
Last edited by The Philosopher on Sat Oct 09, 2021 6:06 pm, edited 5 times in total.
User avatar
Carrotear
Posts: 98
Joined: Thu Sep 03, 2015 10:45 pm
Graphics Processor: Intel (Modern GZDoom)

Re: [WIP] "Anomaly of Prypiat"

Post by Carrotear »

Wow! This mod and the Stalker weapon mod from RastaManGames? This day kicks ass.

I'm really digging this mod. My major complaint is that the shotguns are very underpowered.
User avatar
Pale_Navigator
Posts: 6
Joined: Wed Sep 08, 2021 5:35 am
Graphics Processor: nVidia with Vulkan support
Location: Somewhere around Proxima Centauri

Re: [WIP] "Anomaly of Prypiat"

Post by Pale_Navigator »

Liking it so far. Looking forward to the next release.
User avatar
The Philosopher
Posts: 180
Joined: Thu Sep 20, 2018 1:00 pm
Location: Santiago, Chile

Re: [WIP] "Anomaly of Prypiat"

Post by The Philosopher »

Carrotear wrote:Wow! This mod and the Stalker weapon mod from RastaManGames? This day kicks ass.

I'm really digging this mod. My major complaint is that the shotguns are very underpowered.
Thanks, im really curious in what way are underpowered, do they do little damage or do they have very low ammo capacity?
User avatar
Carrotear
Posts: 98
Joined: Thu Sep 03, 2015 10:45 pm
Graphics Processor: Intel (Modern GZDoom)

Re: [WIP] "Anomaly of Prypiat"

Post by Carrotear »

Capacity is fine. The damage output is too low.
JohnnyTheWolf
Posts: 1141
Joined: Mon Oct 05, 2015 8:37 am

Re: [WIP] "Anomaly of Prypiat"

Post by JohnnyTheWolf »

STALKER fan here: I believe it is "Pripyat". :P
NamelessGuy
Posts: 11
Joined: Wed Nov 25, 2020 4:52 am
Graphics Processor: nVidia with Vulkan support
Location: You don't want to be here

Re: [WIP] "Anomaly of Pripyat"

Post by NamelessGuy »

I'm already in love with this mod. I wish you good luck!
User avatar
Carrotear
Posts: 98
Joined: Thu Sep 03, 2015 10:45 pm
Graphics Processor: Intel (Modern GZDoom)

Re: [WIP] "Anomaly of Pripyat"

Post by Carrotear »

I'd like to apologize, The damage output is fine. But I can't figure out or replicate what made the output worst.
User avatar
Enjay
 
 
Posts: 26403
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Re: [WIP] "Anomaly of Pripyat"

Post by Enjay »

Nicely done - and centred weapons too! Centred weapons are the best IMO.
User avatar
The Philosopher
Posts: 180
Joined: Thu Sep 20, 2018 1:00 pm
Location: Santiago, Chile

Re: [WIP] "Anomaly of Pripyat"

Post by The Philosopher »

New Version is Up!

- Swapped Bizon and Groza fire sounds
- Added 4 new enemies!
- Now you can call reinforcements! be sure to look for PDA in Duty bodies
- Buffed a bit shotgun tracers
- Changed Vepr-12 Fire sound

Download Link:
https://www.mediafire.com/file/cxhkk6oj ... 1.rar/file
User avatar
-Ghost-
Posts: 1722
Joined: Wed Sep 08, 2010 4:58 pm

Re: [WIP] "Anomaly of Pripyat"

Post by -Ghost- »

Cool, I always thought it'd be fun to have a STALKER mod for Doom. Even better if you can recreate some of that sandbox-y feel with a lot of monster/NPC variety and gun/gear variety.
User avatar
The Philosopher
Posts: 180
Joined: Thu Sep 20, 2018 1:00 pm
Location: Santiago, Chile

Re: [WIP] "Anomaly of Pripyat"

Post by The Philosopher »

-Ghost- wrote:Cool, I always thought it'd be fun to have a STALKER mod for Doom. Even better if you can recreate some of that sandbox-y feel with a lot of monster/NPC variety and gun/gear variety.
Thanks, and be sure in the future will be a lot of more cool features the recreate the open world feel of the games, for now at least in map packs like Ashes its really fun to play
User avatar
Dr_Cosmobyte
Posts: 2544
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: [WIP] "Anomaly of Pripyat"

Post by Dr_Cosmobyte »

Great! Good to see my suggestions came to be useful somehow. If i may be honest, and i think i should be, this is a step ahead and better than your The Thing mod, given how objective your scope is.

The Russians have a g i g a t o n of crazy weapons. The ShAK-12, the RMB-93, the GM-94 and others are just some examples of how much material you have to work with.

i wish to see this mod evolving, cheers mate ;)
User avatar
The Philosopher
Posts: 180
Joined: Thu Sep 20, 2018 1:00 pm
Location: Santiago, Chile

Re: [WIP] "Anomaly of Pripyat"

Post by The Philosopher »

Dr_Cosmobyte wrote:Great! Good to see my suggestions came to be useful somehow. If i may be honest, and i think i should be, this is a step ahead and better than your The Thing mod, given how objective your scope is.

The Russians have a g i g a t o n of crazy weapons. The ShAK-12, the RMB-93, the GM-94 and others are just some examples of how much material you have to work with.

i wish to see this mod evolving, cheers mate ;)
Thanks friend! I will look on those weapons you mention
User avatar
The Philosopher
Posts: 180
Joined: Thu Sep 20, 2018 1:00 pm
Location: Santiago, Chile

Re: [WIP] "Anomaly of Pripyat"

Post by The Philosopher »

A little sneak peak!

What is Stalker without anomalies? recently i started working on the many anomalies seen in the series, currently i have atleast 2 of them

Return to “Abandoned/Dead Projects”