Barry Lincoln, an ex-marine who served overseas for years on end, finds himself as part of a privately funded operation by Evolutech to comb through Tijuana, Mexico, and secure valuable materiel before making his way back to friendly territory - by any means necessary. The year is 2038, and taking advantage of the Y2K38 bug, cyberterrorists start to take over automated tanks, drones and computers to create a cybernetic war.
This is his story.
My 11th mod over all. Face the fate of a soldier who just wants to escape hell. Sometimes it is best to run away. I challenged myself to do a mod with the smallest size possible, while keeping a decent arsenal. Weapons are strong, don't share ammo and have tons of options. You are slower to walk and reload. Medikits and armors have different values, ammo pickups are small, and you have a dedicated key to throw grenades.
This is also my first mod where i play around with ZScript! Compatible with Doom, Hexen and Heretic.
Crowbar [Slot 1]: Your starting melee weapon. Packs a punch, but you might not want to rely on it. For a better effect, hold your attack key and back away from your enemy to avoid getting hit. Hold Altfire for a charged attack. Not exactly the weapon your team is assigned with, but it's what you had in hands when it all started.
Kaneda-Marui Super 10 [Slot 2]: (Avaiable for the Knight Class) Perfect for small threats, emergency situations, or mercy shots. When upgraded, fires fast enough so it might stunlock slower enemies. Reloading time is quick, but you need constant firepower to supress your enemies, so don't wield it empty while exploring.
CabalCo. M10A2 [Slot 2]: (Avaiable for the Pawn Class) Often seen in the hands of fancy looking cultists. Fires at a whopping 1050rpm, the fastest weapon in the entire game. Its upgrade comes with a deadly silencer for stealth kills. Save it for flanking enemies without being noticed.
Cape Kobra Sporting Pistol [Slot 2]: (Avaiable for the Rook Class) Built for sporting game, chambered in .414 Super Magnum. Packs a good punch and might be a better imp stopper before you get your hands in actual crowd weapons, saving your ammo for other guns. Fire rate is slow, so, time your shots. Upgrading it grants you: a (non-usable) scope to increase accuracy, a longer barrel to increase damage, and two extra rounds per mag.
Gangquan 20 MK2 [Slot 4]: A jack of all trades. Impressive results when used in medium to close combat and supressive fire. The firepower is balanced by its small magazine. Has a laser sight that helps wonders and can be customized with a 37mm Frag-HE underbarrel grenade launcher.
Big Joe 7 [Slot 5]: Named after the legendary OSS weapon. This system uses a 8oz bolt that explodes within a timer once it hits the target. For better usage, it can be fired in the ground, next to narrow doors where enemies might pass through, or slow targets that can be lured to large groups of enemies. If upgraded, your bolts will explode on contact, so calculate your shots and avoid the blast.
Escopeta Rossi-6 Modelo Tático [Slot 3]: Automatic Brazilian shotgun with a heavy duty performance and a sturdy loading gate. Extremely reliable in CQC. Designed for heavier enemies and better used for individual targets rather than groups. Ammo limits are low. When upgraded, can be fitted with a 12-round drum and adjusted to fire faster.
P94 Chakra Plasma Cannon [Slot 6]: Fast and strong, this plasma cannon should be saved for crowd control or bosses. The fire rate is fast enough for stunlocking most enemies, and the damage dealt is effective for bosses too.
C.A.P. R.I.C.O.R.N. [Slot 7]: CAseless Precision Resource-Integrated COmbat Rifle Necessity. Designed to deal with big threats. Comes with a Nightvision scope. Fires a caseless soft point projectile acelerated by a rail system to deal pure kinetical damage. Can be upgraded with a 6x scope for maximum precision and a muzzle break to annihilate enemies.
EXTRA GUNS PACK: Krinkov Model 21 [Slot 4]: Astounding Kalashnikov-type rifle for close combat. Has a folding stock and low recoil. Fires as fast as the Plasma Cannon, which helps stunlocking enemies. Ammo is scarce. Spawns in shotgun spots.
L35E2 General Purpose Machine Gun [Slot 6]: This weapon fires slowly, but carries 75 bullets for you to keep sustained fire over targets. The power of rifle-sized cartridges will help you mowing down most enemies to minced meat. With a fair amount of strafing dance and room to move, this could be even used as a boss weapon to go. Spawns in Plasma Rifle spots.
Charlie K. 95mm Recoilless Rifle [Slot 5]: Capable of firing 95mm projectiles that explode in a huge blast, a true boss-tier killer. Stand very far from the area of effect. This gun is not meant for tight quarters. Spawns in Rocket Launcher spots.
Spoiler: Recomended Add-ons
Enhance your gameplay experience with these neat addons! NML Official Music Pack!
This music pack was entirely composed by GoalDude-00 with original eerie, dark, ambience musics to bring an Aubrey Hodges-ish vibe to the game.
Totally worth it! (217mb)
Three extra guns!
Just load this after NightmareLogic, will not work as a standalone. Gun descriptions in 'equipments' section.
Okay, so after a quick friend feedback, i reuploaded it. Next versions will have their number marked down.
- Added tags to used medikits
- Fixed inside credits
- Map powerup is fixed
- Keybar was repositioned
- Toned down Rifle's zoom
Redownload if you will, and have fun.
Re: NightmareLogic (20/12/20)
Posted: Sun Dec 20, 2020 10:22 am
by Captain J
Impressive and High quality mod there! Weapons' animation are satisfyingly smooth and are fairly powerful as well. Also the lighter memory size of this fancy mod is simply astounding. A Fine job!
And i think i have some feedback to share:
Spoiler:
- The mod displays map's name at the beginning and weirdly title screen is not an exception.
- Hitscan weapons are not really accurate, even the Assault Rifle. It has laser sight, uses rifle ammo and all but still... You know! But i'm not asking too much but would be nice if i the very first shot is accurate.
- Crossbow, with exploding bolts is sucha nice feature. But it's hard to see the landed bolt especially in the dark places and i have to rely on the sound, might eventually trip myself over it. Maybe making it flickering once hitting the hard surface might be safer.
And lastly, Crossbow's dryfire sprite is kinda glitched up: the bolt-loaded sprite shows up for a sec.
Anyways, really cool and great mod. Had fun time playing it for a while!
Re: NightmareLogic (20/12/20)
Posted: Sun Dec 20, 2020 10:54 am
by LedIris
Pretty impressive how this is all less than 1MB! Feels like a little bite-sized survival package. The weapons all feel great and I also love the sound effects, particularly the shotgun and the pistol. Now for some feedback:
- As mentioned above by J, title screen displays UNNAMED
- Barrels don't seem to have an explosion sound.
- The shotgun and crossbow's Y axis recoil seems to pitch up twice
- Crowbar's sudden cut to original camera position after swinging is a little jarring, at least to me. Perhaps split the SetAngle over several tics? (something like this?)
That's all for now. All in all I really enjoy these weapons and I'm most definitely going to continue playing with them, I found they fit great with TVR!.wad if you need any level sets!
Re: NightmareLogic (20/12/20)
Posted: Sun Dec 20, 2020 3:53 pm
by Ac!d
I've played a little and... Except all the bugs/inconveniences of this release, it's a pretty good mini-mod for small mapsets.
Also, nice edit of my health pickups.
Re: NightmareLogic V1.1 (22/12/20)
Posted: Mon Dec 21, 2020 9:01 pm
by Dr_Cosmobyte
After a rather quick feedback, i updated this bad boy again!
Spoiler: Changelog
//V1 to V2
- New menu font
- Reduced linespacing
- Fixed backpack being called 'Briefcase'
- Changed Rifle Ammo sprite
- Toned down Pistol and Crossbow recoil
- Increased pistol and rifle accuracy
- Fixed titlemap name
- Crowbar, Pistol and Crossbow are raised faster
- Changed barrel sprite
- Smoothened some animations overall
- Toned down footstep volume
- Changed Grenade hand sprite.
- Fixed bow reload, select and dryfire states
- Crossbow arrow now has a light signal indicating where it is.
- Toned down damages for all weapons except crowbar and plasma.
- New powerup sprites from Duke Nukem 3D
- New Nightvision and radsuit effects
- Added GLDEFS to fire effects
Download it and have fun!!!
Re: NightmareLogic V1.1 (22/12/20)
Posted: Mon Dec 21, 2020 9:05 pm
by Linz
Why was the backpack called briefcase anyway
Re: NightmareLogic V1.1 (22/12/20)
Posted: Mon Dec 21, 2020 9:17 pm
by Dr_Cosmobyte
It had a briefcase sprite i recycled from Kriegsland 2. When i changed to the BUILD game sprites, i forgot to rename it =p
Re: NightmareLogic V1.1 (22/12/20)
Posted: Tue Dec 22, 2020 12:33 am
by Captain J
Excellent update. Now it plays gooder and better!!
Re: NightmareLogic V1.1 (22/12/20)
Posted: Tue Dec 22, 2020 4:40 am
by Dr_Cosmobyte
Thanks to you and everyone who helped, J!
Expect a few more surprises!
Re: NightmareLogic V1.1 (22/12/20)
Posted: Wed Dec 23, 2020 7:00 pm
by Frozsoul
Really liking this mod so far, thank you! A few suggestions I'd like to offer:
With the explosive crossbow arrow - can you change it so it remains stuck on a monster that is struck by it? That way they will be the target of the subsequent explosion (currently when I strike a monster chasing me with the arrow, it ends up exploding behind them)
I'm not sure if I'm doing something wrong, but the laser pointer on the rifle always appears lower than the crosshair, which tends to throw me off
I like having alt-fire throw the grenade, but I think it might be more useful if alt-fire did a melee attack instead, maybe a quick swipe of the crowbar? Grenades can be hard to come by, and without any grenades, alt-fire could have a better use.
Suggest disabling crosshair when melee weapon (crowbar) is selected
Re: NightmareLogic V1.1 (22/12/20)
Posted: Wed Dec 23, 2020 9:19 pm
by Dr_Cosmobyte
Thanks for the feedback man!
Will look over these things soon. In the mean time, here's another update!
Spoiler: changelog
//24/12
//V2 to V3
- Fixed some missing credits
- Map displays reserve ammo
- Changed status bar colors
- Increased footsteps delay
- Smoothened pistol and plasma reload slightly
- Fixed powerups covering grenade HUD
- Tweaked barrel explosion
- Buffed the pistol 1 damage point
- Swapped the grenade hand to the left
- Adjusted casing positions.
- Added some camera roll effects to the crowbar
- Lowered pistol clip quantity to 12.
- Fixed explosion sound not playing sometimes.
- Crowbar now won't show crosshairs.
Link is in the main post. Have fun!
Re: NightmareLogic V1.1 (22/12/20)
Posted: Wed Dec 23, 2020 10:24 pm
by KingFrog564
This is a really dope mod but tbh even though it doesn't really fit the theme of the mod adding a bigger arsenal would still make it MUCH better
Re: NightmareLogic V1.1 (22/12/20)
Posted: Thu Dec 24, 2020 8:08 am
by Captain J
Pretty sure the minimal weaponry is the point of this mod hence the surprisingly compact filesize. Various powerups for Berserk and Megasphere could've been nice, but it's still cool as it is!