(v3.1d) Enhanced Vanilla Project (EVP) - My first Doom mod

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Mr. Mir
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Mr. Mir »

Great job with this mod. I prefer it over other similar mods like Smooth Doom, Cosmetic Doom, and Beautiful Doom. The addition of the brightmaps really adds to the mood.

One thing: is there any way to disable darkening of the maps? I prefer the default light level of the maps. Everything else is great.

Edit: I figured it out, I deleted darkdoom.o inside the acs folder.
Last edited by Mr. Mir on Sun Oct 29, 2017 4:45 pm, edited 2 times in total.
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-Ghost-
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by -Ghost- »

Yeah, this mod is a nice mix of the various cosmetic mods out there. Any chance of better zombie sprites, though? The shotgun zombie looks a bit goofy compared to the rest of the darker cast. Something more gritty/gory for the zombies might blend better. Though even better would be a bunch of visual variants for each monster to get lots of variety in there!
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

-Ghost- wrote:Yeah, this mod is a nice mix of the various cosmetic mods out there. Any chance of better zombie sprites, though? The shotgun zombie looks a bit goofy compared to the rest of the darker cast. Something more gritty/gory for the zombies might blend better. Though even better would be a bunch of visual variants for each monster to get lots of variety in there!
Image
I have these guys coming up
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

Mr. Mir wrote:Great job with this mod. I prefer it over other similar mods like Smooth Doom, Cosmetic Doom, and Beautiful Doom. The addition of the brightmaps really adds to the mood.

One thing: is there any way to disable darkening of the maps? I prefer the default light level of the maps. Everything else is great.

Edit: I figured it out, I deleted darkdoom.o inside the acs folder.
Couldn't just increase the brightness?
Mr. Mir
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Joined: Wed Aug 23, 2017 12:07 am

Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by Mr. Mir »

A_D_M_E_R_A_L wrote:
Mr. Mir wrote:Great job with this mod. I prefer it over other similar mods like Smooth Doom, Cosmetic Doom, and Beautiful Doom. The addition of the brightmaps really adds to the mood.

One thing: is there any way to disable darkening of the maps? I prefer the default light level of the maps. Everything else is great.

Edit: I figured it out, I deleted darkdoom.o inside the acs folder.
Couldn't just increase the brightness?
I tried that and it would just look like it has a filter on it and not increase the actual map's light levels.
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

Chloroxite wrote:
Pretty much.
To me, what you said, it's kinda nitpicky. I made sure that the amount of fire ticks is EXACTLY the same as their vanilla counterpart. It's just you got used to more spam-clickable pistols from other mods (Complex Doom and others).
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

Something nice coming up
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

-Ghost- wrote:Yeah, this mod is a nice mix of the various cosmetic mods out there. Any chance of better zombie sprites, though? The shotgun zombie looks a bit goofy compared to the rest of the darker cast. Something more gritty/gory for the zombies might blend better. Though even better would be a bunch of visual variants for each monster to get lots of variety in there!
Also I have this zombieman coming up
Image
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

12/11/17 Update
Added:
New Zombieman and Shotgunner sprites (complete with brightmaps, of course)
New Pain Elemental sprites (Defiler from CD), changed his "see" sound and added new "act" sound
Key Script - comes with a nice colored message and it should work in Zand port as long as certain console command is active
Trails for all projectiles
Few fixes that I can't remember
AlphaSoraKun
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by AlphaSoraKun »

I love this gameplay mod. I think it's a must play, but that's my opinion, and mine alone.
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

CloudyJason22 wrote:I love this gameplay mod. I think it's a must play, but that's my opinion, and mine alone.
Thank you for kind words <3
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

03/12/17 update
Changed the brain color on Arachnotron, it's gray now
Secondary fist attack (doesn't affect the V version) - it's the exact same fist attack, you have 50/50 chance of getting either left swing or right swing
New Demon sprites - with mecha legs from CD's Cyber Fiend
New Chaingunner sprites - CD's Chaingunner with gray suit
Trail for Lost Soul when he charges at you
Changed armor bonuses - now has 4 frames and instead of blue, it's orange
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

11/12/17 Update
Changed sounds for Zombieman
Custom taunt sound (Zand port)
Changed the squish script a bit, changed the crushed gibs sprite
Secondary attack for Hell Knights, Barons and Imps (50/50 change of either right arm or left arm)
Best for last - SPLASHES!!! Splashes when you or enemy walk on a liquid patch and when item fell into it
DarkCrystal
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by DarkCrystal »

54/5000
kogda beru klyuch to on vse ravno ostayetsya tam gde lezhal
when I take the key, it still stays where it was lying
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A_D_M_E_R_A_L
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Re: Enhanced Vanilla Project (EVP) - My first Doom mod

Post by A_D_M_E_R_A_L »

DarkCrystal wrote:54/5000
kogda beru klyuch to on vse ravno ostayetsya tam gde lezhal
when I take the key, it still stays where it was lying
Так и должно быть. Если хочешь чтобы ключ пропал, введи это в консоль: evp_sharedkeys 1
It's intentional, If you want keys to disappear, type this in console: evp_sharedkeys 1

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