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First of all: GZDoom Only! due some funcions, such as weapon sway, the mod will NOT run in other source ports, such as Zandronum, Skulltag etc.
Welcome to Slayer's Rampage, a mod that try to enhance the gameplay
So if you are new to this mod, it consists in: moving fast, shooting, switching guns and no reloading. At first, i just wanted a vanilla-improved, but now i believe i have my own thing, fast and smooth.
Basically, you are dangerous as a Acid spitting chainsaw, that happens to have limbs which can use high impact ballistic and also energy powered guns - but there's one thing that levels it up to 11, which is the fact that you, is a chainsaw fueled by fury
So the thing is simple, killing demons will make them drop rage points, collecting those rage points will fill the Doom Slayer icon on the top-right of the screen, when the bar gets full, you'll be able to morph into the Doom Slayer, which basically is the Fury-Fueled chainsaw that i said before, but it happens to be on fire and also wears a god damn praetor armor with a shoulder cannon mounted, making you the bigger, badder and the scariest thing that ever existed to any living being that isn't from this dimension
Using melee against your enemies also grants you Rage Points, but sooner or later you will realize that you can't "beat" the game with your bare fists, and here one of the main aspects of the mod takes it's place. Guns.
Spoiler: WEAPONS!
First of all, the grenades don't hold a slot in the player's arsenal, you must bind a key in the Customize Controls section in order to use it.
00 - Frag grenades
Infinite projectiles that you toss around, those when hitting the ground, or when sticking to a surface(it happens, don't worry), will explode, causing furious damage to any living soul next to it.
Chainsaw - The Chainsaw is the most powerful melee weapon that you will ever have in your hands. Though, it's attacks don't cause monsters to give you extra melee rage points. You must decide if you want more points, or kill enemies faster before using it.
Colt M2911 MK.2 - Your standard pistol, and your best buddy until you find another weapon to use. it's accurate, it's fast, and overall a good weapon, but also it's damage is bad against bigger enemies. You can use it to get rage points from smaller enemies though, shooting them and then punching them with the alternate fire - a quick punch
RAVEN Security Revolver - The .88 cal revolver used by some security planetary forces. It hits like a bus, good for bigger and meaner enemies, can be used for the same purpose as the handgun above, but, it shares the ammo with the AMR Sniper Rifle, which means that your ammo with this gun won't be so easy to get. Make every shot count.
KSW-616 Pump Action Shotgun - Used for general combat purposes, this weapon is the perfect balance between spread and accuracy, being perfect both at close range, and middle range.
It also have a grenade launcher embbed to it, the impact grenades explode when hits a target. otherwise (i.e hitting walls) it will probably bounce around before detonating itself.
Riot Control Shotgun - The full auto shotgun, used to control big crowds of demons during teleportation tests. It's good to damage and fire rate, though, the spread on this gun is considerably higher than other shotguns, making it more suitable for close quarters.
Double Barreled Shotgun "1-2 Deadmaker" - A strange but very powerful double barreled shotgun. Reverse engineer always failed when tried to replicate such a strong gun, the UAC employees calls it [Redacted]
RAVEN PCW - A 7.62×45 assault rifle equipped with a red reticle, it's the definitive balance between fire rate, accuracy and zooming.
It's bullets also rip through enemies, making it a powerful weapon for mostly occasions.
Heavy Enforcer MK.2 H.A.R - A Heavy Assault Rifle, that instead of firing a 5.56, or a 7.62, it fires a .50 cal bullet, of high impact, because when it comes to killing demons, the caliber you fire is never enough.
This rifle also have a rocket launcher as a attatchment, which means that you can fire missiles using the secondary fire.
Different from the Raven PCW though, it's bullets stop after hitting a target.
UAC "Mobile Turret" - Created by the UAC, those are a minigun-LMG hybrid, which are similar to defense turrets.
Though those are much more lightweight, allowing, for example, regular Marines to carry them for defense against "Big guys."
As primary fire, it shoots at a slower fire rate some high impact bullets, instantly, and as secondary, the weapon spins the barrel before firing at a very high fire rate.
M41-LRCW - LRCW being "Long Range Combat Weapon", is a powerful sniper rifle that have high accuracy, made for long range combat, it comes equipped with a powerful scope. The ammo it holds, explode on impact, so, even if you miss the target, if you hit close enough, the explosion radius can still damage the enemy.
UAC M45 Plasma Generator - A plasma machine gun. This gun is a prototype made by UAC in order to contain the "bigger ones", those being Hell Knights, Barons and Mancubi. It works simple as possible, You can fire it till the overheat meter reaches 100, or, until you run out of ammo.
Thunderbird MK.2 Energy Cannon - The "Thunderbird" is a Heavy Impact energy cannon, it is used to combat against heavy armoured enemies, or, the "Tough guys", probably the Cyberdemon units, or to control crowds of Barons of Hell. It's a hard hitting gun, though it consumes a lot of ammo
Not explaining the Fists and the BFG because they are pretty simple.
Spoiler: RAGE!
So, this is how the "Rage points" work.
In your HUD, is a Icon, on the top-right of the screen, the Doom Slayer symbol, it will be full black.
Killing demons, both with melee or with guns, will make them drop Rage Points, those, when picked up, will fill up the icon, and then, when fully charged, you'll be able to "release the rage" (Don't forget to bind a key in the Customize Controls section!)
Credits, without those wonderful people, this mod would not exist.. or maybe worse!
Spoiler: CREDITS!
If you see any of your work here, but didn't see your name in the credits, LET ME KNOW! I will put your name here ASAP
Really basic (but really nice) Doom mod! I really like the way the weapons feel to fire, the enemy changes are solid, and overall I had a fun time!
Although- The motion blur on the weapons doesn't look all that good, in my opinion. The firing animations are obscured by the blur all over the weapons.
And there was a random pixel a bit to the right on the Shotgun's idle sprite. Might wanna fix that.
ValadaEW wrote:Really basic (but really nice) Doom mod! I really like the way the weapons feel to fire, the enemy changes are solid, and overall I had a fun time!
Thanks!
ValadaEW wrote:Although- The motion blur on the weapons doesn't look all that good, in my opinion. The firing animations are obscured by the blur all over the weapons.
And there was a random pixel a bit to the right on the Shotgun's idle sprite. Might wanna fix that.
Get it, i'll manage better the motion blur effects in the next update, and of course, delete dat pixel, thank you for the advice!
I feel very glad that my works serve as inspiration as well as my resources. This is a pretty rad mod!
If you are open to feedback my only picks are that the shotgun needs a non-static animation, the sprites need to dance a little bit more on the screen.
The blur effects are very cool and to make the illusion of movement they should be faster, one that needs this speed certainly is the pistol.
Also, just for typo correcting, i believe the correct word is "campaign", though i am not with my dictionary at my side.
GAA1992 wrote:I feel very glad that my works serve as inspiration as well as my resources. This is a pretty rad mod!
Woah, thanks man, that means a lot to me.
GAA1992 wrote:If you are open to feedback my only picks are that the shotgun needs a non-static animation, the sprites need to dance a little bit more on the screen.
Yes, aways open to feedback- -and, yeah, i know what you mean
i'm going to do so in the next update. i did a very short animation, because previously, it would be like in "Weapons of Saturn" pump-style, but i changed my mind at the last hour.
GAA1992 wrote:The blur effects are very cool and to make the illusion of movement they should be faster, one that needs this speed certainly is the pistol.
You mean...speed up in tics?
GAA1992 wrote:Also, just for typo correcting, i believe the correct word is "campaign", though i am not with my dictionary at my side.
Aah yes, i noticed that, just after i uploaded the mod to drive :/ seriously, i need to pay more attention to these things
Anyway, it's already fixed now
Gideon020 wrote:What is contained in the update, OP?
some small fixes, added player "hand animation" when grabbing ledges, changed pistol and shotgun sprites, and some other bug-fixes
Incidentally, any reason why the HAR and Repeater pickup sprites are used for the assault rifle and 'FMG' explosive gun when the actual hand-held sprites look nothing like them? I know there's a centered HAR hand-held available somewhere though...
EDIT: Also, the noises used for changing gameplay options and changing screen sizes play for way too long.
Gideon020 wrote:What is contained in the update, OP?
some small fixes, added player "hand animation" when grabbing ledges, changed pistol and shotgun sprites, and some other bug-fixes
Incidentally, any reason why the HAR and Repeater pickup sprites are used for the assault rifle and 'FMG' explosive gun when the actual hand-held sprites look nothing like them? I know there's a centered HAR hand-held available somewhere though...
Oh, yeah, in previous versions, the FMG was a centered HAR, but i changed it due weirdness. it wasn't looking good, same thing to the rifle, and i'll update their pickup sprites.
Gideon020 wrote:EDIT: Also, the noises used for changing gameplay options and changing screen sizes play for way too long.
Well, this is a little more complicated, but i'll figure out a way to fix it. thanks for the advice!
Added a new player class, the Tactical. works like a more human-like player, feels more pain, less damage resistance, a bit slower, have to sprint and stuff like that. i still working on it btw
added two guns (for now, they aren't avaliable in-game without cheating. i'll explain why later)
Rifle have around 10 firing frames
also, changed Rifle sprites
Heavy Machine Gun pickup sprite fixed
less head bobbing when walking in Arcade mode
Changed back the shotgun sprites to the P1INK1LL3R ones, but, with classic gloves this time
Hey, that's a great improvement! I like where you are going with this mod.
But allow me to be that boring guy again, and send some more feedback your way:
- Melee doesn't have swinging sounds (although they don't really need it), but they make ricochet noises when punching walls.
- Spellbook has a small flicker on deselect animation that repeats the last bits before the end.
- Spellbook primary puff includes the BFG projectile's death sound, which feels kinda outta place. A inherited puff with a different DeathSound would do the trick.
- Plasma Rifle could use a different sound from vanilla, since there is a plasma rifle sound in the files, but it isn't used, i think.
- Quick kick doesn't have any kind of impact or swing sounds.
- Fist deselects slower and on a different angle than other guns, but since it's a recent feature, i think you are already over this.
- Doom 64 sprites, such as the ammo crates and medikit could use some small resize to resemble their originals, down to 0.7, but i think this is REALLY personal.
Also, last but not least, i wanted to make a titlemap for a long time, where did you learned to do yours? If you'd like, we could keep this subject off the thread.
Anyways, really really great, with some improvements this can go far
EDIT: I don't know if you'll like it, but if you are open to some sprite suggestions, i've given the Doom 64 ammunitions a small clean-up and recolouring:
I reeally still working hard on it, and believe me or not, i'm working exactly in every topic you mentioned, every topic but Pickup sprites size.
The reason why the fist does ricochet sounds when punching walls, are because the fists uses the default A_Punch function (as a placeholder, obviously) and so, it uses "BulletPuff", wich is replaced with the puff that does this sound.
The Spellbook still under heeeeavy W.I.P, but i'll figure out some way to make it suck less
And the Titlemap, i used the Doomguy5th one as base, if i'm not wrong, he said users can use it as a resource, so if you want to use it too, go ahead (also, i forget to mention him in the credits, i'm fixing it now)
But, thanks man! your feedback aways help a lot with this, and i'm glad you liked it