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It all started out as a tiny DECORATE lump to double all the weapons' lower/raise speeds, hence the name.
It sort of grew from there, adding more things over time.
What this does?
All games:
Spoiler:
-as mentioned above, double switch speeds for all weapons (except the Sigil).
Doom, Heretic & Strife:
Spoiler:
-Green & Leather Armor SavePercent changed from 33.335 to 50.
-Enchanted Shield, Blue & Metal Armor SavePercent changed from 75 and 50 to 66.667
-Squared hitscan spreads (where applicable) for hitscan weapons, enemies and Strife projectile weapons
Examples:
Pistol, Shotgun and Chaingun horz and vert were changed from 5.625, 0 to 2.8125, 2.8125
Super Shotgun spread changed from 11.25, 7.097 to 9.1735, 9.1735
Zombieman, Shotgunguy, Chaingunguy, WolfensteinSS and Spider Mastermind spread changed from 22.5, 0 to 11.25, 11.25
Doom:
Spoiler:
-Health & Armor bonuses stack up to 32767.
-Added DualPistols. Bridges the rate of fire between single pistol and chaingun, or basically the equivalent of Wolf3D's MP40. Credits to KippyKip and JoeyTD. Replaces Clips.
Heretic:
Spoiler:
-PodGenerators are removed from the game, no more infinite pods
-Changed MaceSpawner's fail chance in Singleplayer and Cooperative from 25% to 0% like Deathmatch.
-All enemies no longer drop artifacts
-Golem's wand crystals give 5 ammo instead of 3
-Ophidian's flame orbs give 1 ammo instead of 5
-Sabreclaw's lesser runes give 10 ammo instead of 20
-Disciple of D'Sparil's claw orbs give 5 ammo instead of 10
-Undead Knight's and Weredragon's ethereal arrows give 2 instead of 5 and 10
-Minotaur's inferno orb gives 5 ammo instead of 10
-All artifacts' Inventory.HubAmount was changed from 1 to 16, even the Wings of Wrath (you don't have to abuse them if you don't want to)
Hexen:
Spoiler:
-Changed all classes' RadiusDamageFactor from 0.25 to 1 (see below why)
-Added XF_NOTMISSILE flag to Dark Bishop's death explosion
I always found the enemies' splash damage to be way too weak due to the player classes' innate resistance. Change the CVar SelfDamageFactor from 1
to 0.25 if you don't want to blow yourself up with flechettes. The flag for the Bishop is to make its explosion be unaffected by this CVar.
-Squared all classes' Forward and SideMove speed.
Example:
Fighter now has 1.22, 1.22 walk and runspeed instead of 1.08, 1.2 and 1.125, 1.475
Cleric is unchanged (DoomPlayer speed)
Mage now has 0.9, 0.9 walk and runspeed instead of 0.88, 0.92 and 0.875, 0.925
-The Disc of Repulsion now properly reflects BishopFX and probably other homing projectiles (thanks to Void Weaver and Arctangent for their help!)
-Added copies of each playerclass with Any SpawnFilter. For if you want to go nuts, enables all items and monsters flagged for classes. Also
spawns other classes' weapons in SP, acting as ammo.
-Quietus, Wraithverge and Bloodscourge now have their own ammo type. Combined mana changed to only give 15 of this type. Uses Heresiarch's purple
mana as HUD icon.
-Changed Krater of Might to act like a portable backpack. Gives 15 of all three mana types and doubles each maximum from 200 to 400 on first use.
Heretic & Hexen:
Spoiler:
-The Mystic Urn now heals up to 200 Health, acting like a portable soulsphere.
-Keys are now shown on the automap on all skill levels.
-AutoUseHealth is now in effect on all skill levels.
Strife:
Spoiler:
-Removed +SPECTRAL flags from Macil, the AlienSpectres and the Entity. Making them susceptible to conventional weaponry.
-Energy pods dropped by Crusaders and Templars now give half ammo.
-The crate of missiles dropped by the Bishop now gives half ammo.
Known Bugs:
Strife:
Spoiler:
-Firing the crossbow doesn't cause the player sprite to flash (only noticeable in chasecam mode or multiplayer)
-Some replaced enemies may or may not fail to trigger certain events (softlocking you in the storyline, or not giving you stamina or accuracy upgrades)
Planned Features:
(some of which I may need help with)
Spoiler:
-Adding CVars to toggle most things on or off if some changes are unwanted
-Maybe add an option to disable damage randomization for player and enemies
Be careful when putting this in your autoload, as custom maps don't necessarily use Script 255 for respawning monsters, so this might disable something else and prevent you from progressing properly.
If in doubt, always consult the ACS source if available!
Saw this a while back, but didn't get a chance to play it until only recently.
I've only tried this with Heretic so far, since to me, the game needs very little in the way of mods to be enjoyable - same with Hexen.
I really only play my own mod for Doom 2, so with the fast weapon switching I have there, it always felt awkward when I would play anything else with such slow weapon swap speeds. Being that this is one of the core features of the mod, it's definitely a welcome change, and keeps action up at a faster pace than the vanilla experience. I also like how ammo has been balanced out, so there won't be such a surplus of late game ammo. This means that I no longer have to be so stingy with the Gold Wand in the earlier maps of episodes while constantly switching to the staff/gauntlets to conserve what limited resources I had. Inventory items are also something I can use more freely, now that they are carried over between maps. I'm one of those players who saves something in case I may need it later, but then end up never using it.
One of the features you listed for Heretic and Hexen is that keys are always shown on the map. Is there any particular reason for this? I sure don't mind, as it didn't affect my experience negatively or anything, but I was just curious.
So far, I've only reached E1M5 (The Citadel), but I've had fun, and although most of the features are subtle, as mentioned earlier they are a welcome change. I feel they should have been in the base game from the start!
I can't wait to try out Hexen with this! I never finished it properly when I first played it, since back then, I was big on using cheats for almost any game I played. Naturally, that means I just skipped a lot of maps or gave myself god mode and all weapons. Any other time I've played it, I never got around to finishing the hub that halted most players' progress - The Seven Portals. I am sure this mod will make things feel a lot more smooth, and I can finally finish Hexen the proper way.
The only thing I can think of adding/fixing is the attack for the regular Heretic imps (Non-leader type). Unless this is somehow just me, they aren't much of a threat as they could be on the higher difficulties, as they mostly just freeze in place. I assume they are trying to use their fireball attack, which they do not have access to? To clarify, this is not something that is a result of the mod - this also happens in the base game. I am not sure how you feel about modifying monsters in such a way, as this seems to be a mod that edits things lightly, but as of now, that is the only suggestion I can think of.
Thanks for the kind remarks. About the keys being always shown on the map, well Heretic did this by default, but only on Easy difficulty. I figured this would be helpful to newcomers and for playing custom maps. I dunno if I can make it optional, as least not without duplicating the skill definitions. I just remembered there being a CVar for that, it's just that I forgot it.
Before you try Hexen, I wanted to link to this in the OP but forgot: there's a mod that disables monster respawning on every map. For me it was the only way to enjoy Hexen & Deathkings and it's the way I beat both. While Hexen doesn't normally feature a tally screen at the end of a hub, you can still see your statistics in the automap, alternative HUD, or with custom huds and mods and this would give people the incentive to try and 100% everything like they do in Doom & Heretic.
About the HereticImp. AFAIK it can only do a Lost Soul style charge which by itself deals no damage, to close in and hit you in melee distance with swipes. I thought about giving them, the ImpLeader, the Golem and NitroGolem a common species so they can't infight and maybe give them a palette swap to more easily differentiate them from a distance. Also thought about recycling the IWAD's assets or asking Not Jabba/the people who contributed the assets to The Wayfarer for permission, as many projectiles like Nitrogolem skulls lack impact sounds.
There's actually been a slew of changes since I first posted this mod, it's just that I couldn't get myself to update it and instead toy around for my own amusement. I might get the update ready tomorrow or in the following days, depending on my schedule and if I find some more bugs or ideas.
While I'm at it, I should also release the other mod I was talking about that allows you to use each IWAD's content across one another. Just haven't found a good name yet. Also feel free to help me give this here mod a better name than the current one too, I'm not very creative!
EDIT: Added the Hexen Respawn Script Disabler to the OP.