Survival Horror Doom BETA 3

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mrtaterz
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Survival Horror Doom BETA 3

Post by mrtaterz »

SURVIVAL HORROR DOOM

Welcome to my first original mod!

This is a mod that de-emphasizes combat and focuses on making the player feel helpless. I will continue to update it as I learn more!

Here is a list of what it features so far:
  • Aim with the pistol for increased accuracy, increased weapon damage (and removal of damage randomness), and decreased rate of fire!
  • The Shotgun fires slower, but packs quite a wallop at close range. It fires a lot of pellets (24 to be exact, and the Double Barrel fires 48)!
  • Zombies can be incapacitated to allow you a chance to flee!
  • A focus on non-lethality! Push your enemies away and then run to live another day!
  • Pick up Medikits and Stimpacks, and use them to heal yourself over time!
  • Your former comrades slumber. Or do they? Smash their corpses into pulp, just to be safe!
  • Everybody loves extra weapons: Grenades, a trusty lead pipe, and even a Rifle!
  • Soul-crushing (but fair) difficulty!
  • Cyberdemons that have missiles that seek you out! The terror!
  • Extra corpse decorations for mood setting!
DOWNLOAD 1.8mb

SCREENSHOTS
Spoiler:
CHANGELOG
Spoiler:
HIGHLY RECOMMENDED ADDONS
Spoiler:
Last edited by mrtaterz on Thu Dec 05, 2019 2:35 pm, edited 51 times in total.
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.3)

Post by mrtaterz »

Alpha 0.3
  • Added a Rifle. Dropped by Zombiemen.
  • Fists now come with a non-lethal altfire. Use your hands to push enemies away.
  • Improved incapacitated Zombieman sprite.
  • Autocannon has a spin-up time.
  • No more Infighting.
Last edited by mrtaterz on Mon Nov 18, 2019 3:14 pm, edited 4 times in total.
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jdredalert
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Re: Survival Horror Doom (ALPHA 0.3)

Post by jdredalert »

mrtaterz wrote:
For some reason that looks terrifying!

Gonna download and check that later today.
Jarewill
 
 
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Re: Survival Horror Doom (ALPHA 0.3)

Post by Jarewill »

I literally played this a few hours ago and it got updated.
The only issue I have with this at the moment is that the pistol is rather weak, but I assume it's the intention.
But I really like the fact that enemies can play dead.
And the pistol sight sprite (which feels weird to use in doom) looks really goofy and I kinda like how round it becomes.
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.3)

Post by mrtaterz »

I am glad you like it. Make sure you use the fists to push enemies away and also to push them into walls to potentially knock them down!
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mrtaterz
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Survival Horror Doom (ALPHA 0.4)

Post by mrtaterz »

ALPHA 0.4
  • Pistol now has a physical bullet that travels and has drop when you aim.
  • Plasma Rifle is now the Plasma Emitter; it will fire a single shot before cooling down. Luckily it rips through multiple targets at once.
  • Rocket Launcher deals more damage on the inside, and less damage on the outside, and is overall more effective in splash damage.
  • Arachnotrons now move and shoot, but will no longer refire.
  • Fist sprites and animations improved.
  • Rifle damage improved.
  • Player movement slower.
  • Zombie pain chance increased, zombie incapacitation chance decreased.
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ElEskelerCortazar
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Re: Survival Horror Doom (ALPHA 0.3)

Post by ElEskelerCortazar »

Impressive mod even though is still on diapers, looking foward for new updates!
Also, resurrecting marine is creepy af
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mrtaterz
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Survival Horror Doom (ALPHA 0.5)

Post by mrtaterz »

Alpha 0.5
  • Pistol aiming bound to 'Weapon Zoom' instead of 'Weapon Altfire'.
  • Altfire for Pistol is a shove, just like for the fists.
  • Hand tremors when aiming with the Pistol.
  • Rocket Launcher damage fixed.
  • Lost Souls dodge your view and have reduced HP.
  • Mancubus will no longer shoot both barrels unless up close with the player.
Last edited by mrtaterz on Mon Nov 18, 2019 11:01 pm, edited 1 time in total.
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Dr_Cosmobyte
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Re: Survival Horror Doom (ALPHA 0.5)

Post by Dr_Cosmobyte »

Nice job taterz!

Are you willing to accept any sprite collab with this?
Jarewill
 
 
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Re: Survival Horror Doom (ALPHA 0.5)

Post by Jarewill »

A little bug I found.
Using the new pistol's altfire will change the sprite to the fist after shoving and then fire the pistol after a moment.
I assume there's a goto missing after the shove, but I haven't yet looked at the code.

Edit: Checked the code and the issue is here:

Also using the disc of repulsion effect for shoving makes it so you shove in 360 degrees, so you can shove everything behind you as well as in front of you.
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.5)

Post by mrtaterz »

Hotfixed!

I also made the Rifle fire physical bullets like the aimed Pistol; the bullets are .308 and go through multiple targets!
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.6)

Post by mrtaterz »

ALPHA 0.6
  • Imps now prefer Melee combat at close range, and will switch to their claws when you get close.
  • Imps can now be Incapacitated.
  • Pistol Push altfire frame fixed.
  • Rifle now fires a physical bullet that rips through multiple targets.
  • Plasma Emitter fires 3 invisible projectiles that rip through their target.
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.5)

Post by mrtaterz »

GAA1992 wrote:Nice job taterz!

Are you willing to accept any sprite collab with this?
Any community support or insight from people who are more experienced than I am is appreciated. My Discord information is public and available on the right-hand side, below my profile picture.

One thing I am currently trying to maintain is a focus on the golden rules of:
A. Doom art style focus. Nothing that is outside the visual consistency of what Tom Hall or John Romero would want.
B. The player should feel helpless. Either speedrun that shit or try to fight and push your way through. Never expect to be able to survive, never expect to be able to get 100% Kills and Secrets. Not all of your favorite mapsets will be playable with this mod.
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.6)

Post by mrtaterz »

ALPHA 0.7
  • Footsteps for basic enemies.
  • A new melee weapon thanks to GAA1992! The Pipe joins Doomguy's close range arsenal. You will find it in place of the Chainsaw on occasion.
The Pipe is affected by Berserk btw.
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mrtaterz
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Re: Survival Horror Doom (ALPHA 0.7)

Post by mrtaterz »

Hotfix!
  • Footsteps and Active sounds now falloff over distance.
  • Using your Hands makes you faster.
  • Switching weapons slows you down.
  • Saw Behavior changed. Saw damage increased.
  • Swinging with the Pipe stops the player's movement.
  • Fists no longer change turn angle.
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