Welcome to Siren, a mod built on ID's latest tech demo 'Doom II'
This aims to be an experience closer to an 'Aliens' game but with the variety and gameplay benefits the rosta of Doom monsters brings
This is a slower, more perilous mod that aims to tell its story through its own set of levels.
Thanks for looking. Any feedback would be great.
Mouse look: Yes
Flashlight: Yes (included)
Use Inventory Item (PDA)
Siren now has a 'mod only' version. This means it can be played with any mapset.
V0.82 Siren - Mod Only
https://drive.google.com/file/d/1zWwZyz ... drive_link
Download 0.8 - Campaign Demo
Spoiler:Join in on Discord
V0.82b [mod only]
- Fixed menu options for weapon/view roll.
- Fixed missing frame in shotgunner.
- Fixed missing chaingunner replacement.
- Wide-sreened the melee assets as well as a few other full screen graphics.
v0.82 Mod Only
- Fixed not being able to pick shotgun up.
- Fixed being able to headshot enemies with hacking tool.
- Fixed more inventory bugs, being able to make it vanish.
- Added inventory sounds.
- Fixed blood on the ceiling.
- Sadly the rifle PIP magnification has been removed for now.
- 21:9 support for fullscreen overlays. Such as the helmet and when low on health.
- Minor rewrites to Use to Pickup to avoid potential issues with it.
- Little more polish to pickup-able items, including them being highlighted when near.
- Flares can be picked up again after throwing.
- Hunter has Xdeath state.
-Knife has a hud UI icon.
-Melee has been tightened up a little. Kicks work better to push enemies back. There's a 'grab and stab', that was half there in the previous version, that has been honed and moved to double tap alt.
-blood amount is a menu option.
-black ops only say "where'd he go" when target out of sight.
-The enemies can be toggled off to allow custom monster packs.
-The current array of weapon upgrades are now accessible in the mod-only and will replace BFG spawns.
-Shotgunners and Blackops now have a clear telegraph. Their shots can also miss and they don't face target everysingle frame. Shotgunners have vertical spread too.
Movement code updated to introduce inertia/sway/roll
Massive 'Viewbob' reduced
Moved to 'Silicon' blood library to unify the design language of blood and gore.
Many effects improved to unify the art direction.
Flashlight is now 0.0001% brighter!
New textures, new elements to level 1 to set up level 2.
Updates to the Plasma rifle design (Still WIP)
Introduction of a conversation system to aid direction, fill in lore and expose secrets.
Fixed many bugs and unfair elements in level 1.
Scripted explosions can nolonger damage player.
Chaingun bot's heinous splash damage when destroyed removed.
Some balancing to Siren. Telegraphed attack. Increased pain state chance. Less of a 1 hit kill. You can shoot it to slow it down. You can. You can. You can. I promise.
A few classic Doom sounds replaced.
Customised Menu and skills menu.
Reskinned most monster sprites for a super hi-def 2x resolution.
Mod now has 2 maps.
New OST from PrimeEvil. (Level 2).
Imps have a new chase and jump logic that should enable them to get to your position more accurately. (Look out for bugs). They should no longer end up stood on top of each other.
Pistol can be fired in full auto when aimed down sights. Because it's too much fun.
Improved the reliability of the climb mechanic.
Fixed a few janky aspects of how a few of the weapons behave when out of ammo.
Zombies have a 'lick' attack when close.
New dynamic crosshair - available in 'Siren options'
Zscript ladder technology from the future!
'Portable medkits'. Healing items can be carried in the inventory to use at will.
Credits are now complete in the in-game menus.
Fixed a small bug with imps repeatedly jumping to ceiling.
New weapon pickup sprites.
Footstep speed and volume now mirrors player speed.
Work on the level ending which leads into the next level nicely.
Lots of texture fixes, polishing and small additions to level.
1st level considered complete, barring minor texture work and alignment of which I'm sure there will be many.
Painfully reshaded the imps for very little difference.
No need to disable auto aim in gzdoom. Added 'noautoaim' flags to weapons as, frankly, it's game breaking in this mod.
Ledgegrab/ climb by dodopod added as a replacement for double jump.
Jump and kick will do extra damage in melee.
More pickup sprites and sounds replaced
Shotgunners more reactive and deadly.
Chaingunners even more deadly.
Imp's ceiling behaviour tweaked to stop them moving between ceilings of vastly different heights.
'SpriteShadow' by Nash integrated
Again, more work with sounds with properly allocated channels to stop certain sounds being cut off. New sounds here and there.
Found a way to really reduce monster active sounds (particularly the sergeants) that really get annoying when there's a few monsters active.
Moved rifle to slot 4 and minigun to slot 5. I appreciate this could be unpopular, but with less than 10 weapons, there's no need to double up on weapon slots.
Some reload animation tweaks.
Reloading the rifle now doesn't take an entire clip.
Siren 0.35 changelog
Resized many unnecessarily large textures for performance.
Removed the need for a line portal in the big room in a bid to improve performance. (Probably wont)
Fixed lots of un-unpegged door tracks
Fixed attacks making it through the glass - and improved the thermal efficiency of the building - by making them double glazed.
Lost Souls replaced
Combine sounds replaced with original sounds (blatant rip off.)
Lots of sound tweaks and improvements. (Number of Monster active sounds reduced)
Siren back to aggressive self
Damage outputs tweaked.
You can now make it back to the upper part of the level
3-key switch doesn't take your keys
Amendments to the cavern area. (Players gonna hate!)
Skimmed a few resources from the map. (Probably too hard now)
Siren 0.3 changelog
Many changes to the direction of the level. Make it clearer where to go.
Fixed not being able to finish the level.
Bug fixes on level design and all major startup errors removed.
A few of the bugs/issues raised by Leglock fixed, thanks.
Plasma Rifle added. (Hidden in the level somewhere)
Melee solidified and balanced. Kick on alt fire.
New pinky sprites (based on NMN's 'Hindring'
Zombies no longer take 650 bullets to the chest to go down.
Zombies have damaged state sprites.
Siren 0.29 changelog
Requires GZDoom 4.4.0 or above
Started working on 'TC' elements
New zombie enemy. A real idiot. But they come in herds.
Combine Shotgun Zombie.
Begun work on personalizing the gore system.
New PDA graphics and code updated to Nash's latest update.
Rough implementation of a Knife weapon.
Level layout tweaks.
Siren 0.26 changelog
Fixed a large amount bugs pertaining to shotguns, shotgun Ammo, pickups and reloading
Fixed weapon switch sprite issues (thanks TheOldKingCole) and smoothed out weapon switch animations.
Moved Rifle to slot 2 (don't hate me!)
More tweaks and surprises for smoke monster
New areas, secrets, polish and fine tuning to the map
Siren 0.25 changelog
Hotfix for shotgun ammo issues
Rebased movement to Nashmove which should clear up a bug that crashed movement when loading saved game.
Reverted to standard player step height as it broke some maps.
Fixed Revenants hard crashing the game
Removed that god-awflul archvile 'fire' from all up in your grill.
Pump shotgun will no longer enter pump state everytime you breathe near it.
Faster draw with animation for pump shotgun
Shotgun ammo pickups now work correctly.
Fixed sprite issues with minigun (I think) and added a some idle-state brightmaps.
Removed wonky weapon-fire tracers until I can get them to behave.
Minigun secondary fire now depletes ammo.
Tweaks to pistol ADS
Fixed missing shell casing sounds.
Back to the drawing board with crosshairs- all changes to standard are removed.
Finally, the 'lootboxes' work as they should
Tweaked a few things for performance.
Removed dynamic light on Siren in favour of bright maps
Cleaned up some unnecessary code
Removed unfinished plasma rifle
Moving forward I will separate the base mod from the campaign (maps) and push updates independently.
- New Minigun
- YellowBoy Shotgun
- Intro text is now skippable
- Rifle ADS fire is now semi-automatic
- Fixed many missing and wonky textures, bugs and glitches in level design.
- A few playability and quality of life improvements for level
- Cleaned up bits of code to reduce errors.
- Balanced smoke monster to do less damage and now has a 'knock-down' mechanic to avoid certain death when cornered
- Trialing a move to Nash's PDA as its much faster and more versatile that creating graphics and actors for each PDA entry
- Removed in-game Credits, for now
Buy the mod a coffee