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Based off of JonayaRiley's Cold as Hell: Special Edition that then Ed the Bat later fixed up, CaH: Decampaignified is a gameplay mod for Doom that takes the tactical gameplay from Cold as Hell into something that you could play with other mapsets! It may no longer be cold, but it sure is still Hell! Also I couldn't think of a good opposite to Vaccinated, since this is taking the gameplay out to make it its own thing instead of taking the gameplay out to make the map playable with other mods, maybe there's already a universal name I missed. In any case, think of Decampaignified as a temporary name of sorts until I find a better one. Either that, or this name sticks, who knows?
It's fascinating, this mod. Possessing tactical gameplay that's rarely seen in Doom mods, it's like the spiritual predecessor to what Hideous Destructor would then bring to the slow and methodical Doom gameplay mod table. I enjoyed playing the original so much that I decided to replay it immediately after finishing it. From bleeding/bandaging, magazine drops (though no management, so any tact loads throw your ammo away), and of course enemies you could take out relatively fast while they themselves packing serious heat.
After all that, I thought to myself, this is a pretty good mod to try playing every now and then. Something that's lighter than HDest, yet still keeping that thought process of high planning, speed despite slowness, and conquering tough odds with unlikely tools. And so it was set, I'll strip off the campaign stuff from this mod, add in some modifications of my own to suit regular Doom field use, and then release it incase others are interested. That, and of course there's stuff that I think could do with some changes.
ADDITIONS:
Now, y'all must be wondering what are the stuff I've changed from the original. It's not absolutely bonkers, no fancy schmancy animations and what not (not like I have the skills to do something like that. Not now, anyways). But some of the changes are pretty significant.
Spoiler:
- Tossed anything that's even remotely related to the campaign. No maps, no VA, no notes, no objectives, no nothing. The only thing left in the options menu are just the hints and bandage controls.
- New sprites! Gone are the CoD modelshots for something a bit more model viewer direct. Also comes with gloveless hands this time around. Oh, yeah. New sprites for items and whatnot too. The usual Doom defaults have their entity names put in the ACS itempickup register too.
- Bandages are given view sprites of their own. A bit wonky, but I keep getting them mistaken for the fists otherwise, so this works as the alternative.
- Fists have both left and right hands used in the weaker punch attack. Single left punch is still the stronger one though. They also make sound now upon hitting enemies.
- 1911 has checks to see if it's empty, it'll go to the slideback frame if it does.
- Tags for just about every pickup. This is done for Use to Pickup compatibility (which I recommend heavily with this mod, if you don't like to accidentally pick up and waste supplies). All that's missing is a mod that adds snow to maps.
- The Mounted BAR works a bit differently than it does in the original. It's a pickable weapon this time. If you cheated, you could even go to weapon slot 0 to select it. Anyways, it spawns on green armors and have unlimited ammo. Sounds too good to be true, right? Indeed. You can't move while using this gun. Well, you sometimes can, but it's only because the ACS health check resets your speed every so often, you'll still be mostly stuck if you keep holding on to the mounted placement. Swapping guns stops you from using the mounted BAR and tosses it. It may not look useful at first, but the right firepower in the right place can make all the difference. Who knows, it might help you save ammo.
- Especially since the gun toting zombies are now replaced with imps. No gun drops from them, at all. At best, a 1911 mag drop from chainy. Save ammo as best you can, you won't be getting freebies from these guys. Your fists and running shoes will most certainly find more use this time around. No zerks to help you too (though the fists technically has a slight boost in damage by default).
- Garand drops in chainsaw slots, the T20s are on blue armor. Seems a bit easy, though some mapsets could be a pinch scarce on the blue armor placement. The M1 could only do so much too in maps where the chainsaw would normally find great use.
- CaH's explosion particles assigned to the barrels and cybie death frames. Should make the booms a bit consistent to the other explosive weapon.
- Dr. Johnson's Eyes and Captain Thompson's Heart returns as blursphere and invulnerability respectively. They still attempt to help you, even in death.
- Used medpacks replace healthbonuses while bandages replace armorbonuses. Used packs (looks like an opened bloody healthpack) heal you for about 2HP each, though they don't go above 100.
- Minor animation changes. Like I said, it's not fancy, it's still the usual lower gun/make noise/raise gun deal, but there's some changes in offsets and what not.
- New weapons in the roster! The M1 Bazooka and the M1903A1 Springfield Sniper Rifle! One's useful to knock out that pesky Icon of Sin or some nasty groups, the other a surefire way to whack some demon's horns off at kilometers away. The Bazooka only spawns in BFG9000 slots, with occasional chance in soulsphere/megasphere drops. The Springfield on the other hand spawns in the chainsaw slot alongside the Garand, with the ammo spawn chance sharing the same slot too. They're rarer to come by though, with the ammo drop only really providing 3 rounds per pickup, so make those shots count!
- Tactical reloads have been made a pinch more accurate. Only the 1911 can have +1. All other weapons are either of open bolt mechanism or literally wouldn't be able to hold that extra round.
- The BAR's mag count has been changed to 20 rounds. Both the carryable and the mounted ones.
- Fixes to various glitches. Stuff like Terror Elementals having PAID instead of PAIN in the frames, the T20 Garand still being able to be shot even at 0 rounds, the Garand still able to be tact reloaded even while the internal mag is full, COLT instead of COLR for the 1911 magout sound, and plenty more.
- Some of the graphics are made slightly less 4:3 obvious. They're still very much 4:3, I didn't do any widescreen edits, but it should be less obvious.
- SBARINFO keys and inventory selectors have made a return. They're modified slightly to fit with CaH's HUD, so they shouldn't look too out of place. It was the least I could do since CaH's keys are absolutely gone and I needed the selectors for the new items I'm putting in.
- Speaking of, Portable Surgery Kits and Allied Radios! The kits have a chance to spawn in berserk, soulsphere, and megasphere spots while radios are in blursphere, soulsphere, and megasphere slots. The kits allows you to heal your entire HP bar back to full immediately. It's a single use item though, so plan your heals carefully! The radios on the other hand sends in Allied soldiers to help you in battle. Due to abstraction and brevity (and lack of skill), I can't have them join you in a sensible way (parachute, reinforcements from various outposts, scattered squads rendezvousing to your call for help, pick one), so right now 7 soldiers just spawn right on top of you. They're an absolute killer against medium groups, and may atleast help you from being immediately eviscerated from massive crowds. Use them wisely, they're not as clever or have magic A to Z follow abilities as some of the available companion mods 'round these parts. Heck, you might even need to pop off a shot to get them to move if they don't find something to immediately shoot at. No clue how to sort that out yet.
- Y'know how in Touhou Doom bosses would have phases? Okay, I'm not so mean so as to put the entire Pilot boss fight in, but he's still there with atleast 2 phases on the spider mastermind slot. Pack your best bullethell uniform.
- Grey barons with the strong red attacks are on revenant slots. Dangerous, but atleast they don't home in on you anymore. The cybie's the one that shoots the revvie missiles, so keep those priorities in check.
- The Custodian's on the arachnotron slot. They've been modified so as to not do that highly damaging ground floor attack, and they also no longer float. They're still a threat if fought nearby though.
There's probably some stuff I've forgotten, but that should about cover the surface of what I did to this mod.
(Note: The new sounds used in this videos I couldn't sufficiently cover the credits yet, so for now all the SFX in this mod are the default CaH ones.)
CREDITS:
This mod wouldn't have happened without the excellent work of the original authors of CaH along with Ed the Bat's fixes allowing me to still play it even in modern GZD. You can find information regarding CaH's OG stuff in the included cah_se.txt and cah_credits.txt. However, while cobbling up this modpack, I did add some other stuff that are made by others. Here they are:
Spoiler:
Sprites
-----------
Hand Sheet: Monolith Productions Lobotomy Software Skelegant
Sleeves:
Model - Day of Defeat Team
Skin - Splinter
Stimpack/Medikit: Core Design
Shell/Shellbox: id Software ZikShadow
BAR: Editor
Mounted BAR:
BAR - Editor
Bipod - Bots, Ls3, Devin_Kryss, P_Witty and -X-
Bazooka:
Model - Day of Defeat Team
Skin - Splinter
Transparency in model + Screws - StringsOfSeven
Springfield:
Model - Day of Defeat Team
Skin - Splinter
Skin Fixes - Strings Of Seven
Radio: Valve
Bandage Kit: Valve
Portable Surgery Kit: Grey Matter Interactive
Area Map: Goldeneye Doom Team
Stimpacks and Medpacks: Core Design
Sounds
-----------
lightamp: Gearbox Software
wearrads: Valve Software
bazzload, bazzshot, bazzdraw: Day of Defeat Team
sprifire:
Endtrail half - 2015, Inc
spriback, spriford, spriload: G5 Software
CHANGELOGS:
Spoiler:
1.0B
Spoiler:
- Mounted BAR given temporary false SPECIAL flag so you wouldn't immediately pick it up after you've thrown it.
- Mounted BAR no longer counted in ITEMS percentage.
- Mounted BAR given a reload speed boost.
- Added a small extra addon to run Strange Aeons with CaH's weapons. This patch is preliminary, and has not been tested extensively.
- Added a starting inventory of 20 AMMO_MOUNTEDBAR so you'll have a full mag for the first time you pick up the Mounted BAR.
- Mounted BAR made rarer as green armor drop. The green armor has a chance to drop the M1 Garand, the Mounted BAR, Shotgun, Thompson, and a Portable Surgery Kit.
- Fixed a small issue where for some reason Portable Surgery Kits would go missing after a levelchange if you have more than one.
1.0C
Spoiler:
- Added in higher res sprites for the stims/meds/bandages.
- Fixed Mounted BAR's empty state so it'll still stop players from moving.
- Added in A_BossDeath to Pilot3's death state. Makes his fight end a bit early if the map requires him to die in order for it to end, but atleast maps with special boss death triggers won't break anymore. He'll still keep his multi phase fight otherwise though.
- Readded ARM sprites. Forgot that they're used when you're bleeding. Bit odd to have you bleed blue armors.
1.1
Spoiler:
- Added a new gun! The M1903A1 Springfield Sniper Rifle! Located in the chainsaw slot alongside the Garand (though with a lower chance of spawn), ammo's on the Cell slot along with the Garand clips (lower chance of spawn too, also only comes in threes).
- Slight detail change, the 1911's hammer is now cocked back before firing.
- Updated Strange Aeons compat to also include the 311E Double Barrel spawn chances in the Scepter/Impaler drops.
- Sorted out a death exit bug where the HUD would disappear after you go to the next map.
- Updated some of the Bazooka tags so it'll properly say M1A1 instead of just M1.
- Updated the READ THIS page to also include the new Bazooka and Springfield bits.
Last edited by ZikShadow on Sun Nov 20, 2022 5:49 pm, edited 12 times in total.
Oh hell yeah, I was hoping someone would do this! Loving the new sprites! I didn't have a lot of time to play this, but I really enjoyed what I played of it. Couple minor gripes/suggestions though:
-the mounted BAR is kinda weird, to me. Dropping it makes the player toss it, which makes it possible to sorta throw it around and abuse the hell outta it. Ideally, it should drop to the player's feet to keep it stationary.
-the animations could stand to be smoothed out a bit, but that's not super important.
-as a suggestion, a weapons only and/or enemies only version would be really neat, but that's also not terribly important.
That's all I have as of now. I'll come back with more feedback after I've had time to play it a little more. Great stuff all around so far, though!
I tried having the mounted BAR drop to your feet, but what happens is that you'd immediately pick it back up, 'cause you automatically pick up items if you're close enough. I suppose I could've fixed this by implementing the Use to Pickup mod and then adjusting the drop offsets, but I like to keep stuff like other addons to what the player would like to use themselves.
On the other hand, I'm kinda okay with this too since green armors are rarely put in a place that's beneficial for mounted placement, you could toss it to somewhere you could crouch under and use that as cover. Players could abuse it, yes, but you could only squeeze so much fun lugging a BAR with unlimited ammo around bit by bit through a big map.
And as for the weapons/enemies thing, it has been considered for a while. I just wanted to make sure that I won't have to do major changes later before doing the separation stuff.
Yeah, fair enough. Then I can safely say I haven't experienced a single serious issue while playing this! Although it would be nice if the mounted BAR was fully loaded when the player grabs it, as it can be frustrating when the armor spawn is on a monster closet trigger
Very impressive take on Decampaignifying(eheh quite long word, ain't it?) Cold as Hell TC! Tho i haven't played the TC itself often, but the feelings of using weapons are so great. Now we have tons of possibilities!
But one question: Why BAR on a tripod glitches rather frequently? It has infinite ammo for some reason and it stops me from moving. So i have to drop this weapon and sometimes it disappears from the inventory if i get the weapon while moving.
Whoah wrote:Although it would be nice if the mounted BAR was fully loaded when the player grabs it, as it can be frustrating when the armor spawn is on a monster closet trigger
Aha, that's the thing. If I leave the ammogiver to full, you could abuse the gun and recover ammo by tossing it and then picking it back up without having to reload the weapon. Even now there's the case where the gun's ammo technically never left your inventory, so the next mounted BAR you find would have the same ammo from the previous one you tossed (though I'm sorting that one out as we speak, hopefully that one's not gonna last).
Captain J wrote:Why BAR on a tripod glitches rather frequently? It has infinite ammo for some reason and it stops me from moving. So i have to drop this weapon and sometimes it disappears from the inventory if i get the weapon while moving.
I was trying to replicate the mounted BAR's behavior in the original while keeping it somewhat usable if you're not in a good green armor position. It pretty much does the same thing, giving you unlimited ammo yet completely unable to move aside from crouching unless you relinquish control of the gun. Indeed, the last bit with the drop toss is something that I've yet to find a solution for.
Will there be a Strange Aeons compatibility patch? This mod looks like the kinda thing i'd want to go with SA. Also yes, moving with the mounted BAR is extremely terse and annoying during monster traps and spawns due to its tendency to lock you in place and reload forever, but movement in general is also rather difficult.
EDIT: Dunno why I said "Cold as Hell" instead of Strange Aeons.
ZikShadow wrote:I was trying to replicate the mounted BAR's behavior in the original while keeping it somewhat usable if you're not in a good green armor position. It pretty much does the same thing, giving you unlimited ammo yet completely unable to move aside from crouching unless you relinquish control of the gun. Indeed, the last bit with the drop toss is something that I've yet to find a solution for.
While people's pointing out that you honestly can't do anything with the unstable nature of original Tripod BAR, i'd suggest to make it foldable and ammo limited.
And about the glitch, why not add the thrown weapon a temporary THRUACTORS flag or stop the player from getting it for a second?
Captain J wrote:While people's pointing out that you honestly can't do anything with the unstable nature of original Tripod BAR, i'd suggest to make it foldable and ammo limited.
The non mounted BAR that's on the plasma rifle slot is kinda that. Able to be carried and shot freely, but has limited ammo.
I'll try to see if I can do anything about the drop.
EddieMann wrote:Will there be a Strange Aeons compatibility patch? This mod looks like the kinda thing i'd want to go with SA.
Huh, I suppose it could fit there pretty well. I'll add it to the to-do list.
EDIT: A small update.
- It's not perfect, but I think I managed to get the mounted BAR enough delay before you could pick it back up again.
- Sped up mounted BAR's reload speed. Thought it might help, since I did tamper with the balance of the weapon initially (the mounted BAR used to have 100 rounds in the original).
- Made sure that the mounted BAR doesn't get counted as an Item. Silly of me to miss that.
- Also included a preliminary SA compat patch that replaces the weapons with CaH ones, haven't tested it the whole way though, pardon if things still get too hard. Load it after SA and CaHD.
Feels weird if you use the tripod BAR while you already have BAR that takes your ammo away. But since it was in the original, it's fine as it is, i guess. Thanks for the update.
Perhaps instead of having a mounted BAR, the normal BAR could have an altfire where you deploy the bipod which gives you reduced movement or leaves you unable to move, but gives you way less recoil and a faster reload speed. Then the green armor could just be another weapon spawn or something. Maybe it could spawn a thompson, since I noticed that's kind of a tough gun to find now that chaingunners don't drop chainguns
EDIT: Oh, and you can avoid the ammo issue with the mounted BAR if you just make the player start with 20 mounted BAR rounds in their "inventory," that way it'll be fully loaded the first time you find it
1. I'm trying to keep from overhauling too much. I used to think that perhaps adding in the mounted BAR is a silly thing and that I should just use the greenarmor spawn as another portable surgery kit drop, but running out of ammo every now and then got me reconsidering. Perhaps that too was a silly idea. If more complaints come up, I'll probably just scrub the mounted BAR entirely and do a randomspawner for the greenarmor. Something like kit/Tommy/Garand/Shotgun.
2. The idea escaped my mind entirely. Thanks for that. Another small update has been uploaded with that bit.
1. I personally really like the idea of the mounted BAR, but it does seem like it would cause a few glaring issues. A random goodie spawner would be pretty welcome as well. Maybe it could spawn a random ammo pickup of any kind to help curb those ammo issues you mentioned.
Okay, another small update. Mounted BARs are still in (I like them too much to be rid of them, honestly), but they're rarer this time. Green armor slots have the double barrel, pump action, Tommy, the mounted BAR, and the portable kit as its randomspawn chance.
Might give it the 1.0B name now that there's enough changes.
ZikShadow wrote:
- It's not perfect, but I think I managed to get the mounted BAR enough delay before you could pick it back up again.
- Sped up mounted BAR's reload speed. Thought it might help, since I did tamper with the balance of the weapon initially (the mounted BAR used to have 100 rounds in the original).
- Made sure that the mounted BAR doesn't get counted as an Item. Silly of me to miss that.
- Also included a preliminary SA compat patch that replaces the weapons with CaH ones, haven't tested it the whole way though, pardon if things still get too hard. Load it after SA and CaHD.
Replace Nyarlathotep with the pilot and it's even better.