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Colander (Colare) is a gameplay mod for the Eternity Engine (DRDTeam builds only. you can get the latest HERE)
Loaded like a gzd mod, drag and drop onto the exe and after any maps if you want the menus to be overwritten as intended.
1.5 out now! Get it here: DOWNLOAD
The project started as a recreation of STRAIN's gameplay and feel, intended to be a scary, stressful experience without totally betraying the player. STRAIN has a lot of abnormalities which I like that come from it trying to be a "real sequel" to Doom. I expanded the scope to be more of an elaboration of STRAIN's ideas, turning into it's own beast with it's own gritty occult vibe. Almost all monsters and weapons are altered, some beyond recognition. All the tweaks and changes should compound to encourage a more Ultimate Doom playstyle; more movement, less camping corners and chokes with the SSG. UV is not-insignificantly harder than vanilla in the majority of cases, but your mileage may vary. Playtests are usually conducted with the Scythe series, BTSX and Plutonia.
Add-ons and small mutators are planned.
Come say hi in the #colare channel at Secreta Lounge. I'd like to hear from you if you've got any questions or suggestions, and you can get indev versions that are posted.
v1.5.3; slaughtertools
altered the ssg's frame total; the default is 57 frames, 1.5.2 was 71 frames, 1.5.3's is now 63
the zombieman and chaingunner play sounds that include radio beeps. I have changed their sound tables so the sounds with long beeps play less frequently.
new shotgun firing sound
CREDITS:
Spoiler:
If I missed anybody, shoot me a dm either here or via discord. Sorry for the sloppy formatting.
shoutout to the freedoom beta 0.8 gib sound
shoutout to everybody in Secreta for the helpful advice and playtesting and
being a wonderful community.
Marrub - Original magnum code, testing, code help, idea filtering, sbar font,
new menu fonts, FIXING ALL THE CURSED TYPESETTING for the menus, AR sprite tweaks
ribbon - idea filtering, testing, code help, og chaingun edit, baron edit, art
advisory
PotetoBloke - Magnum and AR sprites, SSG reload edit + the base taken from
amuscaria's SSG used in Eriguns and JoeyTD's ssg loading sprites
The Man & Bungie - Magnum reload sounds, grenade launch sounds, AR firing sounds
TerminusEst13 - AR firing sound
Obsidian Entertainment - basis of the shotgun and magnum firing sounds
Ryan_Cordell - Combat Shotgun sprites, super last minute AR sprite rework
Skelegant - idle and pickup sprites for combat shotgun and ssg
pistol sprites remake, plasma rifle fire touchup, status bar touchups
AR pickup touchups, new health bonus, stimpack and medikit sprites, being awesome
IMX - devourer and zombieman from demonicron
RNG Breadbug - bird imp sprites
midway - doom 64 chainsaw
zrrion the insect - rocket launcher sprites
drpyspy - ar17 sprites and pickup, zombieman replacement sprites, being awesome
zsec shotgunguy - credits from file
Sprite Edit: Mark Quinn, Vegeta, Ghastly_dragon, MagicWazard
gifty - blood gfx
perkristan - fist sprites
valve software - player landing sound
the skulltag team - grenade sprites
blue vertigo/cardboard marty - base former human sounds
logan mtm - back of the new ssg based on quad ssg from legacy of suffering
sgt. shivers - being cool
OLD FOOTAGE:
Spoiler:
footage courtesy of rd
Last edited by _sink on Mon May 23, 2022 8:43 am, edited 4 times in total.
Oh hey! This is here in ZDoom Forum as well. I dig the weapon sprites and the sound effect. And speaking of which, i think Assault Rifle is unnecessarily held up too much. Plasma Rifle and Pistol are acceptable because they're narrow.
I can't seem to succeed on making the mod run, using the Eternity engine stable it gives me errors.
the error says
"include EPTEXT.edf is not a valid lump name'"
Double updated, i apperantly without realizing was running EVP and not this mod in eternity. Tripple updated, i apperantly also noticed that i wasn't even running the github build properly either.
In case of people might confuse over the proper launcher(etenity, not gzdoom) and the launching order, some kind of instruction at OP might be very useful.
Hey, i checked from the thread, thanks for the info, i've tried it and so far it's good, i dig the reshading on the marathon pistol and the way the enemies try to play around with, though i would recommend making the plasma that the zombie man shoot to be slightly different because it is possible that dehacked patches might change the projectile.
Colander 1.5.3 is out now. There was another, even smaller update a little while ago but I forgot about this thread lol. Download here, changelog in OP: DOWNLOAD
I didn't even know Colander was actually posted here, I found it sometime last year on Doomworld and I've been having a lot of fun with it! Just wanted to ask if there's any plans for it in the future, since I noticed at some point the pistol had a sort of burst altfire.
Have a video of an early brush with Colander, played on some old WAD that allegedly has a Bjork MIDI! I'm still going through maps that fit it, but I'll definitely record a playthrough with it.