OP DOOM

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Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

OP DOOM

Post by Dudweiser »

Hi everyone!


I began playing around with a bunch of my favourite mods for me and my dad to play together. After a while I kinda got addicted to changing stuff and adding new things in. Not really knowing what to do or how to do things I wanted was a real challenge but I persevered and kept at it until I had a good clean fun experience for him to play. He has always been a big fan of doom but hasn't really got used to the new control system GZ DOOM offers lol. So anyway, I've made alterations to many things to make the game more manageable and fun to play, while keeping all the variety and gore/monsters etc intact.


This mod is basically what I wished PB 3.0 was. Its more watered down then built back up in certain areas I find fun. The gun list has been reduced and so have monster attacks. I have created some new monsters and added a gun I found really fun from another mod I was playing. Monsters are less OP although in this build I still have some left to reduce to a more vanilla feel.


I really liked the idea of the corruption cards mod after seeing it on UltraViolence's channel on YT. Although this is a great thing for me to play, it only makes the game harder for my dad so I came to the idea of changing the cards to powerups. You can select a new powerup at the start of each map to aid you in the level ahead.


This mod works on a combination of random spawners between PB 3.0 and Shades of Doom. I have removed many many monsters I either didn't like, or ones that didn't have a DOOM feel to them. I have implemented some new variants of cacodemons, pinkies and hell knights all with full varied death animations, gore and custom blood colours. Also many powerup spheres are available to pickup and store in your inventory for use at any time.




Summary:

1. Large roster of monsters.
2. Completely new monster variants.
2. Loads of gore.
3. Sensible arsenal.
4. Working janitor function (99% gibs).
5. New Powerups.
6. Spherecards.




Assign a button to Nash gore to clear gibs, all other gibs will clear automatically after set times.
Make sure Shades of Doom is set to Chaos Mode.


This mod will be compatible with any vanilla mapset, although I wouldn't recommend large slaughter maps with hundreds upon hundreds of monsters (unless your PC is an absolute weapon) as some monsters still need to be watered down attack and effect wise.


Fatality sprites are not yet implemented for the new monsters I have added, so you will see the original variant during the execution lol. This will be added in time however.
When the game starts make sure you select "LET'S ROLL" as the other functions in this build are currently disabled.



This mod is a work in progress and this is merely a first release version for people to try out for fun. Be sure to let me know of any harsh bugs you see and I can try sort them.

Although I have spent 100's of hours editing all this, I take credit for none of it and true credit goes to the original mod creators. All credit files left listed inside the pk3's.
This was purely a project for personal fun and thought other people might enjoy it also.



ANYWAY! Here's a trailer to give you an idea of what you will be getting:



https://youtu.be/XDQzdP3W4Ag




Read the README file inside the zip before starting. Enjoy!




DOWNLOAD:
Spoiler:


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Mr Masker
Posts: 32
Joined: Fri Dec 28, 2018 2:46 am

Re: OP DOOM

Post by Mr Masker »

screenshots? videos? anything besides text?
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Linz
Posts: 317
Joined: Mon Jun 29, 2020 3:42 pm

Re: OP DOOM

Post by Linz »

I mean he did post one video


Some screenshots would be nice though
Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

Re: OP DOOM

Post by Dudweiser »

Mr Masker wrote:screenshots? videos? anything besides text?

I mean if this video doesn’t sum up what the mod is about, theres not much more I can do for you lol
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Ashat Maself
Posts: 61
Joined: Fri Apr 02, 2021 5:32 am

Re: OP DOOM

Post by Ashat Maself »

yet another bd fork that doesnt understand anything about what made the original bd and pb good
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wildweasel
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Re: OP DOOM

Post by wildweasel »

Ashat Maself wrote:yet another bd fork that doesnt understand anything about what made the original bd and pb good
I mean, you could explain what's wrong with it exactly?
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Machine-Reaper
Posts: 415
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Re: OP DOOM

Post by Machine-Reaper »

wildweasel wrote: I mean, you could explain what's wrong with it exactly?
PB a fork of BD and this mod is a fork of PB....my brain hurts
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kalensar
Posts: 491
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Re: OP DOOM

Post by kalensar »

I do a lot of the same type of modding, and this looks fun enough to try once you post a download link.
Dudweiser
Posts: 60
Joined: Mon Jan 08, 2018 5:54 pm

Re: OP DOOM

Post by Dudweiser »

Ashat Maself wrote:yet another bd fork that doesnt understand anything about what made the original bd and pb good

Well this is a completey nonsense thing to say from someone who (most likely) hasn't even tried the mod. It is all a matter of opinion to me anyway, being that the things which I thought were good about PB 3.0 was the gore, enemy variants and bunch of cool guns. Which is exactly what this mod has to offer, just expanded in some areas and reduced in others.

kalensar wrote:I do a lot of the same type of modding, and this looks fun enough to try once you post a download link.
The download link has always been there buddy, it is hidden in the DOWNLOAD Spoiler.
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