Feet On The Ground - A Hardcore Mod 0.0.4 - 5/26/2022

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Brohnesorge
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Feet On The Ground - A Hardcore Mod 0.0.4 - 5/26/2022

Post by Brohnesorge »

Its been 10 years since the Demons invaded Earth. Mankind is in a losing battle for survival. In that battle, one team of elite soldiers sees more action and more success than entire platoons. They get sent in when the brass needs...

Image
Download
Repo

Feet On The Ground is a hardcore tactical mod with elements of weapon maintenance, slow healing and careful gameplay. You will need to use your wits and tools successfully to survive. Each member of the team uses weapons developed from their country of origin, and has different strengths and weakness. The characters can not use each others weapons; cybernetic DRM prevents it.

As you use your guns, they get damaged and dirty. Regular maintenance is required to keep them in fighting shape! If a part of a gun falls below 50%, it can no longer be maintained and must be replaced with a Repair Kit.

There is a weight and stamina system.

Gun Controls
  • - The Use key must be used to manual pick up items.
    - Alt Fire is weapon functions. This usually does nothing or works the action.
    - Zoom drops your gun and draws your pistol.
    - User 1 throws grenades. Hold it to throw a Flashbang instead.
    - User 2 is weapon maintenance. While in maintenance, Main Fire skips to the next step and Alt Fire ends it prematurely.
    - User 3 drops ammo for your gun
    - User 4 unloads and drops your gun
    - You can see these controls in game at any time by holding the USE and ALTFIRE keys at the same time
The Team
Spoiler:
The Weapons & The Gear
The Team uses recrafted weapons from the past, modernized with nano-tech to successfully interface with the weapon status hardware of your gloves allowing status reports to be displayed on the HUD of your helmet.

Items are not used from ZDoom's inventory system, instead slots 8, 9 and 0 are for using and managing them.
Spoiler:
Please note, this mod is very much in an Alpha state. This means some things may be buggy or janky. Please keep that in mind.

Media
Ofek gameplay through The Darkening


Playlist of me playing this through Moonblood with Helga, John and Wilhelm!

Tips and Tricks
Spoiler:
TODO in no order
-Resprite Pistols
-Add hands to all sprites
-Redraw all weapon sprites
-Add Ofek
-Add The Soldier who is customizable
-Slot 7 Super Weapons
-Demon item corruption mechanic
-Make a good mod for once
Last edited by Brohnesorge on Wed May 25, 2022 11:46 pm, edited 13 times in total.
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Dr_Cosmobyte
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Dr_Cosmobyte »

Did you say... hardcore tactical? Just by being a new mod by you, you already had my curiosity, now you have my full attention.

Downloading this now =)

EDIT: Okay, so... it doesn't work with LZDoom due to A_OverlayScale =(

Well, i can wait. =p
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That0neBr075
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by That0neBr075 »

Can't say I'm of fan of having to maintain my lead dispensers, but outside of that the gunplay feels GREAT
Excellent work, more high quality tactical doom mods are always rad!
cdru
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by cdru »

I played a few levels, and I liked it. But I think that gun maintenance feels too trivial, since it doesn't cost anything in resources. It would also be nice to have explanation on what the HUD elements mean
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Doomguy914
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Doomguy914 »

I'm giving it a go on memento Mori and I have to suggest, less weapon degradation, and making repair kits a rarer spawn. As it currently is, having to clean an assault rifle after one or 2 magazines is very unrealistic. Also, shotgun shells are overly abundant. Not only do Shotgunners drop shells around them when they die, but if you really wanted to, you could unload the shells from the various shotguns that will drop from enemies in maps. Although I do find it amusing that carrying a little over 500 shells, is about as encumbering as a single medkit, and no, I didn't have to unload the dropped shotguns to amass that much ammo. :lol:

Also I'd suggest a key command for stripping a weapon prior to picking it up, so you don't have to constantly drop your good weapon, pickup the new one, press the unload/drop weapon key, rinse and repeat 20+ times. Scavver's Paradise does something similar to that where you can press a key to unload and scrap a weapon when you use the default pickup bind.

Other suggestions and hopes for the future would be the following: Randomized weapon quality upon pick-up, non-floating weapon drops, as you already mentioned, you're working on more sprite-work for held weapons, etc. I'm really loving what's available so far. :D
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Jeimuzu73
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Jeimuzu73 »

Brohnesorge wrote: Wilhelm Stroheim, The German
Name: Wilhelm Stroheim
Codenames: Tinman, Terminator, Cybog, various movie robots
Cyber Percent: 96%
Demon Percent: 0%
Status: Active
Specialty: Light Machine Guns
I see what you did there. I knew he didn’t die at Stalingrad in 1943- they rebuilt him, changed his name and froze him 200 years later!
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Captain J
 
 
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Captain J »

This mod is really detailed and makes you think the best method to maintain your weaponry or else they might get broken and soon they'll break you at critical times. Also i kinda like the idea of having texts to indicate health and armor instead of number. I'd prefer the number, but this is doable.
Spoiler: And so i tinkered around with the weapons and stuff and here are things to point out.
And there we go! Good mod overall. I really dig the various and satisfying sound effect!
Last edited by Captain J on Sun May 16, 2021 4:43 am, edited 1 time in total.
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Doomguy914
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Doomguy914 »

I actually had another idea since there's so many weapon drops.

Instead of scavenging repair kits from random backup + ammo spawns, what if you salvaged weapon parts off other weapon drops themselves? And instead of upgrading your reload/cleaning/ weapon proficiency through the use of a single weapon, tie it instead to how much you utilize the weapon type. It doesn't really make sense from a technical point that you can only become an expert using the EXACT weapon you've been using all along, if all the weapons around are completely the same.

Maybe another way to balance that would be with proficiency drop-off if you don't use the weapon very often. And repair kits can instead be a different pickup used to upgrade weapon proficiency.

For example: as the female Russian character I primarily used the shotgun. There was ammo all over the place for it, and I rarely had to repair anything. Just a lot of cleaning. As I kept using that weapon I noticed very rapidly that I decreased the time it took to clean and maintain that weapon. But that was just with the shotgun, because I never had to empty other shotguns because of the abundance of ammunition for it, so I never had any need to drop the shotgun from my inventory.

However, when emptying magazines from other machine guns and submachine guns, I would constantly have to ditch my good weapon in a certain spot so I didn't accidentally lose the machinegun, submachine, etc. that I'd already been working on upgrading. It feels a little pointless to have that leveling system be tied to specifically ONE weapon of that type. It would be more convenient and better balanced to have random weapon and part durability on pickups, and use repair kits as upgrade kits instead.

I love the idea of this mod because it takes heavily from Hideous Destructor without being the Keybind Hell that is HD. I absolutely can't play that mod because I have tiny hands, just like the old Burger King commercials! :lol: :oops:
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Brohnesorge
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Brohnesorge »

Finally checking in to respond to you guys' feed back. I'm glad everyone is enjoying the mod for the most part, even if the Maintenance isn't the most popular, which I was expecting. I will say this: as it stands right now I have no plans to change it in any capacity. Now for specific feedback...
cdru wrote:I played a few levels, and I liked it. But I think that gun maintenance feels too trivial, since it doesn't cost anything in resources. It would also be nice to have explanation on what the HUD elements mean

I'll get around to making an image guide for the HUD soon-ish.
Doomguy914 wrote:I'm giving it a go on memento Mori and I have to suggest, less weapon degradation, and making repair kits a rarer spawn. As it currently is, having to clean an assault rifle after one or 2 magazines is very unrealistic. Also, shotgun shells are overly abundant. Not only do Shotgunners drop shells around them when they die, but if you really wanted to, you could unload the shells from the various shotguns that will drop from enemies in maps. Although I do find it amusing that carrying a little over 500 shells, is about as encumbering as a single medkit, and no, I didn't have to unload the dropped shotguns to amass that much ammo. :lol:

You actually can't unload dropped shotguns, as a balance thing for mutliplayer. I'll look into balancing out the shell drops however; I also end up with an over abundance of shells

Also I'd suggest a key command for stripping a weapon prior to picking it up, so you don't have to constantly drop your good weapon, pickup the new one, press the unload/drop weapon key, rinse and repeat 20+ times. Scavver's Paradise does something similar to that where you can press a key to unload and scrap a weapon when you use the default pickup bind.

I'll look into this, but no promises

Other suggestions and hopes for the future would be the following: Randomized weapon quality upon pick-up, non-floating weapon drops, as you already mentioned, you're working on more sprite-work for held weapons, etc. I'm really loving what's available so far. :D

This has been suggested a couple of times, and I've been looking into how exactly to execute this. This should actually be a thing in a coming update.
Captain J wrote:This mod is really detailed and makes you think the best method to maintain your weaponry or else they might get broken and soon they'll break you at critical times. Also i kinda like the idea of having texts to indicate health and armor instead of number. I'd prefer the number, but this is doable.
Spoiler: And so i tinkered around with the weapons and stuff and here are things to point out.
And there we go! Good mod overall. I really dig the various and satisfying sound effect!
Doomguy914 wrote:I actually had another idea since there's so many weapon drops.

Instead of scavenging repair kits from random backup + ammo spawns, what if you salvaged weapon parts off other weapon drops themselves? And instead of upgrading your reload/cleaning/ weapon proficiency through the use of a single weapon, tie it instead to how much you utilize the weapon type. It doesn't really make sense from a technical point that you can only become an expert using the EXACT weapon you've been using all along, if all the weapons around are completely the same.

The parts idea is actually in the works, but the entire point of the Proficiency system is to give incentive to keeping and repairing the same weapon instead of just tossing and grabbing new ones all the time. So I don't plan on changing it.

Maybe another way to balance that would be with proficiency drop-off if you don't use the weapon very often. And repair kits can instead be a different pickup used to upgrade weapon proficiency.

An interesting idea. Let me write this one down, just in case.

For example: as the female Russian character I primarily used the shotgun. There was ammo all over the place for it, and I rarely had to repair anything. Just a lot of cleaning. As I kept using that weapon I noticed very rapidly that I decreased the time it took to clean and maintain that weapon. But that was just with the shotgun, because I never had to empty other shotguns because of the abundance of ammunition for it, so I never had any need to drop the shotgun from my inventory.

However, when emptying magazines from other machine guns and submachine guns, I would constantly have to ditch my good weapon in a certain spot so I didn't accidentally lose the machinegun, submachine, etc. that I'd already been working on upgrading. It feels a little pointless to have that leveling system be tied to specifically ONE weapon of that type. It would be more convenient and better balanced to have random weapon and part durability on pickups, and use repair kits as upgrade kits instead.

I love the idea of this mod because it takes heavily from Hideous Destructor without being the Keybind Hell that is HD. I absolutely can't play that mod because I have tiny hands, just like the old Burger King commercials! :lol: :oops:
And I think that's mostly everything. I am still working on the mod, don't worry, just very slowly. 0.0.2 is looking to be mostly just sprite updates (largely placeholders) and maybe some minor tweaks to drops here and there.
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Doomguy914
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Doomguy914 »

The thing I'd focus on for now is the balance of cleaning and repairing weaponry. Like I said going through 1 or 2 magazines should not degrade a weapon that quickly. That would be where the rarity of repair kits comes into play, and would actually force the player to drop high-proficiency weapons that have fully degraded in order to be able to keep fighting.

What I do like about how you have things so far is that very often, dropping your weapon to unload another one, makes the gun a little dirty. However, as it stands now, cleaning the weapon after every encounter is purely tedious and really stunts a lot of engagements. Perhaps adding a separate pick up for repair kits and CLEANING kits and having cleaning by hand only able to reach a certain maximum would be a way to balance it. Make weapons get dirty at a slower rate, but actually make a penalty for not keeping it as close to 100% cleanliness as possible.

Also this is a deal breaker. The player is too tall compared to the regular height scaled for Doom maps! Having to duck to enter doorways isn't too much of a problem, but when you have to keep your momentum of running in order to reach another floor, then it breaks some maps. Sometimes I'll even get caught in outdoor areas on the ceiling height.
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Brohnesorge
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Brohnesorge »

Hey, its been a hot second.

Just popping in to say I'm putting the final touches on Ofek, then I'm gonna release 0.0.2. But I ran into a problem and made a poll on how I'm gonna work around it. See, I found a Negev model but it isn't rigged, so I have one of two ideas to work around this. Hence the poll.

Other stuff to look forward to is a new heat system, new weapons, normalized heights and a BFG.

Edit: Now that I'm home and not typing on my phone, let me elaborate more on the two options

With the first option, Ofek doesn't have the proper training to actually reload the Negev, so he just uses it until its out of ammo, then tosses it. To make up for it, he enchants the rounds with his Hellfire to make them explode for mild damage in a small area. Additional ammo drops will extend the current Negev he is using, but it has to have at least one bullet in it; he can link the two belts together, but not load a new belt into the gun.

The second options doesn't have the Hellfire rounds, but has a traditional reload with no animation, because an animation can't be made, so it will just dip off screen, make some sounds then come back on screen reloaded. With this additional ammo drops behave as expected.
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Brohnesorge
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Re: Feet On The Ground - A Hardcore Mod 0.0.1

Post by Brohnesorge »

0.0.2 is out! Check it out in the OP!

Code: Select all

General
-Added new hands to Wil's weapons
-Added screen indicators for repairing weapons
-Ofek Avadaan, the Israeli, added!
-Explosive weapons now properly generate heat
-Raised heat damage threshold
-Grenades now bounce if a TERRIANS lump is present
-You now regen health as long as meds are in your system
-Character heights are now vanilla, thanks voodoo dolls
-Gravity is added based on weight
-Archmage BFG added!
-Super Ammo added!
-Reduced heat degeneration of all weapons
-Added a shader to NVG

Helga
-SVD now has weight
-SVD now has hands
-SVD aimpoint resized and repositioned
-Removed firemodes from weapons

John
-M60 now has a proper unload animation
-New weapon added, the China Lake grenade launcher
-Sniper is now the XM500 AMR
-Mossberg pellet count increased by 1
-Mossberg now pumps slightly faster
Obvious biggest thing is Ofek is now in the game! He's uh, pretty damn strong, so make sure you check him out! John got some new tools too, with the XM500 replacing his sniper and gaining the China Lake grenade lawn chair.

So what's next? Well, a new health system I call Bodily Damage, special Field Enhancements at max Familiarity, Corruption from using magic items and a total overhaul of the maintenance system to have more player involvement.
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Crudux Cruo
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Re: Feet On The Ground - A Hardcore Mod 0.0.2 - 1/25/2022

Post by Crudux Cruo »

It's funny, i envisioned something very similar for lethaldoom ultra, a very not even alpha mod i've been working on for like 3 years that, sadly, will probably never reach the light of day.
if you would like some free sprites, you're welcome to use what i have so far... pm me.

as for your mod, I think it is very nice, but vanilla monsters are not a great pairing with this mod - not sure what you would recommend.
I think most of the issues with this mod if i have many are the sprites, and the lack of a zoom feature - a realism mod you should HAVE to look down the sights for accurate fire.

But i really like this mod, i look forward to updates, and i think it's time that another tactical mod besides hideous destructor comes out like this and changes things up a bit, but not too much.
Keldian
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Re: Feet On The Ground - A Hardcore Mod 0.0.2 - 1/25/2022

Post by Keldian »

Cannot pickup weapons after update.
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RastaManGames
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Re: Feet On The Ground - A Hardcore Mod 0.0.2 - 1/25/2022

Post by RastaManGames »

It's not that crucial, but I can suggest you to compress *.wav sounds into *.ogg ones.
I mean, that overall quality not gonna drop drastically, but entire size can be reduced from ~102 Mb straight to ~67 Mb...
By the way, this mod is very cool, dude! Is this a successor of "Soldier Z" or just parallel project? :oops:
Also, how can i drop ammo and some medicine? I grabbed it so much that it dramatically pinned me down to the ground. :shock:

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