
Echo Path is an old Goth themed weapon/monster replacement wad that I worked back in High School (I believe this was before zdoom had a proper reload key, or I was using Skulltag as my default port)
It was nearly complete, and I had a lot of help from Aenima on this project, so it has weighed on me that it never quite got to see the light of day all these years

Spoiler: Screenshotshttps://www.mediafire.com/file/e2hpqbh9 ... h.rar/file
It features:
-4 Playable classes each with their own Starting Pistol and pair of offense and support spells. Also their own combination of Assault rifle and Shotgun variant
-All New set of weapons
-All New enemy set
-Altered gameplay loop (HP/AP bonus function differently)
-Weapon Reloading
-A few powerups replaced
-Slightly Slower Player Speed/combat
Echo Path's combat has more weight to it than traditional Doom. Save Often. Weapons don't have large magazines, and reloading isn't snappy, hell the size of the gun you're putting away determines how long it takes to switch to the next gun (this is merely seconds, but it's still a thing) Enemies hit much harder, and the player won't find healing as abundant with the new HP/AP bonus system. This doesn't mean the player is designed to be weak though, your weapons pack a punch, and killing demons will earn you demonic points that after a threshold, will charge the player's mana so they can use their own powers! Echo Path is difficult, but the player will always spawn with half their mana pool to ensure they always have a head start
Reworked HP/AP Bonus. Bonuses no longer give the player 1+ hp/ap but rather store up in two separate pools now, once maxed out the player will receive the respective bonus, both will heal the player, but HP will cap out health at 200 and give the player invincibility for a short period, while AP heals most health and gives the only armor in Echo Path, which absorbs 95% of damage. This means healing is not as abundant and that the player will generally be taking full damage most of the time

Each Character has their own offense spell, support spell, and combination Shotgun and Assault Rifle. Here is where we reach unfinished territory, although each class is playable, not all their spells have been balanced or finalized (a few place holder spells and/or graphics) The altfire will use the player's offense cast, which takes a small portion of mana. The player must also bind a key for the support cast, which takes a larger portion of mana, but gives a powerful buff (god mode, fear, time freeze, healing) Mana is gained after enough demons are killed (larger demons giving more charge) The player will gain a health buff and ALL of their mana. It is encouraged for the player to use their casts as any mana not used will not carry over, the pool is simply maxed out for better or for worse. The shotgun and assault rifle are split into A/B variants that give each character their own combo. This was meant to expand over into more weapon classes to make Echo Path more replayable, but that never came to be as EP fell into development purgatory.
Feedback is absolutely appreciated! But it should be noted that Echo Path is not a work in progress, this project is dead. I made sure nothing was broken, but intend to leave Echo Path as untouched as possible. You will need to bind the reload key as this was made before said feature implemented. I am also aware of the oddities in EP like incorrect casing ejections and lens flare

