Nobody Asked Me To Use Build--NAMTUB

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kalensar
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Nobody Asked Me To Use Build--NAMTUB

Post by kalensar »

Changelog

4/19/22--- Updated with a Monster Pack to go along with it and added a second Starter class that uses Doom Movement physics and Doom style Pistol. Monster pack is balanced for Vanilla play but is definitely rougher than normal monsters. Guns and Monsters are 2 different Pk3 files.



Demo Video: https://youtu.be/7qfeTBaACtM
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Welcome to NAMTUB: Nobody Asked Me To Use Build

Download here And also at the bottom in case you miss this one =)
https://drive.google.com/file/d/1Ll5DK- ... sp=sharing

This is a tiny mod partially inspired by NTMAI, but instead of bringing Build to Doom Engine we are bringing Doom to Doom Engine with some basic enhancements inspired by Build.
The list is short: We bring a Weapon set balanced around Doom vanilla monsters that reskins most guns and adds ammo reloading, and we bring a highly colorful color map to make things look Fresh and brighter...ish.

Bind a reload key, but it is not necessary either. No Altfires needed either. Right click on Pistol, shotgun and AR will also Reload, including checking animations even when full on press.

Slot 1 is no change but Chainsaw design, performance is vanilla
Slot 2 is now home to a 6 six shoot Colt pistol that packs a punch but definitely not overpowered. Pistol loads one bullet at a time but can be interrupted mid reload cycle to fire
Slot 3 Shotgun looks vanilla but now has an entire reloading mechanism built in. SSG has smoother animation and no changes otherwise. Shotgun can be interrupted to fire during reload cycle
Slot 4. Chaingun is replaced by the UAC Battle Rifle. 30 round clip. Fires slightly slower than Chaingun.
Slot5 . Looks like the Duike Rocket Launcher.
6. Plasma gun has different skin and no reloading.
Slot 7 is the BFG and has a different model, but performs exactly as vanilla despite all the graphic changes

** Only if Using Player side pk3.---Chaingunner is replaced by FreeDoom Chaingunner because there is no Chaingun in this mod so he fit the aesthetic better.


Credits:
Realm667 : Colt Single Action, Seeker Bazooka, Plasmatic Rifle, UACBR

Doom 4 weapons for Vanilla-- Chainsaw, Plasma Rifle

Freedoom Project: Shotgun sound, Chaingunner sprites.

RRWM Reload System: Duke Shotgun assets and sounds. Zdoom Forum

Liquid Texture Pack 5.0 for splashes and sounds

Fluids.Pk3 by Rachael for pretty wavy liquids. ZDoom Forum

Doom THOHT ADV monsters pack by Kalensar( If you want to try it then search ModDB by that name)



Duke Nukem 3D for Duke sounds.

-------------------------------------------------------------------------------


Download: https://drive.google.com/file/d/1Ll5DK- ... sp=sharing

Bonus Download for use on all Source ports or Projects (Works on Chocolate Doom)

Kal'sPal color pallete
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kalensar
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by kalensar »

Update!



Fixed the Plasma Rifle overlay graphic problem.



Switched Duke Rocketlauncher out for FreeDoom RL but retains the sound effects of reloading for the Launcher.



Added in Right Click reload onto Pistol, Shotgun and Rifle. Pistol and Shotgun have Check animations that still play when the chambers are full just for some fun graphic flavor.



Added in a homebrew code for Duke style movement physics of better stopping instead of slippery Doom running. Jumping physics are slightly altered as well with 75% gravity. Run speed is only slightly slower than vanilla hence why the jumping was altered to account for platforming maps. Weapon Sway animation is significantly smaller but still there.
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by Captain J »

Interesting mod there. While it has smooth movement and weapons that are able to reload, i really like the old-school console feel to mod's palette. Looks dark sure, but it's an unique case of gameplay mod using its own palette.
Spoiler: Me Feedback
So yeah, this mod does great job following build engine style and i like it so far. Good work!
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kalensar
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by kalensar »

Captain J wrote:Interesting mod there. While it has smooth movement and weapons that are able to reload, i really like the old-school console feel to mod's palette. Looks dark sure, but it's an unique case of gameplay mod using its own palette.
Spoiler: Me Feedback
So yeah, this mod does great job following build engine style and i like it so far. Good work!

Yes! to all your concerns basically.

---The "different gun" reload thing basically duct tape for effect on guns that are close to the originals--- Because I am not a visual artist at all, but can do some minor things here I'm sure.

---- WTF on the Alt-Fire? I built those as keys that feed into Reload state, and the animations are if they are full and you go to check them as in flavor animation. I have no idea why they would be getting looped unless you are holding the Alt-fire button? Havent had this happen on GZD 4.7.1 or LZD 3.88.

--- The Assault Rifle? I had the same thoughts for fire speed. The reason I chose that speed was because it is 100% accurate unlike vanilla chaingun. The Pistol hits twice as hard as the AR for damage at the cost of reload speed, as it was not meant to be just "start and forget weapon" in the Vein that the Duke Starter pistol is useful the entire game as well. The AR fills the niche of accuracy and better fire rate, and fast reload time at cost of damage. So yes, it was entirely about Balance, but something I can adjust.
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kalensar
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by kalensar »

New update because Captain J brought up some valid points.

-- Shotguns and AR now Eject casings and shells
-- reload animations have been smoothed out and colored to blend better
-- PlasmaRifle Gunflash matches fire rate better and is now left handed.
-- AR has new Gun Pickup sprite that matched the aesthetic better
-- AR Fire speed has been increased to roughly vanilla chaingun speed. Turns out it didnt affect the balance.... vanilla chaingun is OP as hades anyway :lol:
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by Captain J »

kalensar wrote:---- WTF on the Alt-Fire? I built those as keys that feed into Reload state, and the animations are if they are full and you go to check them as in flavor animation. I have no idea why they would be getting looped unless you are holding the Alt-fire button? Havent had this happen on GZD 4.7.1 or LZD 3.88.
I know how the reloading works scripting-wise but i simply can loop the reload-finishing animation by holding down the key. Not a game-breaking bug, but just a strange thing i noticed that's all. And hey, thanks so much for the update!
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kalensar
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by kalensar »

Captain J wrote:
kalensar wrote:---- WTF on the Alt-Fire? I built those as keys that feed into Reload state, and the animations are if they are full and you go to check them as in flavor animation. I have no idea why they would be getting looped unless you are holding the Alt-fire button? Havent had this happen on GZD 4.7.1 or LZD 3.88.
I know how the reloading works scripting-wise but i simply can loop the reload-finishing animation by holding down the key. Not a game-breaking bug, but just a strange thing i noticed that's all. And hey, thanks so much for the update!

THanks for the clarification.Yeah that was parrially intentional on loop for the "I'm full on ammo" animation. It was simplified into basic state jumps rather than jumping to say something with a print out message for both the Shotgun and Pistol since they have interrupt-able reloading and load one bullet or shell at a time. This was a flavor thing I did a long time ago on another mod, but ultimately got cut, and a thing that is part of Brutal Doom Platinum ,I believe, on the pressing Reload on a full reload causes a flavor animation of it being full. Pardon that it caused any confusion, especially since the Shotgun only does it via the Rightclick rather than both R-click and reload button.
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kalensar
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Re: Nobody Asked Me To Use Build--NAMTUB

Post by kalensar »

New update: Updated main post

Changelog

4/19/22--- Updated with a Monster Pack to go along with it and added a second Starter class that uses Doom Movement physics and Doom style Pistol. Monster pack is balanced for Vanilla play but is definitely rougher than normal monsters. Guns and Monsters are 2 different Pk3 files.
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