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This mod is unfinished, and I can't promise it will be finished, but it's mostly feature complete and decently polished where it counts, even if there's some missing assets and details that'll likely become apparent. I haven't worked on it in earnest for a while due to my motivation being sapped by some personal matters as well as regular ol' depression. A part of me wants to finish K: A, but a larger part feels it's pointless. Releasing it in this state pains me, but a fair few people have played it and said something along the lines of "this is incomplete?", and I'd feel slightly better releasing something unfinished publicly than having teased it before proceeding to totally abandon it, as I've unfortunately done a few times before. I hope you're able to find some enjoyment in it.
What is this?
A gameplay mod for GZDoom replacing weapons and (most) items. The lineup is relatively standard in functionality and mostly focuses on (hopefully) being satisfying to use and well-balanced. Quick-throw grenades are available as well as toggle behavior for the Radsuit and Lightamp powerups, and exactly four weapons have altfires. Be sure to check the controls!
No changes are made to monsters, so feel free to supply your own.
Why is this post so bare?
I'm making this thread and releasing an unfinished mod as a spur-of-the-moment decision likely influenced by exhaustion, I don't want to give myself enough time to change my mind on doing so, plus there's really not much to say about this mod.
Why's it called that?
Kan is the name of the protagonist. He's an old barely-fleshed-out character of mine that I rebooted for this mod. That's really all there is to it, I'm bad with titles.
Weapon pickup sounds
Additional fluff for key pickups
Prettification of map powerup
Changes to IOS boss fight in order to prevent it from being instakilled/replacing it with an alternate fight (which would be togglable in the settings)
Intermission texts for all official iwads wherein they'd be appropriate
Music for official iwad intermissions beyond Doom 1 (really, I shouldn't do this, it just bloats the filesize for little gain)
Probably lots of balancing and polishing I've forgotten about
Altfires for other weapons? IDK
Note about credits!
There's a good chance I've forgotten to credit somebody in one or more sections of the credits. If you recognize something that isn't credited, please tell me and I'll fix that ASAP. The credits shown below can also be found in the mod's files in .txt form.
Spoiler: Credits: Graphics
Weapons:
-Casing sprites created by ISpook and Captain J
-"Firebrand" sword sprites edited by WildWeasel
-Knife sprites edited by Captain J
-Pistol sprites created by Crozi
-Rifle sprites created by Crozi
-Assault Rifle scope reticle created by HC on OpenGameArt.org
-Shotgun sprites created by Crozi
-Machine Pistol sprites created by Crozi
-ARC Lance sprites (including effects/puffs) created by Crozi
-Gauss Rifle sprites (including effects/puffs) created by Crozi
-Hand sprites retrieved from the nebulous void of mysterious hand sprites and compiled by Torridgristle
-First-person grenade sprites edited by Crozi and Potetobloke
Effects:
-Interpolated explosion sprites created/edited by Minigunner
-Big Smoke sprites created by Keksdose
Items:
-Armor sprites created/edited by Cybermeme
-Various medical item sprites (including berserk base) created by Cybermeme
-Berserk pack sprites edited by Randal/EggfolkArt
-Rebreather sprite created by Captain Toenail
-Backpack sprites edited by Ghastly_Dragon
Other:
-Lizard model used in the title screen and E4 ending slide by Petruz3D
Spoiler: Credits: Sounds
//Weapons
-Most grenade sounds edited/created by Magenta Iris
-Grenade arming, throwing, and alt-mode sounds edited using audio from Fallout: New Vegas by Obsidian Entertainment and Half-Life 2 by Valve Software
-Bullet impacts, Knife, Sword, Pistol, Shotgun, Assault Rifle and Gauss Rifle sounds edited/created by Cturix
-Shotgun firing and cocking sounds tweaked and improved by Magenta Iris
-Sword parrying sounds edited using audio from Fallout: New Vegas, Deus Ex (Ion Storm), and Cturix
-Rifle zoom sounds, bullet casing bounce sounds, explosion sounds, and small splash sounds taken from F.E.A.R by Monolith
-ARC Lance firing sounds edited using audio from Fallout: New Vegas, and Wolfenstein: Youngblood (Machine Games)
-ARC Lance impact sounds edited using audio from Fallout: New Vegas and Raven Software
-Shotgun shell bounce sounds taken from Half-Life 2 by Valve
-Magazine bounce sounds taken from Counter-Strike: Global Offensive by Valve and Turtle Rock Studios
//Items
-Health and armor sounds edited using audio from Max Payne, Doom 3 (ID Software), F.E.A.R, Fallout: New Vegas, and Insurgency (New World Interactive)
-Life Sphere, Chimera Heart, and Invulnerability Artifact sounds edited using audio from Doom 3, Max Payne, and F.E.A.R
-Rebreather sounds edited using audio from Half-Life 2, Doom 3, and Fallout: New Vegas.
-Night Vision Goggles sounds edited using audio from Half-Life 2, Counter-Strike: Source, F.E.A.R, and Deus Ex
-All ammo sounds edited using audio from Half-Life 2, Doom 3, Max Payne, Fallout: New Vegas and Cturix's Scrapbook
//Other
-Kan voicelines taken from The Elder Scrolls V: Skyrim by Bethesda
-Intro stingers edited using audio from Max Payne
-The Drum King of Californwall by Fatlantic used for the Titlemap
-Delete Soul by Alex & Tokyo Rose used for the Doom 1 intermission and ending screens
Spoiler: Credit: Code
-Casing and debris limiter code referenced/shamelessly copied from Dodopod's ZScript Weapons Library
Last edited by Samarai1000 on Tue Nov 29, 2022 2:52 am, edited 1 time in total.
Enjoying it so far. Some mechanics are certainly interesting. Weapons are powerful but you can't go trigger happy with your limited ammo pool, and sword is actually pretty useful (when I don't slash explosive barrels by accident).
Also noticed a little visual bug with the shotgun: when you select/deselect/reload it, a red dot slides around at the top of the screen.
Keep up the good work!
Man you learned a lot from Hell caliber, i also have to say that when i got the plasma replacement it crashed gzdoom, but sadly it didn't print out any errors or anything, it just crashed.
very cash money weapon mod, everything feels extremely C R I S P and fun to use! My only real suggestion is to maybe buff the shotgun's damage a bit, seeing as it's the only shotgun.
Played this mod few days ago and my and my... This is brilliant! The weapon feedback, sound design, reloading animations and pace of the gameplay are all flawless. It's about time playing high-quality addictive gameplay mod for real. Maybe max ammo capacity might be significantly decreased, this adds tactical experiences where you have to be witty with the ammo consumption. And the sword does some big help with reflective blocking, too.
Spoiler: And here are my feedback!
- Armor bonus items are rather tiny so i have quite the hard times looking for 'em.
- The spend magazine sprites float once they land on the floor, if you look close enough.
- The Grenades are versatile and even can be used while wielding any weapon. That's good and all but because of them being always timed, the attacking speed can be rather slow. I thought using nades on the hordes of Revenants was a good idea to dispatch all but man they mostly missed the target. Would be convenient if there's a new weapon or method to detonate them upon immediate impact.
- Player would play random failuse grunt voice clips whenever i touch the wall. And sometimes they play missing clip that is silent. It's confusing to me because i mistake some doors or walls can be activated somehow, while they're really not.
- Explosive Barrels to skid around unlike in vanilla doom once they get hit, for some reason.
- When the Berserk Serum effect is about to go off, the message would say, "Feelings of Invulnerability... Fading...". It protects you greatly but not as in no-damage level of protection. You receive no damage from Gauss trails, though...
- Weapon pickup items would play vanilla doom one. Since the messages are all RoTT-related, perhaps might be cool to hear the one from the said game! Just wondering.
Feedback aside, this is still great. Lastly i love the minor details like you can add more ammo to bullet based weapons like IRL, and when i start moving the cloth rustling sound plays.
And lastly, the best mod with Machine Pistol award goes to this mod. Overall design and the sound effect make this gun beautiful. Nice job!
Captain J wrote: ↑Mon Dec 05, 2022 2:39 pm
- The Grenades are versatile and even can be used while wielding any weapon. That's good and all but because of them being always timed, the attacking speed can be rather slow. I thought using nades on the hordes of Revenants was a good idea to dispatch all but man they mostly missed the target. Would be convenient if there's a new weapon or method to detonate them upon immediate impact.
Great little mod! I think my only bigger things I'd like to see added would be some sort of super shotgun equivalent (the SMG is good, but feels weird as the secondary 3rd slot weapon) and a rocket or grenade launcher for slot 5. Maybe a bit more "oomph" for the firing sounds of some of the weapons like the shotgun and assault rifle as well.