[Released] Doom mod with soulcube, unmaker and ...
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
[Released] Doom mod with soulcube, unmaker and ...
and here is a video i made 2 years ago, this is before all the modification that i made this month.
https://youtu.be/CknAOPPZBqE?t=2
here is the link
https://www.mediafire.com/file/rm6nwu2k ... 0.zip/file
I am working on a mod, that changes the gameplay "a little" while trying to be close to the original...
here are the changes:
H
health bonus gives 1hp, max 100hp
(stimpack gives 10hp, max 100hp)
(medikit gives 25hp, max 100hp)
berserk gives 25hp, max 100hp also regenerates 1hp every second for 120 seconds
supercharge gives 50hp, max 100hp
A
armor shard gives 1 armor, max 100 armor also blocks 50% damage
green armor gives 25 armor, max 100 armor also blocks 50% damage
blue armor gives 50 armor, max 100 armor also blocks 50% damage
megasphere gives 50 armor, max 100 armor also blocks 50% damage
A
clip max 300, backpack 600
M
monster health reduced to 80%
DoomImp: +MISSILEMORE, +MISSILEEVENMORE
NightmareImp: +MISSILEMORE, +MISSILEEVENMORE (has a 50% chance to replace a spectre) [SpectreSpawner]
Spectre: now it is almost invisible and it becomes a little visible when attacking or taking damage. (also becomes visible on death, and invisible on resurrect)
Cacodemon: +MISSILEMORE, blue blood
PainElemental: +MISSILEMORE, no blood
LostSoul: +MISSILEMORE, +MISSILEEVENMORE, no blood
Fatso: starts shooting early (FATT G 18 A_FatRaise instead of FATT G 20 A_FatRaise)
HellKnight: +MISSILEMORE, dark green blood
BaronOfHell: +MISSILEMORE, +MISSILEEVENMORE, dark green blood
Revenant: ySize reduced to 0.75, shoots 2 missiles, each doing half damage and every missile is now a seeker, it does update the target every 4 tics. (zNix_RevenantTracer)
Archvile: ySize reduced to 0.75
W
fist and chainsaw: now only the most powerful melee weapon can be selected
supershotgun now replaces shotgun, when it is not dropping off a possessed soldier
plasmagun dice damage is now 6 instead of 5, also projectile has a new graphic
unmaker, added in slot 9, first shot is 1 central ray, holding is 1 central ray plus 2 side rays, it is assembled from 3 demonic keys, those spawn killing BaronOfHell, Cyberdemon and Mastermind. (uses souls as ammo)
bfg9000 now hits in 360 degree instead of 90, it also deals damage divided in 3 waves, the projectile speed has been boosted. the hit shakes the screen.
soulcube added on all difficulty levels, slot 0, refills with 111 kills (56 on nightmare), max ammo 666, soulcube lifedrain can heal up to 100.
kills: everything gives 1 soul(cube) ammo
Z
pickup items: berserk, soulsphere, megasphere, InvulnerabilitySphere, BlurSphere, RadSuit, Infrared
demonic keys: each gives 4 souls ammo (usually 1 soul ammo is gained by killing 1 monster)
https://youtu.be/CknAOPPZBqE?t=2
here is the link
https://www.mediafire.com/file/rm6nwu2k ... 0.zip/file
I am working on a mod, that changes the gameplay "a little" while trying to be close to the original...
here are the changes:
H
health bonus gives 1hp, max 100hp
(stimpack gives 10hp, max 100hp)
(medikit gives 25hp, max 100hp)
berserk gives 25hp, max 100hp also regenerates 1hp every second for 120 seconds
supercharge gives 50hp, max 100hp
A
armor shard gives 1 armor, max 100 armor also blocks 50% damage
green armor gives 25 armor, max 100 armor also blocks 50% damage
blue armor gives 50 armor, max 100 armor also blocks 50% damage
megasphere gives 50 armor, max 100 armor also blocks 50% damage
A
clip max 300, backpack 600
M
monster health reduced to 80%
DoomImp: +MISSILEMORE, +MISSILEEVENMORE
NightmareImp: +MISSILEMORE, +MISSILEEVENMORE (has a 50% chance to replace a spectre) [SpectreSpawner]
Spectre: now it is almost invisible and it becomes a little visible when attacking or taking damage. (also becomes visible on death, and invisible on resurrect)
Cacodemon: +MISSILEMORE, blue blood
PainElemental: +MISSILEMORE, no blood
LostSoul: +MISSILEMORE, +MISSILEEVENMORE, no blood
Fatso: starts shooting early (FATT G 18 A_FatRaise instead of FATT G 20 A_FatRaise)
HellKnight: +MISSILEMORE, dark green blood
BaronOfHell: +MISSILEMORE, +MISSILEEVENMORE, dark green blood
Revenant: ySize reduced to 0.75, shoots 2 missiles, each doing half damage and every missile is now a seeker, it does update the target every 4 tics. (zNix_RevenantTracer)
Archvile: ySize reduced to 0.75
W
fist and chainsaw: now only the most powerful melee weapon can be selected
supershotgun now replaces shotgun, when it is not dropping off a possessed soldier
plasmagun dice damage is now 6 instead of 5, also projectile has a new graphic
unmaker, added in slot 9, first shot is 1 central ray, holding is 1 central ray plus 2 side rays, it is assembled from 3 demonic keys, those spawn killing BaronOfHell, Cyberdemon and Mastermind. (uses souls as ammo)
bfg9000 now hits in 360 degree instead of 90, it also deals damage divided in 3 waves, the projectile speed has been boosted. the hit shakes the screen.
soulcube added on all difficulty levels, slot 0, refills with 111 kills (56 on nightmare), max ammo 666, soulcube lifedrain can heal up to 100.
kills: everything gives 1 soul(cube) ammo
Z
pickup items: berserk, soulsphere, megasphere, InvulnerabilitySphere, BlurSphere, RadSuit, Infrared
demonic keys: each gives 4 souls ammo (usually 1 soul ammo is gained by killing 1 monster)
Last edited by dremor8484 on Sat Sep 16, 2023 5:37 am, edited 6 times in total.
- DELTAtheDboi005
- Posts: 219
- Joined: Tue Apr 05, 2022 3:43 am
- Preferred Pronouns: He/Him
Re: [WIP] Doom mod with soulcube, unmaker and ...
Screenshots? or at least a zip file of screenshots?
-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [WIP] Doom mod with soulcube, unmaker and ...
DELTAtheDboi005 wrote:
> Screenshots? or at least a zip file of screenshots?
well there is a youtube video made 2 years ago... (it shows soulcube and unmaker)
you cannot see spectre becoming totally invisible, the new nightmare imp (but it shows the 2 weapons)
also it is not shown the new projectile of plasma gun, and the shaking effect of the bfg9000
compared to the video of 2 years ago: health and armor cap is now 100, some items can be picked up and go to inventory (they are still not kept to the next level, but at least they can be used not immediately)
unmaker no longer drops randomly by destroying barrels, but drop off the first baron of hell (so you do not end up with the unmaker at level 1 or 2, way before you have the other weapons)
soulcube requires 111 souls instead of 100, it stays out less time but can be used up to 6 times in a row since max ammo is now 666 instead of 100
> Screenshots? or at least a zip file of screenshots?
well there is a youtube video made 2 years ago... (it shows soulcube and unmaker)
you cannot see spectre becoming totally invisible, the new nightmare imp (but it shows the 2 weapons)
also it is not shown the new projectile of plasma gun, and the shaking effect of the bfg9000
compared to the video of 2 years ago: health and armor cap is now 100, some items can be picked up and go to inventory (they are still not kept to the next level, but at least they can be used not immediately)
unmaker no longer drops randomly by destroying barrels, but drop off the first baron of hell (so you do not end up with the unmaker at level 1 or 2, way before you have the other weapons)
soulcube requires 111 souls instead of 100, it stays out less time but can be used up to 6 times in a row since max ammo is now 666 instead of 100
- DELTAtheDboi005
- Posts: 219
- Joined: Tue Apr 05, 2022 3:43 am
- Preferred Pronouns: He/Him
Re: [WIP] Doom mod with soulcube, unmaker and ...
unmakers can drop from barrels?

Also, link's dead, recommend switching to mediafire link for somewhat better results

-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [WIP] Doom mod with soulcube, unmaker and ...
are you sure link is dead ? https://drive.google.com/drive/folders/ ... PlZrn9fOc1DELTAtheDboi005 wrote: ↑Sun May 07, 2023 6:22 amunmakers can drop from barrels?
Also, link's dead, recommend switching to mediafire link for somewhat better results![]()
2 years ago my mod gave like 5% chance to spawn an unmaker after exploding a barrel
then i changed it to just make a baron of hell drop it on death
then i changed it again: now killing a baron of hell, cyberdemon or mastermind drops 1 of 3 required demonic keys, once all keys are picked up the unmaker is assembled, also now unmaker uses the same source of ammo as soulcube
as a summary:
heal/armor item may be less powerful, also enemy hitpoints are reduced
some items now are picked up and go to inventory, like heretic/hexen (next item and use inventory item keys need to be bound in gzdoom menu)
there is a soulcube, each kill is 1 soul, with at least 111 kills you can use it (or cheat try with idkfa)
killing doom bosses drops demonic keys, picking up 3 unique keys gives you the unmaker, first shot is 2 laser central, holding shoots 2 lasers middle, and 2 lasers side (consumes souls as ammo)
Last edited by dremor8484 on Tue May 16, 2023 2:54 am, edited 1 time in total.
-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [WIP] Doom mod with soulcube, unmaker and ...
i upped the version to 5.0, the mod should be finished for the time being
the soul ammo icon is now tiny enough not to interfere with inventory objects
for whoever tried the mod: i hope you liked to hear the 12 demonic voices (that are spoken when a demonic key drops)
the soul ammo icon is now tiny enough not to interfere with inventory objects
for whoever tried the mod: i hope you liked to hear the 12 demonic voices (that are spoken when a demonic key drops)
- DELTAtheDboi005
- Posts: 219
- Joined: Tue Apr 05, 2022 3:43 am
- Preferred Pronouns: He/Him
Re: [WIP] Doom mod with soulcube, unmaker and ...
actually, mediafire ISN'T banned in my country. Also, unregistered uploads to mediafire do not expire after 14 days based from personal experience, it's just the account that does... Link stays pratically untouched from what I've seen. I've frequented mediafire to host my mods unregistered so it's a decent choice to get if you want an easy way for you to upload and people to download without an account if that makes sensedremor8484 wrote: ↑Sun May 07, 2023 7:31 am
here is a 14days working upload on mediafire
https://www.mediafire.com/file/shbz78ys ... 0.zip/file
for some reason i suppose google drive is banned in your country

anyways, I'll check out your mod when I have time. Take care

-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [Released] Doom mod with soulcube, unmaker and ...
new version 5.1 (i thought i was done... but)
1) rocket icon made tiny to avoid interference with inventory pickup items
2) bfg now deals more damage, it is a little more damaging than usual (it is easier to kill cyberdemon in 2 shots, and mastermind/baronOFhell in 1 shot also easier to clean rooms of low level monsters)
3) now if you shoot the soulcube and immediately end the level, you will gain a new soulcube at the start of the next level
4) now the soulcube behaves like a holyspirit of Hexen 4th cleric weapon: it has a life, each second loses health and after some seconds it "dies" and tries to return to the owner (also its damage got boosted)
5) revenant now shoots 2 missiles, left shoulder and right shoulder, each missile deals half damage
6) fatso starts shooting 2 frames earlier instead of 5
1) rocket icon made tiny to avoid interference with inventory pickup items
2) bfg now deals more damage, it is a little more damaging than usual (it is easier to kill cyberdemon in 2 shots, and mastermind/baronOFhell in 1 shot also easier to clean rooms of low level monsters)
3) now if you shoot the soulcube and immediately end the level, you will gain a new soulcube at the start of the next level
4) now the soulcube behaves like a holyspirit of Hexen 4th cleric weapon: it has a life, each second loses health and after some seconds it "dies" and tries to return to the owner (also its damage got boosted)
5) revenant now shoots 2 missiles, left shoulder and right shoulder, each missile deals half damage
6) fatso starts shooting 2 frames earlier instead of 5

Last edited by dremor8484 on Thu May 18, 2023 5:40 pm, edited 1 time in total.
- DELTAtheDboi005
- Posts: 219
- Joined: Tue Apr 05, 2022 3:43 am
- Preferred Pronouns: He/Him
Re: [Released] Doom mod with soulcube, unmaker and ...
I would assume that you want this to be one of those mods? the ones where it takes every ounce of skill you have to play it properly?
Don't worry, there was one I made that was EXTREMELY difficult, but I shelved it during the drama :^/
Don't worry, there was one I made that was EXTREMELY difficult, but I shelved it during the drama :^/
-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [Released] Doom mod with soulcube, unmaker and ...
not really...DELTAtheDboi005 wrote: ↑Thu May 18, 2023 4:08 am I would assume that you want this to be one of those mods? the ones where it takes every ounce of skill you have to play it properly?
Don't worry, there was one I made that was EXTREMELY difficult, but I shelved it during the drama :^/
it all started with me modding quake2 (https://www.nexusmods.com/quake2/mods/11?tab=files)
i noticed that levels were full of medikits going unused, and i wanted to fix that... so i accepted that the most used values are 10, 25 and i reduced the "stimpack/healthpotion" back to 1% instead of 5% or 2%
of course i also reduced the megahealth from 100 to 50, i made all armor block 50% damage
all of the changes to ensure that health is always lost, and with the added bonus that armor last longer since it doesn't absorb 80% but always 50%
i played that game and finally i was hunting for medkits, since the game quake2 let you roam through maps i could also go to a previous cleared map and strip it clean of medkits.
it was more fun to me.
problem is doom wants to use 200%hp and 200% armor... so i had to do something
the monsters are weaker so you play as a "glass cannon" but also kill faster and spend less ammo (in some doom levels you really risk to deplete ammo on unmodded settings and ultraviolence)
on top of that, you can now store "kills" up to 666 and unleash those with an always available weapon that can heal you to 100% while cleaning an overcrowded room or killing a cyberdemon with almost no effort
so, i would not call this gameplay mode a "try harder"... there is always a "get out of jail for free card" that is the soulcube... and if that is not enough, if you are short on souls you can use the little souls you gained
to shoot with the unmaker, which is a new weapon (q2 railgun like) that do not even consume other ammos, and gibs the dead so they cannot be resurrected
even picking up the powerups helps you, since you are the one to decide when to use them, you can easily stash rad suits and renew the effect when it is wearing out, you can save a 50hp soulsphere to use when your life is 50 or less, to use it at the end of the level to gain 100%hp before exiting level... even timing the berserk makes you decide when to switch to fists and when to use the heal it provides.
so just to recap:
malus: less max health and armor, less hugehealth gain less armor gain, some monsters may shoot more frequently
bonus: consume less ammo to kill, kill faster, new extra ammo gained with kills that can be spent with 2 new weapons (one of those also heals), being able to decide when to use a powerup and stashing them
-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [Released] Doom mod with soulcube, unmaker and ...
update 5.2
modified unmaker... now deals damage close enough to d64 version, also behaves close enough to d64 version...
with 2 exceptions: it uses souls, and not holding down the fire key you shoot only 1 laser ray
update 6.0
1) revenant dual shot improved
2) now shotgun is replaced by double barrel shotgun... (unless it drops off possessed shotgun guy) (so double barrel shotgun is found in doom1 and its wads)
3) now when you pick up a chainsaw you cannot switch to fist, when you use berserk you cannot switch to chainsaw... so you always have the most damaging melee weap.
https://www.mediafire.com/file/rm6nwu2k ... 0.zip/file
modified unmaker... now deals damage close enough to d64 version, also behaves close enough to d64 version...
with 2 exceptions: it uses souls, and not holding down the fire key you shoot only 1 laser ray
update 6.0
1) revenant dual shot improved
2) now shotgun is replaced by double barrel shotgun... (unless it drops off possessed shotgun guy) (so double barrel shotgun is found in doom1 and its wads)
3) now when you pick up a chainsaw you cannot switch to fist, when you use berserk you cannot switch to chainsaw... so you always have the most damaging melee weap.
https://www.mediafire.com/file/rm6nwu2k ... 0.zip/file
-
- Posts: 21
- Joined: Sun Apr 30, 2023 8:44 pm
Re: [Released] Doom mod with soulcube, unmaker and ...
version 6.0 up !