DoomLess: Insurgency v1.2 - Exile on Mainline
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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.
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DoomLess: Insurgency v1.2 - Exile on Mainline
Here's something i've been working on for a while.
It's a fork of Doomless Warzone, but enough stuff's been changed to the point where i'm confident enough to call it it's own thing.
So: changes.
-Enemies have been given distinct colours, so you can have an easier time telling them apart.
-Physical projectiles (Rockets, BFG balls, flamethrower fireballs) now use custom damagetypes.
-Enemies can enter wounded/last stand states.
-Weapons that deal melee damage can knock out enemies.
-Non-mechanical enemies have a variety of custom death types. From fire, to poison, to chainsaws.
-Hitscan monsters (Except for Medic) have been fully replaced.
-Medic uses a 3-round hitscan attack telegraphed with a laser sight as his main attack, and has custom healing animations now.
-Made the Lost Souls less bullshit.
-Enhanced death animations for mechanical enemies. They can dramatically go kaboom now.
-New sprites for Flamethrower guy and BFG guy.
-Light enemies reload, and can be headshot for more damage.
-BFG guy has also been... modified significantly. You'll see.
(weapon mods used: Atom Rain, Disaster Jester, War Rooster, Raging Bull)
Known bugs:
-There's a handful of errors tied to a fix i made to make sure the Stasis Bow's attack actually stuns enemies. It's nothing to worry about.
Download Here.
Last edited by LossForWords on Wed Jul 05, 2023 4:28 pm, edited 7 times in total.
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
Hey neat, iirc Doomless was that mod that replaced all demons with regular human UAC military enemies. The original mod had some jank (hitscan hell + collision boxes were not accurate), so this new release is exciting to me!
Definitely going to give this universal Monster Replacer mod a spin! Thank you for making and sharing it.
Definitely going to give this universal Monster Replacer mod a spin! Thank you for making and sharing it.
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
hi! sorry about ask this but can i use Sprite(like Flamethrower guy BFG guy) outside of this mod?
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
that's nice to hear it Thanks for response!
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
I really love this monster pack for the most part, super cool, nice enemies with good sprite edits, and overall solid.
I do think that giving most humanoid soldier enemies dashing scripts is a little annoying when applied to the flamethrower guy and the chaingun shooter, those guys are dangerous enough as is and when they are supported by others of their kind or other enemies, you want to ideally kill them FAST to make sure they can't rip you apart, and those two are nasty if you can't kill them quickly, especially the Mancubus replacement, which is not uncommonly placed with multiples of itself in rooms, and at times placed in tight areas where a group of them can shoot around fast an make it impossible to dodge, leaving you with the better option to kill them fast or stun lock them, kind of tough to do with the dashing thing.
The tanks are also a big problem, those can annihilate the player a little too easily with a salvo or two, way more brutal then they need to be, and worse because there's a good number of times in various maps where you will fight multiple hell knights, or even one or a few in VERY snug quarters that are designed to take the vanilla knight's dangerous but slower attacks into consideration.
Maybe a behavior toggle would suffice in the options so players can still play on tougher difficulties, but only having tanks fire at their current speed with the toggle on, for maps that give the player much more room to maneuver or cover atypically.
Or at least lower their damage to maybe 6-8 points a bullet.
I love the drops that some soldiers drop, very fun ideas. I think the tanks might be reasonable to drop a few armor shards, or a random chance to drop a small battery.
All that aside, this is pretty fun and I still intend to use it (With some op characters). This is some great work!
I do think that giving most humanoid soldier enemies dashing scripts is a little annoying when applied to the flamethrower guy and the chaingun shooter, those guys are dangerous enough as is and when they are supported by others of their kind or other enemies, you want to ideally kill them FAST to make sure they can't rip you apart, and those two are nasty if you can't kill them quickly, especially the Mancubus replacement, which is not uncommonly placed with multiples of itself in rooms, and at times placed in tight areas where a group of them can shoot around fast an make it impossible to dodge, leaving you with the better option to kill them fast or stun lock them, kind of tough to do with the dashing thing.
The tanks are also a big problem, those can annihilate the player a little too easily with a salvo or two, way more brutal then they need to be, and worse because there's a good number of times in various maps where you will fight multiple hell knights, or even one or a few in VERY snug quarters that are designed to take the vanilla knight's dangerous but slower attacks into consideration.
Maybe a behavior toggle would suffice in the options so players can still play on tougher difficulties, but only having tanks fire at their current speed with the toggle on, for maps that give the player much more room to maneuver or cover atypically.
Or at least lower their damage to maybe 6-8 points a bullet.
I love the drops that some soldiers drop, very fun ideas. I think the tanks might be reasonable to drop a few armor shards, or a random chance to drop a small battery.
All that aside, this is pretty fun and I still intend to use it (With some op characters). This is some great work!
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
Hey, just dropping by to say this is a very good military-themed monster pack! I've used it in a few of my videos before, and I can confidently say the updates since I played it last year have only made things better. I've made a video pairing it with Atom Rain X Protocol and Bullet Time X, which is probably one of my favorite combos so far! Here's a link to it:
Keep up the good work!
Keep up the good work!
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
These enemies are cool, I find their deaths entirely hilarious. Makes for an amusing companion to Deathstrider. The only thing that really bothers me is that the plasma trooper (arachnotron replacement) and the tank (hell knight replacement) take one step every time they fire, and they fire rapidly, which makes them relentlessly approach if they get a bead on you.
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender
Alright, made a new version.
For now, it's gonna be called "Insurgency", because i've added some quite substantial edits.
First: Rifle, Pistol, Shotgun, SMG soldiers and Medics now reload.
Pistol guards reload at 12, Rifle guards at 25, Shotgunners at 6, and SMG guards at 45, IIRC.
Heavy gunners don't need to reload, but are unable to dodge.
Plasma gunners won't dodge until low on health.
Cut down on the ammount of tracers internally, only to the ones that are actually used by the enemies.
Replaced the UAC Bot with a red tank, and the drone jetpacker with a Drone Carrier.
Both tanks now fire the same type of bullet, plasma slugs. I've made them a little slower than usual, this time.
Replaced corpses entirely. No more dead demon corpses!
Also, headshots! Most enemies with soft mushy brains can be headshot now.
If you like this, it's gonna get integrated to the main version, but for now, it's separate.
Try it out now!
For now, it's gonna be called "Insurgency", because i've added some quite substantial edits.
First: Rifle, Pistol, Shotgun, SMG soldiers and Medics now reload.
Pistol guards reload at 12, Rifle guards at 25, Shotgunners at 6, and SMG guards at 45, IIRC.
Heavy gunners don't need to reload, but are unable to dodge.
Plasma gunners won't dodge until low on health.
Cut down on the ammount of tracers internally, only to the ones that are actually used by the enemies.
Replaced the UAC Bot with a red tank, and the drone jetpacker with a Drone Carrier.
Both tanks now fire the same type of bullet, plasma slugs. I've made them a little slower than usual, this time.
Replaced corpses entirely. No more dead demon corpses!
Also, headshots! Most enemies with soft mushy brains can be headshot now.
If you like this, it's gonna get integrated to the main version, but for now, it's separate.
Try it out now!
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Re: DoomLess: SNAFU Cut v1.0 - Insurgency Rising
Just tried it out pretty fun! Did not expect that red tank to take me out lol
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Re: DoomLess: SNAFU Cut v1.0 - Insurgency Rising
UPDATE: Fixed explosives damaging the head hitbox.
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Re: DoomLess: SNAFU Cut v1.0 - Insurgency Rising
The images are broken.
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Re: DoomLess: Insurgency v1.2 - Exile on Mainline
Fixed, and updated.
-Tweaked Headshot animations.
-Chainsaw deaths for light enemies re-done, based on SDMonsters/Dead Marine's Saw.Deaths.
-Enemies now retreat when out of ammo
-Added Headshot.XDeath state. Do a flip!
-Tweaked Headshot animations.
-Chainsaw deaths for light enemies re-done, based on SDMonsters/Dead Marine's Saw.Deaths.
-Enemies now retreat when out of ammo
-Added Headshot.XDeath state. Do a flip!
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Re: DoomLess: Insurgency v1.2 - Exile on Mainline
Fixed an issue with enemies dropping their guns twice when headshot.
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Re: DoomLess: Insurgency v1.2 - Exile on Mainline
Slowed down the Hell Knight's firerate, and roided up the tracers of most enemies, so they have an actual chance at messing you up GOOD.