KD1MB- Kal's Doom 1 Meg Beast

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kalensar
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KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Despite what this says, its actually for any Doom IWAD. This silly little project was inspired from multiple sources: Brutal, boredom, procrastination and NIghtmare Logic.
I pounded this out in an afternoon since its been on my to do list for awhile, a Brutal Doom style mod that was under 1 megabyte in size. This little guy weighs in at 991kb.

DOWNLOAD : https://www.moddb.com/mods/kals-duke3d- ... tupd-11124

Basically this little guy is designed to pack a lot of visual punch and combat fun into as small of a size as possible. Monsters are less the vanilla but use vanilla art. Complementary Halo style shield built in for a class choice if you want to take it easy or tackle some slaughter

Its pretty straightforward in its aim for simple and fast play bind a reload key and a grenade button. I played it with my XBOX controller.
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------




Update-- Mar 5th 2024
Cleaned up graphics bugs and fluidity
Add a Quick Punch and Flying Kick Mechanics( Customize keybinds to what you want)
Fist punches faster and is Silent. Weapons switch faster, except Chainsaw

Update Jan 11th 24
Added some more sounds to cover up Vanilla sound, finished and fixed recoils on guns,
added a new 6th Difficulty called Massacre based on LZDoom: Randomizes and chance to double spawns of Zombie, Shotgunner, and Imp on all 3 of the spawns. Use with care or fun.

KD1MB

A tiny experiment of making a tiny Brutal Doom style clone under 1 megabyte in size.

This little dude is designed to bring as much bang as possible in Brutal Styled combat, special effects like water splashes, enhanced AI, explosions, reloading, grenades, and sounds. Please note that there is zero Brutal Doom involved in this and is only a proper description for the combat pacing.

All Enemies have vanilla health, but have changed AI on them.

Bind a reload key and a grenade button(default set to G)

Halo style armor class that regens Armor and Health for those times you want to play it easier.

One added Difficulty that is experimental which randomizes and can increase spawns of Imps, Zombiemen and SHotgunners, base UV and inspired by LZDoom UNholy Massacre difficulty.



Requires GZDoom or LZDoom currently. Have not started a back port to Zandronum yet. 

Credits:

ON main description at the ModDB page.
Last edited by kalensar on Tue Mar 05, 2024 5:15 pm, edited 5 times in total.
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by Dr_Cosmobyte »

Just dropping in to say that I'm glad for being an inspiration in the filesize department 🙂

I'll need to test this one myself, but it looks great already. Keep it up!
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kalensar
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Dr_Cosmobyte wrote: Mon Jan 08, 2024 9:30 am Just dropping in to say that I'm glad for being an inspiration in the filesize department 🙂

I'll need to test this one myself, but it looks great already. Keep it up!
Thanks for the kudos. Its pretty fun even if slightly rough in a few spots. :D

ADmittedly its a fast fusion of a few of my older projects put together like legos, but something that I wanted to build for awhile since I seen stuff like Boiled Doom and others over the last while or so. Novelty over necessity. lol
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Update Jan 8th 24
Fixed alot of unseen or hopefully not seen bugs, added lights, gun recoils, minor graphics changes and fixes
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by The Nameless Watcher »

Pretty fun! Gun sound nice and punchy. Pretty impressive especially considering the file size.

Only bug I noticed was throwing a grenade switches to the trench gun after throwing regardless of weapon selected previously. (Also it makes the rocket launcher whoosh when throwing)

On the more personal side, the recoil zoom feels a bit much on the slot 4 weapons. The firing pattern on chaingun feels awkward. The outer portion of the BFG projectile flickers while traveling, but this may be on my side.

Again, good times.
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

The Nameless Watcher wrote: Mon Jan 08, 2024 6:58 pm Pretty fun! Gun sound nice and punchy. Pretty impressive especially considering the file size.

Only bug I noticed was throwing a grenade switches to the trench gun after throwing regardless of weapon selected previously. (Also it makes the rocket launcher whoosh when throwing)

On the more personal side, the recoil zoom feels a bit much on the slot 4 weapons. The firing pattern on chaingun feels awkward. The outer portion of the BFG projectile flickers while traveling, but this may be on my side.

Again, good times.
Thanks for bringing up any points you find odd or look like bugs. <3

1.Grenade throw post weapon selection: That is funny side effect of the way the Grenade Throw system is implemented, as zero ACS( Brutal Doom style) and no Zscript( I'm crap with the ACS style coding).
What you are seeing is a Decorate style only variation that I cooked up awhile back, and the sad side effect is how the weapon selection choice is made. This is one
of them thar "bethesda bugs" due to my "niche" code experimenting style of building ACS style effects with Decorate code.

2. I did an update just today that added recoil to the M16 and the Chaingun recoil was lightened compared to the original release. The recoil is mostly due to how its tied directly to fire rate, in this case with
both guns is "realistic", aka fast as EFF when holding the trigger. The M16 will fire 1 bullet per click, and the Chaingun will fire its vanilla 2 per click.
The M16 shoots at 700 rounds per minute.
THe Chaingun shoots 1050 rpm.
The Main balance so far between the 3 bullet guns: Pistol deals 6 damage per shot- 18 round clip -- always starter weapon+ 50 bullets +18
M16 always drops off ZombieMan-- Maps without Zombieman = no M16-- 35 clip, and starts full when you first pick one up.
Chaingun always spawns on Chaingun-- no magazine

3. The BFG Ball--- Custom modified look via code only means which kind of looks like a big green fairly translucent cloud as it travels with a green style plasma tail behind it. I think I forgot a couple of details
on it to help its look like dynamic light on the ball itself( it shows up on the explosion state). I'll look into it a bit better and see what my eyes cook up for something better.
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Update Jan 11th 24
Added some more sounds to cover up Vanilla sound, finished and fixed recoils on guns,
added a new 6th Difficulty called Massacre based on LZDoom: Randomizes and chance to double spawns of Zombie, Shotgunner, and Imp on all 3 of the spawns. Use with care or fun.
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by cosmos10040 »

Download link on moddb is down.
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kalensar
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

cosmos10040 wrote: Fri Jan 12, 2024 7:12 am Download link on moddb is down.
Link is fixed. thanks . I didnt notice that before. :D
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Update Jan 18/24
Balanced out monsters: Barons and Hell Knights are less wild; Lost Souls are a bit more wild and 50 Health; Pinkys now lunge to attack; Imp Animation smoother, but Imps shoot more often now
BFG Ball animation redo
Death Animations on monsters smoothed out a bit more.
Added LTP Splashes,
Reformatted all sound to Mp3 to save Space,
converted to PK7 to add more features
Map Titles on map load
Added Footsteps
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

New demo video on main post
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Silly Tiny update, but still worthy considering the project being a micro-mod.



Update-- Mar 5th 2024

Cleaned up graphics bugs and fluidity

Add a Quick Punch and Flying Kick Mechanics( Customize keybinds to what you want)

Fist punches faster and is Silent. Weapons switch faster, except Chainsaw

The Quick Punch and Flying Kick are kinda cool since they are NOT Zscript or ACS oriented, but just me messing with Decorate shenanigans similar to the Grenade throwing. So be warned, due to limitations with the mechanics, the weapons switching back might not be what you originally used but will instead switch to the highest weapon priority. The higher speed of weapon switching was added to help alleviate this tiny pitfall.
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by Otak »

1 meg. size? my poor man tablet is happy tablet! [doom touch]
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Re: KD1MB- Kal's Doom 1 Meg Beast

Post by kalensar »

Otak wrote: Thu Mar 07, 2024 4:05 am 1 meg. size? my poor man tablet is happy tablet! [doom touch]
Heck yeah!!! Thats what I like to hear.

This silly project micro-mod is the result of Nightmare Logic inspired challenge, and wanting to build a Brutal-Doom Esque styled mod that has all the bang for the buck I could muster and include. I built it to be compatible with Keyboard and also Xbox styled controllers as I mainly play with a controller on Doom these days for comfort. The one main thing to note is that it is built to be Doom Auto-Aim friendly rather than modern manual aim, so no zooming weapons. As such the Auto-Aim is base GZD reliant and can be turned on or off at your choice. The only weapon that is not Auto-Aim compliant is the Grenades and that is due to how the engine can screw up grenade throwing archs. Fortunately I figured out the comfortable grenade throw physics a long time ago so there shouldn't be any real issues for putting them where you want to go.
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