OMERTÁ - A Blue Moon In Your Eyes

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LossForWords
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OMERTÁ - A Blue Moon In Your Eyes

Post by LossForWords »



1925. A time where talk is cheap, and bullets are cheaper.
A time where many a promising gangsters would thrive, and engrave themselves on American history.
You are not one of them.

You are Giovanni "Joe" DiAngelo, one of the many enforcers of one of these thriving organizations.
All you've known your whole life was to lower your head and do your job.

This time, it's no different.

Hell invasion or not.

Omertá is a mod inspired by Mafia, The Godfather, and GG&C, among others,
about a tough-as-nails mob enforcer on his way to unleash pure vendetta upon Hell itself.
Spoiler: Screenshots:
DOWNLOAD NOW
Last edited by LossForWords on Thu Sep 05, 2024 5:47 pm, edited 1 time in total.
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Linz
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by Linz »

LfW really said:

"I'mma release three new mods all at once"

Jokes aside can't wait to try these!
PresBarackbar
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by PresBarackbar »

As someone who really loves gangster stuff, this is an absolute blast! Really like everything you've got going on here, great weapon choices with a top-notch Tommy gun.
GamerBoy69
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by GamerBoy69 »

Another awesome mod dude i feel like theres a lack of mafia themed mods for doom. Playing this with rainy days in Casablanca having an absolute blast with it. Also is the title screen the same as the loading screen from Mob Enforcer?
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That0neBr075
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by That0neBr075 »

> 3 mod releases in one day

p o w e r f u l
Dudejo
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by Dudejo »

So...what's the difference between this and Raging Bull, aside from cosmetics?
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LossForWords
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by LossForWords »

The differences are:
A) There's more guns.
B) There's more altfires.
C) There's better effects.
D) I wanted to play as a 1920's mobster, this time.

That's not a punishable crime, right?
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Linz
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by Linz »

LossForWords wrote: Fri Feb 02, 2024 1:28 pm The differences are:
A) There's more guns.
B) There's more altfires.
C) There's better effects.
D) I wanted to play as a 1920's mobster, this time.

That's not a punishable crime, right?
actually that's a crime punishable by 100000000 years in the can, capeace?
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LossForWords
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by LossForWords »

Linz wrote: Fri Feb 02, 2024 2:46 pm
LossForWords wrote: Fri Feb 02, 2024 1:28 pm The differences are:
A) There's more guns.
B) There's more altfires.
C) There's better effects.
D) I wanted to play as a 1920's mobster, this time.

That's not a punishable crime, right?
actually that's a crime punishable by 100000000 years in the can, capeace?
Good thing i know how to make grilled cheese in the radiator.
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kalensar
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by kalensar »

Nice mod. Went thru and did a play test. Just gonna list the minor problems I saw that could be fixed easily.

// Ignore this one-- Solved. LOL 1. Whiskey Bottle: If you run across a second one( berserk) you cant replace your empty one with the full one. I couldnt even manually drop the weapon.
2. Trenchgun mainfire is pretty redundant compared to the altfire. The the altfire fires slow enough that the mainfire just gets you taking damage from enemy fire for no reason other than animation.
3. Double barrel could have the mainfire feed into the reload action automatically rather than triggering a manual reload by hold/reload button/ or second mainfire click.
4. Revolver: Not sure if this is meant to be a double action or single action revolver. Seems to be a double action, but the fire sequence could be shortened. The altfire is comical and could definitely be slowed down without losing any of its effectiveness. In this case slowing down the altfire will give it better style and better gun control.
5. Sniper Rifle-- That thing is weirdly innacurate when just target practicing with it on a wall from almost every distance. Shoots high when scoped or low when hip firing. Needs to be recalibrated at the range a bit. :-)
6. The 1911 shoots really fast to the point of making the Tommy gun almost redundant. Haha.
7. Baseball bat damage can be recalibrated on all the damages. Quick swings with low damage(5) would be super satisfying. A Homerun shouldnt necessarily be able to one shot an Imp or a Pinky either, but is fine for OHKO on shotgunners or Zombies since they are human.

All in all that is a really satisfying weapon set for animations. With just some slight adjustments it would be excellent for maintaining balance and keep the kicks in line too,

As a side note: I can make the adjustments and send you a copy to use for reference or whatever. Either way, Im defintely personalizing this one for myself for home use just because its awesome.
PresBarackbar
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by PresBarackbar »

You can hit reload to chuck the bottle so you can pick up a new one fyi, took me a bit to figure out also!
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Crazy_Deer
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by Crazy_Deer »

Not sure how many people know, but you can send back projectiles to enemies with the baseball bat if you time it well

Btw, not sure if it's intended, but when an enemy dies by burning, if they get revived they keep the dark shader and the extra speed
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kalensar
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by kalensar »

Heres the edit I made to the mod with the fixes I outlined. Its functionally the same in animation except for some timing changes, damage changes and some spawn changes that made a bit more sense to me.

1.Shotgun mainfire shoots faster, but still slower than altfire.
2. Lower damages across the board except on Sniper and BAR.
3. Baseball Bat quick hit and Homerun damage differences--- Added Homrun state-- Performs exactly like original mod for hold and release. Fast click is quick hit.
4. 1911 shoots slightly slower.
5. Double Barrel mainfire feeds into Reload state for better fluidity, Slight sped up reload animation for fluidity.
6. Both Shotgun damages lowered from 10 down to 5, Double barrel does same damage as vanilla SSG, Trench Gun shoots 8 pellets for 5 dmg. Spread values are identical to original mod.
7. Dynamite spawns on RL, Molotov or Dynamite spawns on Rocket Boxes. Single rockets spawn Dynamite or Revolver ammo.
8. Ammo Pouch now gives Backpack and Revolver// CHainsaw Spawn gives only Baseball Bat. All other spawns are as per original mod.


https://drive.google.com/file/d/1WqllSl ... drive_link
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LossForWords
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by LossForWords »

kalensar wrote: Fri Feb 02, 2024 4:57 pm Nice mod. Went thru and did a play test. Just gonna list the minor problems I saw that could be fixed easily.

*snip*
Thank you for the feedback.

About the edits, i really don't mind it, i think people should tweak it to what makes it more satisfying to them.
But i, personally, based these choices on what felt satisfying to me.

Except for A_RailAttack weirdness on the sniper, God knows how much happier i'd be if someone figured out a way to fix that.

The revolver's main draw, is that it's firerate is slower, but a lot more accurate, while the secondary is faster, but a lot more effective at close range, with the shots getting less accurate as the burst goes.

The Tommygun has a bigger magazine, decent accuracy, and a spray-fire alt for better crowd control.

The 1911 has a shorter mag, but tap-firing it gives it better range, and a good trigger finger can squeeze a lot out of these 9 shots.

The primary of the Trenchgun is more accurate at mid-to-long range, that added with the significant damage increase over the vanilla shotgun, makes it a hell of a lot more powerful.
The faster firerate of the alt comes at the cost of SSG spread.

Other than the Rocket Launcher and BFG slots, plasma/rocket ammo spawns already give the Molotov and Dynamite, not just as ammo, but as weapon pickups.
Hell, there is a reason i choose to keep Molotovs as a late-game weapon instead of a RL/Rocket ammo drop, it's an insanely powerful crowd-control tool, more of a BFG than the BAR, in my opinion.

All of these weapons have individual uses and situations.
But with some i definitively agree.

For me, as satisfying as i think the baseball bat is, as a straight upgrade to the fists, the charge-up mechanic would definitively give it a more interesting touch.
And the fixes for the Super Shotgun's reload should've been implemented yesterday, though. Maybe i just got used to the manual reloads to notice, i don't usually forget it lmao.

EDIT: Done. Updated the bat and the SSG's auto-reload, and fixed the palette of the resurrected enemies.
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kalensar
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Re: OMERTÁ - A Blue Moon In Your Eyes

Post by kalensar »

LossForWords wrote: Sat Feb 03, 2024 11:47 pm
kalensar wrote: Fri Feb 02, 2024 4:57 pm Nice mod. Went thru and did a play test. Just gonna list the minor problems I saw that could be fixed easily.

*snip*
Thank you for the feedback.

About the edits, i really don't mind it, i think people should tweak it to what makes it more satisfying to them.
But i, personally, based these choices on what felt satisfying to me.

Except for A_RailAttack weirdness on the sniper, God knows how much happier i'd be if someone figured out a way to fix that.


Lucky for you, sir, I happened to have made a Red Dot style code made from A_RailAttack awhile back while screwing around. This handy little piece allowed to fix your sniper rifle. The basic Red Dot code is in the Springfield file, but commented out to be turned off, to do with as you see fit, as well. The Sniper now shoots straight as a whistle in both no scope and scoped.

https://drive.google.com/file/d/1WqllSl ... drive_link
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