Deimos-1 Rv0.9

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That0neBr075
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Deimos-1 Rv0.9

Post by That0neBr075 »

Hey there, friendly neighborhood Decorate gremlin here.
I've been sitting on a (mostly) finished tactical-ish mod for about a year now, and I figured it's probably best to let people mess around with it instead of just letting it gather dust on my hard drive.
It's loosely inspired by Matt's Hideous Destructor, Jarewill's Old Frontier/Lost Frontier and Brohnesorge's Feet On The Ground (All of which you should play!), as well as CoD's Hardcore gamemodes.

It's just Doom 2's arsenal, but modified to be a bit more tactical, along with some other changes (player is squishy, sprinting, reloading n such)
Twas built to be universal and is technically balanced for vanilla. (As in modern doom wad difficulty vanilla, stuff like Eviternity or Valiant)
It can definitely be more challenging than vanilla, and certain encounters are gonna require more planning to be successful, but your weapons are far stronger to compensate.

Quick Guide here:
Spoiler:
Screenies:


Good Morning Phobos Map08


NOVA III Map22


Nostalgia Map14

Downloads:

Deimos-1 RV0.9

Captain J AR Reskin
(Reskins the Chaingun into a Heavy AR)

As usual, Credits inside both respective Pk3s.
Relatively modern versions of GZDoom should be able to run it.
Enjoy!



No promises on whether or not I'll update this btw.
Jarewill
 
 
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Re: Deimos-1 Rv0.9

Post by Jarewill »

This is some good stuff!
I love how this mod feels to play, although some things are a bit awkward, such as not being able to check your ammo while sprinting or accidentally dodging diagonally when I try to sprint, but overall it's a great experience to play.
However I would like to request being able to cancel the shotgun reload, it doesn't have to be instant, just anything to cancel it.
Oh and maybe some CVars to be able to tweak ammo scarcity, I tend to drown in ammo while playing.
ArchXeno
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Re: Deimos-1 Rv0.9

Post by ArchXeno »

Pretty damn fun. The hidden ammo count is a design choice I had a negative first impression of as well, but it's not difficult to mentally track the bullets used. Don't have a lot to say regarding balance yet, but Going Down's ambushes are giving me a run for my money as usual. One thing I'd like to see adjusted is having a separate button from reloading and checking inventory. Checking info has a fairly lengthy animation that can be killer when you're trying to reload instead, especially with the super shotgun.
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That0neBr075
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Re: Deimos-1 Rv0.9

Post by That0neBr075 »

Hey, thanks for the great feedback! Apologies on the late reply.
However I would like to request being able to cancel the shotgun reload, it doesn't have to be instant, just anything to cancel it.
You can already do this by just holding down Fire during the reload animation. It's a bit unresponsive so I might go back and improve it in the future.
Oh and maybe some CVars to be able to tweak ammo scarcity, I tend to drown in ammo while playing.
This one's definitely above my paygrade in terms of coding. Though if there's any tutorials on how to implement something like this, I'd be open to learn how.

One thing I'd like to see adjusted is having a separate button from reloading and checking inventory. Checking info has a fairly lengthy animation that can be killer when you're trying to reload instead, especially with the super shotgun.
True, I'll probably just shove ammo checking off to a User key since none of the weapons use those.


Again, thanks for the feedback. :D No ETA on when motivation will strike, but it'll happen eventually.
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Dr_Cosmobyte
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Re: Deimos-1 Rv0.9

Post by Dr_Cosmobyte »

Forgot to post here when i saw it, so i'm kinda late to the party.

I really like what i see here! So much that i don't have negatives, only two silly suggestions:

To convert the remaining sounds from wav to ogg and save some space, and to maybe add a feature where you can pump your shotgun even when loaded and drop a shell in the process (which could be picked up again, obviously =V)

Otherwise, i love me those simple survival mods. Keep up the great work!
Jarewill
 
 
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Re: Deimos-1 Rv0.9

Post by Jarewill »

That0neBr075 wrote: Sat Feb 24, 2024 7:04 pm You can already do this by just holding down Fire during the reload animation. It's a bit unresponsive so I might go back and improve it in the future.
Oh, you are right.
I swear I tried to do that before and nothing was happening, I guess I was holding it down at a wrong timing.
Well nevermind that then! It works all fine.
That0neBr075 wrote: Sat Feb 24, 2024 7:04 pm This one's definitely above my paygrade in terms of coding. Though if there's any tutorials on how to implement something like this, I'd be open to learn how.
Old Frontier might actually have relevant code here:
Spoiler:
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-Ghost-
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Re: Deimos-1 Rv0.9

Post by -Ghost- »

Nice little lightweight tactical mod! The weapons feel good, items work well. Like others have said, sprinting can make things a little awkward, like delaying a weapon switch when picking something up.
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BigStronk
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Re: Deimos-1 Rv0.9

Post by BigStronk »

A D64-Flavoured skin-pack for Deimos https://www.mediafire.com/file/im1ftw62 ... 4.pk3/file
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hestan667
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Re: Deimos-1 Rv0.9

Post by hestan667 »

really love how powerfull the shotgun in this mod, and some suggestion i think need some extra effect like empty bullet and shell casing for extra immersion
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Re: Deimos-1 Rv0.9

Post by Grimthwacker »

Hideous Destructor for Dummies? A similar tactical experience without the constant micromanaging?

It's actually really good! Could use a "Read This!" for the basic controls but other than that it's a pretty fascinating chance of pace.
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Max Dickings
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Re: Deimos-1 Rv0.9

Post by Max Dickings »

Wow, this is exactly what I've been looking for - a more streamlined HD! This is fantastic!

That being said I have a few suggestions if you're open to them -

Zoom function - is it possible to make this function "semi automatic" instead of "fully automatic?" As in, unless there's a setting I'm not aware, it'll cycle between functions unreasonably fast. For instance I have the SSG out, fire off regular 00 buck, if I hit Zoom to switch to explosive slugs it'll quickly switch back to 00 buck because it switches so fast. I think it would be far more preferable to hit Zoom once and it'll switch once rather than bouncing back and forth.

Reload/inventory - I might be alone in thinking I love the function I'd just rather see it on another button rather than Reload, maybe another key that isn't used as frequently - like hold Use instead. I feel like too often I'm trying to reload a weapon and instead I'm looking at the inventory because I didn't let the button go in time

Ammo - I've tried a variety of wads and unless anyone else is having a different experience I think ammo is far too abundant. I like what you've done to combat the two ammo types issue by having both types spawn at every pickup, but I think its creating far too much ammo as I'm usually at max capacity after a few minutes of playing. With tactical mods like this I'd rather be like "oh crap what DO I have ammo for" instead of "I can pick whatever I want for this situation" - makes it more tense in my eyes

Regardless - love this mod and will continue to be using it!
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