[3.4!] FINAL DOOMER +

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Klemc
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Re: [3.4!] FINAL DOOMER +

Post by Klemc »

DONE, i did it, i made nine patch set to skip the selection menu set to a default set instead :

https://www.doomworld.com/forum/topic/1 ... nt=2848539
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dawnbreez
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Re: [3.4!] FINAL DOOMER +

Post by dawnbreez »

Just a heads up: When using Final Doomer with Gun Bonsai, if you upgrade the Burst Needler with Piercing Shots, it'll stop applying the debuff. (You can just turn Piercing Shots off in the menu between level-ups, but it's kind of annoying to accidentally waste a level-up.)
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CasualScrub
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Re: [3.4!] FINAL DOOMER +

Post by CasualScrub »

I'm also hoping the mod isn't dead, it's always been one of my favorites for vanilla-esque runs.
moerasGrizzly
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Re: [3.4!] FINAL DOOMER +

Post by moerasGrizzly »

I mean, it has nine full weapon sets. I'd not call it 'dead', mabye more 'complete'.
Last edited by moerasGrizzly on Fri Sep 27, 2024 8:14 am, edited 1 time in total.
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fatlarry
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Re: [3.4!] FINAL DOOMER +

Post by fatlarry »

This is one of my favorite weapon mods. Each weapon set is fun, creative, and adds new dimensions to classic Doom gameplay but I'd say my favorite is the Ancient Aliens set with Plutonia a close second. The Hybrid shotgun is the perfect mix of silly retro sci-fi and cool and it's highly effective at sweeping levels clean of imps and pinkies, plus the higher tier weapons are gorgeous and fun to use.
Klemc
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Re: [3.4!] FINAL DOOMER +

Post by Klemc »

repungantmass
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Re: [3.4!] FINAL DOOMER +

Post by repungantmass »

I'm encountering a very weird bug recently.

For some reason, every single ammo pickup only gives one, making the game essentially impossible to play.

I've looked in Slade, and I've tweaked every single setting related to the mod.

I can't find anything about this at all.

The strange thing is that this bug works across every IWAD, even ones I've never played with the mod.

Heretic? Same thing. Hexen? Same thing. Strife? Same thing.

I really wish this bug wasn't occurring because this has to be one of my favorite mods. If anyone can help, it'd be greatly appreciated.
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Ganbare-Lucifer
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Re: [3.4!] FINAL DOOMER +

Post by Ganbare-Lucifer »

If this mod development is even alive, I want to suggest the RustGuy weapon set, reusing some old beta content from Doom too!

Bare Melee, I have no idea for it... knife maybe?
Chainsaw could be the Shield Saw, based on Doom The Dark Ages
Shotgun could be the Bayonet, altfire does melee
Super Shotgun could be the beta Super Shotgun, pumping action!
Chaingun could be the either the 0.5 Machine Gun, or the Skullcrusher based on Dark Ages
Rocket Launcher could be the Dark Claw, which fires exploding (and maybe homing too) souls or demonic energy
Plasma Rifle and BFG900 slots are obviously the Incinerator and Calamity Blade
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ArchDoomer
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Re: [3.4!] FINAL DOOMER +

Post by ArchDoomer »

Ganbare-Lucifer wrote: Fri May 16, 2025 9:24 am If this mod development is even alive, I want to suggest the RustGuy weapon set, reusing some old beta content from Doom too!

Bare Melee, I have no idea for it... knife maybe?
Chainsaw could be the Shield Saw, based on Doom The Dark Ages
Shotgun could be the Bayonet, altfire does melee
Super Shotgun could be the beta Super Shotgun, pumping action!
Chaingun could be the either the 0.5 Machine Gun, or the Skullcrusher based on Dark Ages
Rocket Launcher could be the Dark Claw, which fires exploding (and maybe homing too) souls or demonic energy
Plasma Rifle and BFG900 slots are obviously the Incinerator and Calamity Blade
Oh dear, YESSS!!
Zoofyooo
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Re: [3.4!] FINAL DOOMER +

Post by Zoofyooo »

This is really cool, but why is the default walking speed so miserably slow?

I am not the type of person who runs around all the time, I walk, so seeing the walking speed be this unbelievably slow makes the game a complete slog, I hate it.
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Sgt Diaz
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Re: [3.4!] FINAL DOOMER +

Post by Sgt Diaz »

Anyone has the .pk3 of the custom menu for modern GZDoom?, the OG link still doesn't work
yum13241
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Re: [3.4!] FINAL DOOMER +

Post by yum13241 »

This should be it.

The link expires on the 12th of July, however.
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wolfman
 
 
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Re: [3.4!] FINAL DOOMER +

Post by wolfman »

Sgt Diaz wrote: Fri Jul 04, 2025 6:51 pm Anyone has the .pk3 of the custom menu for modern GZDoom?, the OG link still doesn't work
From archive.org: FinalDoomer_ClassMenu_v1.0.pk3
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Death Mage
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Re: [3.4!] FINAL DOOMER +

Post by Death Mage »

What happened to being able to select "Random" as your class under "multiplayer options" in order to randomize your weapon load-out each time you respawn? I don't see that option anymore.
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dawnbreez
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Re: [3.4!] FINAL DOOMER +

Post by dawnbreez »

Ganbare-Lucifer wrote: Fri May 16, 2025 9:24 am If this mod development is even alive, I want to suggest the RustGuy weapon set, reusing some old beta content from Doom too!
I've been thinking about different things I'd like to see in Final Doomer, and a Legacy of Rust weaponset is in that list. I wanted to sit down and actually program the weapons before calling for Moar Final Doomer, but here's the ideas I had after playing LoR, inspired by the flamethrower's splash damage:
  • A set of spiked brass knuckles for your standard melee. It does normal fist damage...and then makes the target bleed for a second burst of damage, same as the first. Naturally, this is enhanced by Berserk.
  • The chainsaw is replaced with a prototype Chainfist, which applies multiple bleed stacks per hit and *also* benefits from zerk, but it swings slower than the normal fist due to being so damn heavy.
  • The pistol is replaced with a magnum, with a magazine that only holds six shots and a slightly slower firerate than the standard pistol--but it does enough damage to kill zombies in one shot, so that's nice.
  • The shotgun is replaced with the good ol' Model 1987 trench shotgun, modified to fire a fairly tight spread of incendiary pellets that explode a moment after hitting the target; don't get too close...
  • The SSG is replaced with a wicked demontech grenade launcher! The explosive radius on the spread of grenades is nice and tight, so you can still use it in relatively close quarters, but it's definitely not a standard SSG. (I also think the splash damage should be flagged to bypass boss splash damage immunity, since mappers will be placing SSGs with the assumption that bosses take full damage from these things.)
  • The chaingun is replaced with...a nailgun, because there's gotta be a power tool *SOMEWHERE* in there. It fires a projectile instead of hitscan, but on the plus side, the nails stick in enemies--and if you hit something that's full of nails with something explosive, it turns the hapless target into a frag grenade, scattering nails everywhere!
  • The rocket launcher is a mini-nuke launcher, which bypasses splash damage immunity and leaves a lingering mushroom cloud for damage over time. I sure hope this is the only nuclear weapon the UAC put here... :wink:
  • Naturally, the plasmagun is the Incinerator from LoR vanilla. Complete with multiple ticks of splash damage~!
  • And the BFG is the Calamity Blade. Look, they were really cooking with the PG/BFG replacements.
I also have ideas for FD weaponsets based on Eviternity, Sigil, Auger;Zenith, and one for Heretic-in-Doom, too.
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