Doom Encounter Assault Recon- upd Jun 2 25

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kalensar
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Doom Encounter Assault Recon- upd Jun 2 25

Post by kalensar »

DOWNLOAD
https://www.moddb.com/mods/doom-thothth ... lt-reconv3


Hopefully it is as fun for others as it has been for me while play testing this tiny behemoth.

Demo video of DEAR V3 on E1M1 as a raw play beating the level on HARD.


Doom EnCounter Assault Recon
Load with Doom, Doom 2, FreeDoom 1 or 2, TNT, Plutonia
Load with LZDoom and GZDoom 4.8.2 or newer. Compatible with most maps. New Weapons only version included for more fun. Don't mix with the full version


This is a big update. FINALLY!

1.Got the SPAS 12 that is the awesome version. Franchii SPAS 12 from Realm 667 and retooled for the mod. THis thing is PERFECT.
2.Biggest update is Modern HOLD-Zoom firing on all guns. This was geared for an XBox controller in mind. Use the ALT FIRE setting in GZDoom, Usually Right Mouse button or Left Trigger on a controller.
3.Reworked firing timings on most guns to flow better and with the hold-Zoom mechanic in mind.
4.Added Player Classes to expand starting options: mp5 start, Shotgun Start, Sniper Start, Pistol Start
5.Pancor JackHammer now fires faster. goodbye SSG. You have served us well.
6.AUG Rifle, has no kick. Triple Burst+ Full auto on hip fire. Single fire and Full auto on Scope. Still basically a Chaingun with no clip involved.
7.Sniper Rifle hits harder.
8.Penetrator has its more appropriate looking shot.
9.ULTP Splashes have been Fixed so the gigantic arse splashes are gone.
10.Updated the Weapons Only file for the new weapons.
11.Put the D64 HUD as the Default HUD in the FULL file. ASHTON HUD variation is still in the ZIP if you prefer that instead.
12.All monsters have remain unchanged.




Doom Encounter Assault Recon
Welcome to a project That I have wanted to put together for quite awhile. First note that this is not a full fledged conversion of FEAR into Doom.It is meant to be a fusion of the two games and balanced into somthing that mirrors the fun of both. Funny enough, I did not take very many liberties and tried to balance both aspects as well as could be. FEAR itself, at least in the 1st game, did not have ironsights. Weapons share ammo and Doomguy can carry all weapons. I'm also supplying other mods help enhance the experience but neither of them are necessary. The main PK3 can be loaded alone.
Weapons List: AltFire are all ZOOM. ALL WEAPONS FAST SWITCH except Sniper RIfle.
--SPECIALS-- Grenades set the button as you wish in COntrols.

-- Jump kick- You lunge and do a flying kick. Silent. Quick button must be set in order to use. Always resets back to PISTOL after use. no Default Binding but Q is recommended. IS AFFECTED BY BERSERK!--

Grenades- Must set the button in order to use in Controls, default is G. Always resets to PISTOL after use. Can hold 25 at a time and across level change.-- MedKits-- Can be activated by Inventory or the Quick Button. Default bind is M. Can carry 10 in between levels Fast activates just like in Hexen or FEAR. You can carry any amount in a single level, but will drop to 10 at start of new level if above 10 at the end of the previous level.


1. Pistol-- Pistol ammo- 18 round mag. Fire fast. Default weapon.

2. MP5-- Pistol ammo. 50 round mag. Drops from Replica Grunt.

3. AUG-- Rifle Ammo. No Mag limit. Drops from BlackOps.

4. Sniper Rifle-- Rifle Ammo. No mag. is NOT a Rail attack. Shoots slower, but hits hard.

5. Penetrator-- CELLs-- Dropped by Replica Heavy.

6. -- Plasma Cell. No magazine/battery. Despite its look, it travels faster and hits harder than the vanilla Plasma ball.

7. Triple Round Rockect Launcher-- The Rocket Launcher. Rockets travel fast and do Doom rocket damage. Fast fire rate.

8. Particle Cannon-- cells mag/battery. Each 1 shot counts as 10 cells and is deducted as such on Reload. Hits hard but not explosive! hits single target and is NOT BFG even though the blast is big. 400 base damage.

9. Fist-- Silent attack. Hits fast.berserk works as vanilla!

10. ChainSaw. Its the chainsaw.

11. Auto Shotgun-- 12 round tube. Pump action but shoots fast. Innaccurate at long range.

12. Spas 12-- 8 round tube

Enemies--
1. Replica Forces-- Shotgunner, Grunt, NailGunner all have 30 Health. Expanded Movement!! These guya are SMART, and will retreat, and hunt you and snipe and other things. These guys are THE reason this mod works as good as it does and why it was even possible These guys are also the reason I gave the player FEAR style regen health because of the sniping they do. Can randomly Blood Mist if damage is high enough.
2. Black OPs-- 80 Health. Does NOT have expanded movement. Very aggressive and can throw grenades on HARD or FEAR difficulty.

3. Replica Heavy-- Big cyborg dude. Has chaingun, a plasma type shot and a plasma grenade. Immune to explosions but not direct hits.

4. Paladin-- Big Robo boy. Uses a Laser Rifle. Take cover cuz the Laser Bolt moves faster and hits harder than it looks Same laser bolt as in the player Laser rifle. does NOT drop any weapon or ammo.

5. TANK-- A tank that shoots Plasma balls. It explodes when it dies so be careful.

6. Better looking Revenant.

7. Nightmare Imp. better looking Imp with better attacks.

8. Fallen-- Flaming skeleton that flies and spews fireballs

.9. Shade of Alma-- Floaty ghost girl that summons Lost Spirits.

10. Lost Spirit-- Its like a lost soul but it can move through walls. One HELL of a dynamic change. only 50 health.

11. Paxtons Shade-- Like an Archvile, but can also shoot a pistol. unoriginal, sure, but still fitting.

12. Shadow-- Do you remember Perseus mandate red eye bipedal ghosts? Yeah. Those guys. They look great. Less health than the Pinky they replace, but much more annoying. Just like in FEAR, they make NO SOUND when they hit you, but you will see the pain.

13. Assassin-- Either the best thing I made or the worst mistake. Feels like Both to me. Replaces Spectres...because of course they do. More health than Shadow but fight entirely different. These dudes are STEALTH and SHADOW. Keep your ears open because you can hear them if they MISS you. Stay alert for their Wake Up sound so you know they are near.

14.Super Demon-- I couldnt think of a good Cyber Replacer so I settled on this guy because he fits the theme.

15. Dark Inquisitor-- Spider Mastermind replacer. This dude is rude. So fun though.1

6. Obsidian Ravager-- Baron of Hell Replacer.

17. Shadowbeast-- Hell Knight replacer. 500 health. You can shoot the Ghosts this guy emits. You MUST shoot the ghosts this guy emits.

Player. Player regens health and armor. It was a must because the enemies are rude. Health refills to 50. armor to 25. You get portable medkits and slowmo if you want to load the extra mod. Silent Fists help assassinate enemies. The Jump Kick is also silent and hits way harder than it may seem. Its also good for speed boosting for escape.

Credits--Holy Moly.
Realm 667 assets-- FRanchi SPAS 12, AUG Rifle, 44AMP, PanCor JackHammer, Power Nail Gun, PlasmaGun(D3), MP5KSD,AN-94(gun-flashes), Pyro Imp, Nightmare Imp(not d64 one), Obsidian Ravager, Superdemon, dark Inquisitor, Paladin, Phalanx Laser Tank, Draugr, BlackOps, ZSPECOPS Elites, Fallen, Banshee, Shadow, D3 Wraith, ShadowBeast, Super Devil, Zombie Henchman,Terminator, Lord of Heresy( unused)

ULTP-- Universal Liquid Texture Pack by Kalensar and Modified from various LTP packs by Project remap

Horror Movie Blue Palette-- Sourced from Cryonauts Palette Grabbag compilation.Map name script -

KipoFootsteps v5 by The Zombie Killer (based on ACS footsteps library by Ryan Cordell)More Lights v1.3 by

SnakieJakie (not very noticeable due to Palette ><)Better Plasma and Fireballs-- Cryonaut by way of Brutal FreeDoom and Kalensar

TitlePic-- https://w0.peakpx.com/wallpaper/686/371 ... il.jpgKick Art-- Sourced from Hellrider because they are the best.
Doom FireBalls--IDsoftware to maintain explosion continuity across wads
Doom BSMS assets-- Items, Sounds, medkits, ammos--- Compiled by Cryonaut.

Duke-Textures-- Modified from Duke Nukem 3D TC mod compiled by KollegeMostrich
AshtonHUD-- Modified by Kalensar by turning off the Glasses and adding Inventory display.



ALL Effects, code, and other edits deviated from OriginalsBy Kalensar
Monolith for making one of the top Horror Shooters ever: FEAR.
Last edited by kalensar on Thu Jun 05, 2025 10:23 am, edited 8 times in total.
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Carrotear
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Re: Doom Encounter Assault Recon

Post by Carrotear »

I've played this mod and the other ones you made. I didn't want to say anything, but this, I have to come out and just say it. Nearly everything is janky. Example, why are the quake hitscan puffs there when I fire guns? I can sorta see it as a way to simulate muzzle smoke, but it doesn't look right here.
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kalensar
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Re: Doom Encounter Assault Recon

Post by kalensar »

[youtube][/youtube]
Carrotear wrote: Mon Sep 23, 2024 12:26 am I've played this mod and the other ones you made. I didn't want to say anything, but this, I have to come out and just say it. Nearly everything is janky. Example, why are the quake hitscan puffs there when I fire guns? I can sorta see it as a way to simulate muzzle smoke, but it doesn't look right here.
Its base is on KD1MB definitely, and that has been around for a few months now with a completely different mission statement. Other than that, build it better or wait for a better one from someone else, or an update from me.

I don't mind honest criitques, both positive and negative. But in this case? None of what you said applied. Smoke from the ejected shells and casings are about the only thing that come to mind.

The only other thing that comes to mind is the Default GZDoom Bullet Puffs which are implemented in the raw! Thats because Hitscan in a Doom Engine mod. Lets just say that because full projectiles are even more janky than hitscan. The offset for Hitscan not being buzzsaw from enemies is by offsetting their accuracy rates. If that wasnt offset then it would be like standing point blank in front of a Vanilla Chaingunner. I have implemented Full Projectile bullets in the past and it just doesn't perform as adequately. The last mod I did that on was DR4GON actually, but thats because it was a Doom 4 based mod. In this case, SLOMO is not a default setting without an external mod. I wasn't going to reinvent the wheel by making my own version of SLOMO because it would be inferior. So the base case of this mod was to balance on a DOOM feel rather than the Slow/fast of FEAR, and In this case I got a mixture of both. Most work goes toward monsters rather than guns, and this one got equal treatment for balancing the death speed and kill speed on both sides. They can kill you just as fast as you can kill them, and run and gun is situational.

Also, there is no muzzle smoke in this one at all which is why I sounded confuzzled at first, but yea, vanilla GZD bulletpuffs which are similar to Quake like you said.

As far as jankiness? Yeah, expect a bit of that when I don't copypasta Brutal Doom to the hills and back. I modify existing stuff I like from R667 and also write original code on top of that.

Anyways---
15 second clip on why Hitscan was a thing besides just hardware. garand thumb m16 target shooting
https://www.youtube.com/clip/Ugkx7wJQly ... 0R0mRpjVuX
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Re: Doom Encounter Assault Recon

Post by Carrotear »

I guess that's on me since I have Rocket Trails set to sprite and particles.
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kalensar
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Re: Doom Encounter Assault Recon

Post by kalensar »

Carrotear wrote: Mon Sep 23, 2024 4:06 am I guess that's on me since I have Rocket Trails set to sprite and particles.
So Do I!

I prefer it, and even build around it.

The yellow parts are the particles on both rocket trails and on bullet puffs. THere are some gray particles in both, but they are less prominent than the yellow. Bulletpuffs also have built-in dynamic lights which give yellow minor glow, if you have Dynamic lights on. The Rendering type also affects all the visuals too, especially on stuff like flashlights. Ive never seen a good flashlight for Software render. haha

In this mod's case, its actually very friendly to software render. The blood puddles look the weirdest out of the whole thing, but they are a vast upgrade compared to what i used to run, and this version of the blood puddles also renders good in both. in past projects i had to run 2 different sets of graphics for software or hardware render. The zandronum mods usually had the software version I cobbled together;

Pardon the long explanations or random tangents. I don't do any development talks and always compile my personal projects solo.
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Re: Doom Encounter Assault Recon

Post by Dr_Cosmobyte »

Please post a video or screenshot preview of your work.

The members need to know what they're downloading.
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kalensar
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Re: Doom Encounter Assault Recon

Post by kalensar »

Served up right at top of the main post.

Pistol start on Refueling Base because I figured it had the right variety of monsters I wanted to show near the beginning. Lots of deaths, bad grenades, nail biting ensuing for 6 minutes of abject failure, but plenty of adrenaline for me. James Rolf would give me a C+ for effort of cussing.... Except you know.... Cussing in FEAR every time I see a black suit soldier bunghole. Oh yeah, it has "modern" mechanic of health regen but that dont mean squat if they get the drop ya.
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Re: Doom Encounter Assault Recon

Post by Matt Eldrydge »

Carrotear wrote: Mon Sep 23, 2024 12:26 am I've played this mod and the other ones you made. I didn't want to say anything, but this, I have to come out and just say it. Nearly everything is janky.
Just wanna say you're not alone. I've tried out many mods by Kalensar and all of them were equally janky and not a lot of fun to actually play, even within their own implied limits and goals. They feel like early alpha tech demos to show off something OP learned and wanted to show off, not like finished products. I guess some of the "blame" is on people who see the mod, don't get hooked and don't offer feedback but that's hardly a reason for things being so janky and stilted and weird, I think. You really don't need to chase after the level of polish seen in other, higher profile mods but it's just not working out for me.

I also find the dig at Brutal Doom strange. The whole "I don't copy from Brutal Doom!" angle only really works if your work is, well, comparable to or better than Brutal Doom in some way, which this clearly isn't. It feels like a late 00's mod, it's just missing the one angled weapon among a centered arsenal.

I don't like raining on anyone's parade but sometimes you just gotta be real and say things how they actually are.
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Re: Doom Encounter Assault Recon

Post by kalensar »

Matt Eldrydge wrote: Tue Sep 24, 2024 8:15 am I don't like raining on anyone's parade but sometimes you just gotta be real and say things how they actually are.
Hardly raining on anything!

Your assessment about tech demo type feel, oh yeah! Couldn't be more accurate in fact.

As far as the BD thing, omg, my catalogue? I offer alternatives of different styles but in the same genre without using that as the base. KD1MB, perfect example here-- 1 megabyte Brutal.Cosmobyte inspired with as much bang as can be shoved into it. The dig at BD is not a dig, its the polish that gets absorbed by other mods, and passed along. I don't do that. My familiarity with BD is so ridiculous that I can tell if another mod uses it at all just from reading weapon or monster code--- EDay Vanilla did that. That is to date the only BD project I added into the BD library. Brutal FreeDoom? I have a lot in the genre, both maintained and one-timers. This FEAR inspired style mod is no different and has years now of work, dead projects, refinement and continuous releases. I did 2 of JADE, and that evolved into a Brutal FreeDoom update that further got refined. FEAR itself is my number 1 on the shooter list up there with Doom and Halo.

And a FEAR inspired mod? Oh yeah! Of course it is a BD genre. FEAR inspired BD directly in so many aspects that it is undeniable. Without FEAR there would be no BD, that is how direct the inspiration is. Its a natural genre to me as well. In the same vein of many of these same inspirations, yes I am experimental, and I do reinvent the wheel in different avenues and as part of challenge to myself. Part of that is rehashing my own code. I am my own playtester, I am my own debugger, I am my own compiler, and my weak point of graphical modification is closing slowly over time and familiarity with the art itself.

So, let downs? Please understand that this isn't glory hounding. I output a lot of material simply for the fact of wild hairs of creation. This is contribution purely for sake of contribution. I write long descriptions of the mods because that is necessary for what is being put out there.

Nobody is going to be everybody's flavor, and if you don't like mine, that is perfectly fine. I don't mind addressing honest critiques in my own words. My BD genre mods are meant challenging and a bit sadistic.
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Re: Doom Encounter Assault Recon

Post by kalensar »

Update for bug fixes . Found a couple of small bugs, and some minor graphics fixes like making the Color Palette optional rather than hard load. Its an awesome palette but it actually messes with the intended explosion graphcis.

SMG has a small but devastating bug so fixing that as well.

Removed smoke from casings and ejected shells.

Fixed Shadow from hitting so hard. Much weaker, but at least won't unnaceptable one shot ya now.
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Re: Doom Encounter Assault Recon- v2 demo

Post by kalensar »

New Update. Changed out the weapons for a theme that fits better. Added in a new HUD file and a Duke Nukem based Texture pack. New demo video showing all that off.

Made this last set of updates at Christmas 24. but forgot to get it all together until now.
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Re: Doom Encounter Assault Recon- v2 demo

Post by -Ghost- »

Nice, this new update feels better! I don't know if you've looked into it or if he's willing to share the sprites, but ZikShadow actually made all the FEAR weapons with sounds, reloads etc. for Hideous Destructor: viewtopic.php?t=53251
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Re: Doom Encounter Assault Recon- v2 demo

Post by kalensar »

-Ghost- wrote: Mon Feb 03, 2025 8:38 pm Nice, this new update feels better! I don't know if you've looked into it or if he's willing to share the sprites, but ZikShadow actually made all the FEAR weapons with sounds, reloads etc. for Hideous Destructor: viewtopic.php?t=53251
I actually did not know that! I absolutely love that those exist! Thank you for passing that along.

As it stands, this wasn't meant to be a 1 to 1 transplant of FEAR into Doom as that has never been my primary modus operandi with almost any of my projects. I literally am aiming for the Doom look or feel using the existing open assets, and just expanding the combat to encompass FEAR as a motif and theme along with close weapon approximations and monster approximations. Expanding the Brutal Genre of Doom modding with just another entry for of a pretty functional Demo.

Theres still more stuff i want to add into this like getting the rest of the FEAR arsenal completed, and then the required rebalance on the monsters after such an edition.

But yeah, I'm definitely going to check those ZikShadow FEAR rips for sure!
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Re: Doom Encounter Assault Recon- v2 demo

Post by -Ghost- »

No problem! I wasn't sure how 1:1 you were going, but I'd love to see a FEAR mod actually use the weapons/sounds (even if they might handle a bit differently, etc. for whatever the mod is doing), don't think we've ever had one quite do that. The SMG and shotgun sounds in particular have always been so iconic for me.
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Re: Doom Encounter Assault Recon- v2 demo

Post by kalensar »

-Ghost- wrote: Tue Feb 04, 2025 2:38 pm No problem! I wasn't sure how 1:1 you were going, but I'd love to see a FEAR mod actually use the weapons/sounds (even if they might handle a bit differently, etc. for whatever the mod is doing), don't think we've ever had one quite do that. The SMG and shotgun sounds in particular have always been so iconic for me.
Yeah! AS you can imagine I have been a FEAR fan for basically since it was released as well. I do have an alt idea that would be pretty funny, and it already exists, in the form of a Mod Combo that would capture the idea pretty well. The combo includes other projects compiled by me and released.

1. Download GoldenEye TC Upgrade. Inside is that is a weapons mod called TWINEmini. Its a weapons mod. So load that.
https://www.moddb.com/mods/goldeneye-do ... c-complete

2. THOHT ADV. This is the Monster Pack that is based on the current round of DEAR monsters.

And thats it unless you want to use the Slowmo mod on top of it.

But yea, DEAR also has its own Weapons pack inside the main ZIP. The FULL version is both the weapons and monsters combined with different weapon drops. So it is superior to just using the DEAR-Weapons only + THOHT ADV.
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