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As you enter the role of Carter, a museum caretaker, a demon invasion takes place in the roaring 20s, and the things that once were just strange artifacts, started to manifest magical powers. Were they meant to help you? Are they a curse? You don't know, maybe they're the only way to guarantee your safety.
This mod is also compatible with Hexen and Heretic!
Spoiler: Weapons
1 - Pickaxe: Your basic archaeology instrument, holds for a pretty punch. Doubles your damage when you find berserk packs.
2 - Colt 1911: Your licensed carry pistol, fires in 45ACP, has a stronger individual shot than the Tommygun.
3 - 1897 Trenchgun: Old, but effective shotgun used in the war. Fast and reliable.
3 - Gatling Shotgun: This ended up going to the museum because soldiers quickly realized shotguns are not good at trench distances. Might be a good close quarters weapon.
4 - Tommygun: Famous submachinegun designed for cops, but mostly used by criminals. Fires fast and uses the same ammo as your pistol. Good for stunlocking.
5 - Snake Coil: This artifact is represented by two snakes and fires a beam of pure lightning that goes through enemies and zaps whatever is on the way. Needs living snakes to keep working.
5 - Snake Staff: A big Staff with a golden Snake on the end. Fires a missile that splits in smaller missiles once it hits a wall. Also needs living snakes, but watch where you fire it!
6 - Arcane Artifact: This once had a name, but whatever origin it had, has lost its meaning and name to the aeons of time. What you know is that it projects fireballs that seek your enemies relentlessly.
7 - Arcane Book: This ancient set of writings contains a deadly spell that affects all monsters in your field of vision, but consumes too much power.
Spoiler: Items
Powerups:
Despite the appearances, all powerups in this game work like in vanilla Doom and Raven games. They're bright and easy to find in dark areas.
Pickups:
Bonuses can stack up to 250 points of health and armor. Small armors give 75 points and big armors give 150 points. Megaspheres give only health.
Spoiler: Screenshots
Neodoom, MAP13
The Darkening, MAP07
Doom Resurrection, MAP03
Slipgate Complex, MAP03
With all that said and done, what are you waiting to take on this adventure?
Congrats on the release. Reminds me a bit of Mace's Destruction Phenomenon (the first one) which has a similar theme and arsenal.
The gatling shotgun is a unique SSG replacement but unfortunately isn't as useful as the trench gun because it takes too long (2 cranks) to fire a single shot. Maybe reduce it to one crank to make it more viable?
Also, I still have the prerelease version with the explosive gun and the musket - do you want to release them as an alternative weapons patch?
Jeimuzu73 wrote: ↑Tue May 20, 2025 8:20 pm
Congrats on the release. Reminds me a bit of Mace's Destruction Phenomenon (the first one) which has a similar theme and arsenal.
The gatling shotgun is a unique SSG replacement but unfortunately isn't as useful as the trench gun because it takes too long (2 cranks) to fire a single shot. Maybe reduce it to one crank to make it more viable?
Also, I still have the prerelease version with the explosive gun and the musket - do you want to release them as an alternative weapons patch?
I see where you come from, although Mace knows how to make punchy weapons way better than me.
Noted for the SSG.
As for the older weapons, as much as the idea is good, it became something totally different in practice. I do believe the Snake weapons fit the mod theme better.
Last edited by Dr_Cosmobyte on Wed May 21, 2025 12:45 pm, edited 1 time in total.