[v 1.0] Hell from Earth - "Frank Castle simulator"

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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »

fatlarry wrote: Sat May 24, 2025 9:04 am Honestly, you've already made a fantastic enemy replacer and the new updates only make it better
Thank you for the warm words)
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KometFox
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by KometFox »

Does this mod contain a decent replacer for the heavier enemies? i.e hell knight, mancubus etc... So that there is a excuse to use heavy weapons against those new mobs. By decent I mean that they have about the same health value as the original doom mobs. So far most of the enemies can be taken down with a pistol/revolver, shotgun and a machine gun. So there is rarely a need for a explosive weapon or marks man rifle.
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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »

KometFox wrote: Thu Jun 12, 2025 1:39 pm Does this mod contain a decent replacer for the heavier enemies? i.e hell knight, mancubus etc... So that there is a excuse to use heavy weapons against those new mobs. By decent I mean that they have about the same health value as the original doom mobs. So far most of the enemies can be taken down with a pistol/revolver, shotgun and a machine gun. So there is rarely a need for a explosive weapon or marks man rifle.
Of course. Though with some OP weapon packs even hellknights can be put down in a smaller time. Almost all enemies have the lesser TTK (Time to kill) than vanilla ones, though they are agile, able to dodge incoming attacks and have better reaction than vanilla mobs. Almost every enemy in HFE has the lesser health than his vanilla origins. Exceptions are barons of hell that look like cyber brutes, masterminds and cyberdemons that have health similar to the vanilla ones. Also some enemies that look like armoured can be slightly more bulky than their origins.
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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »

COMING Soon BIG NEW UPDATE. We have some problems with sprites, but I'll try to make in it July. New big update for "Hell From Earth", new enemy faction. Ready to engage, marines?

P.S: Are there other ways than imgur to post images here?
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Spaceman333
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Spaceman333 »

Nomakh wrote: Fri Jul 04, 2025 2:09 pm COMING Soon BIG NEW UPDATE. We have some problems with sprites, but I'll try to make in it July. New big update for "Hell From Earth", new enemy faction. Ready to engage, marines?

P.S: Are there other ways than imgur to post images here?
I'm excited, this is one of the coolest and biggest enemy packs out there.

You can post images using the "img" tags. Upload your images to https://postimages.org/, grab the direct links and paste it like so:

Code: Select all

[img]https://www.postimage.org/u/my_uploaded_image_direct_link.jpg[/img]
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KometFox
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by KometFox »

Nomakh wrote: Fri Jul 04, 2025 2:05 pm Of course. Though with some OP weapon packs even hellknights can be put down in a smaller time. Almost all enemies have the lesser TTK (Time to kill) than vanilla ones, though they are agile, able to dodge incoming attacks and have better reaction than vanilla mobs. Almost every enemy in HFE has the lesser health than his vanilla origins. Exceptions are barons of hell that look like cyber brutes, masterminds and cyberdemons that have health similar to the vanilla ones. Also some enemies that look like armoured can be slightly more bulky than their origins.
That's cool, thanks for the info. Also is there any chance for the higher tier enemies to be more visually distinct? So that is easier to tell apart from weak mobs to stronger mobs. Doom is a fairly fast paced game so being able to tell which monster is which in a split second decision is important because so that I can use quickly the right weapon for the mobs, I mean not that I end up using the chaingun for example against a mob that comes from baron of hell spawns for example. But otherwise this mod is very impressive with how many mobs there are to kill.
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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »

KometFox wrote: Thu Jul 24, 2025 11:01 am
Nomakh wrote: Fri Jul 04, 2025 2:05 pm Of course. Though with some OP weapon packs even hellknights can be put down in a smaller time. Almost all enemies have the lesser TTK (Time to kill) than vanilla ones, though they are agile, able to dodge incoming attacks and have better reaction than vanilla mobs. Almost every enemy in HFE has the lesser health than his vanilla origins. Exceptions are barons of hell that look like cyber brutes, masterminds and cyberdemons that have health similar to the vanilla ones. Also some enemies that look like armoured can be slightly more bulky than their origins.
That's cool, thanks for the info. Also is there any chance for the higher tier enemies to be more visually distinct? So that is easier to tell apart from weak mobs to stronger mobs. Doom is a fairly fast paced game so being able to tell which monster is which in a split second decision is important because so that I can use quickly the right weapon for the mobs, I mean not that I end up using the chaingun for example against a mob that comes from baron of hell spawns for example. But otherwise this mod is very impressive with how many mobs there are to kill.
Well, the more armor they have, the more intimidating look, like body armor, helmets, additional equipment, heavy weaponry - the higher their tier. For example - goon with "doom assault rifle" in light armor is chaingunner and the almost same one, but wearing heavier body armor, black armor vest and helmet is more likely hellknight. Guy with NVD in fully-closed equipment who is running around like an olympic champion - is one of the archvile. Terrorist in black clothes and armor, with red band over his head and a menacingly-looking beard is one of the arch-viles - so called "Field commander".

Speaking about barons of hell - they all look heavier than other guys, with futuristic armor or heavy weaponry (for example - bulky lady with rambo headband and a big gun - is one of the baron's replacements).
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KometFox
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by KometFox »

Nomakh wrote: Thu Jul 24, 2025 9:12 pm Well, the more armor they have, the more intimidating look, like body armor, helmets, additional equipment, heavy weaponry - the higher their tier. For example - goon with "doom assault rifle" in light armor is chaingunner and the almost same one, but wearing heavier body armor, black armor vest and helmet is more likely hellknight. Guy with NVD in fully-closed equipment who is running around like an olympic champion - is one of the archvile. Terrorist in black clothes and armor, with red band over his head and a menacingly-looking beard is one of the arch-viles - so called "Field commander".

Speaking about barons of hell - they all look heavier than other guys, with futuristic armor or heavy weaponry (for example - bulky lady with rambo headband and a big gun - is one of the baron's replacements).
On Doom I can easily tell how much HP a mob has. A demon has 150 HP so I'd would use a shotgun against that, for Hell knights and Barons of Hell the SSG and Rocket Launcher is useful, while a Revenant a chaingun or a SSG is good against it. And all those doom demons look pretty distinct and I can easily tell which is which from their sprites alone. On HFE the mobs blend more together and them being jumpy than regular doom monsters also makes it harder to use grenades or rockets against them, well not at least like Unreal tier of bullshit dodging where those monsters dodge ALWAYS on every projectile weapons like the stinger or the eightball weapon.

Some other doom mods like the VDP, EVP and Project Malice follow similar doom monsters design so I don't have much difficulties with those monster mods to know which weapons I have to use against which mobs. I looked through some of the mobs sprites in your mod and the mobs are quite awfully varied in design, so I hoped some better coloring, sprite design or whatever it takes to make them visually stand against each other would be helpful, I don't except that it would look perfect, but at least better and more clear visual clues. Thought since there is dog tons of mobs sprites here I don't think if you are going to implement this change that it will happen that soon since it would take a ungodly amount of hours to edit all those sprites at least that's my estimate.

Anyway thanks for your attention and I hope I was not too annoying to you.
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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »

KometFox wrote: Thu Jul 24, 2025 9:39 pm
Nomakh wrote: Thu Jul 24, 2025 9:12 pm Well, the more armor they have, the more intimidating look, like body armor, helmets, additional equipment, heavy weaponry - the higher their tier. For example - goon with "doom assault rifle" in light armor is chaingunner and the almost same one, but wearing heavier body armor, black armor vest and helmet is more likely hellknight. Guy with NVD in fully-closed equipment who is running around like an olympic champion - is one of the archvile. Terrorist in black clothes and armor, with red band over his head and a menacingly-looking beard is one of the arch-viles - so called "Field commander".

Speaking about barons of hell - they all look heavier than other guys, with futuristic armor or heavy weaponry (for example - bulky lady with rambo headband and a big gun - is one of the baron's replacements).
On Doom I can easily tell how much HP a mob has. A demon has 150 HP so I'd would use a shotgun against that, for Hell knights and Barons of Hell the SSG and Rocket Launcher is useful, while a Revenant a chaingun or a SSG is good against it. And all those doom demons look pretty distinct and I can easily tell which is which from their sprites alone. On HFE the mobs blend more together and them being jumpy than regular doom monsters also makes it harder to use grenades or rockets against them, well not at least like Unreal tier of bullshit dodging where those monsters dodge ALWAYS on every projectile weapons like the stinger or the eightball weapon.

Some other doom mods like the VDP, EVP and Project Malice follow similar doom monsters design so I don't have much difficulties with those monster mods to know which weapons I have to use against which mobs. I looked through some of the mobs sprites in your mod and the mobs are quite awfully varied in design, so I hoped some better coloring, sprite design or whatever it takes to make them visually stand against each other would be helpful, I don't except that it would look perfect, but at least better and more clear visual clues. Thought since there is dog tons of mobs sprites here I don't think if you are going to implement this change that it will happen that soon since it would take a ungodly amount of hours to edit all those sprites at least that's my estimate.

Anyway thanks for your attention and I hope I was not too annoying to you.
Ah, no problem, I understand your position. Well... the main problem with any human monsterpack that they all are... humans. In most doom mods cacodemon is flying spherical head, arachnotron is a lesser spider, revenant is a skeleton, etc... But humans are always humans. Honestly, it is possible to make them look perfectly different, like it was done with Team Fortress 2, where you can distinct any character even without any gear or even textures.

But here comes another problem - human sprites are... quite rare for doom and most of them are cleaned and\or edited zombies. I failed to do an update "in time" (fourth of july) because I have only 2-3 spriters who are helping me with the mod. (Honestly, doom community lacks spriters at all in comparison with any other kind of artists- mappers, modders, etc)

In perfection, we should develop specific anatomy, gait, posture, etc for each class of our goons, but as you mentioned it - it is ungodly amount of work. Speaking about colouring - it isn't solution, because, for example, both nahtzees soldiers and middle-eastern not moderate oppositon members can be brown, but for different reasons - first ones have thir colour as the part of their aethstetics and the second ones have this colour to camouflage themselves in deserts. As for mobs - gopniks, gangsters, thugs and just random agressive "crime of society" can wear different clothes. I think you'll agree that it will be weird to has five gopniks in absolutely similar clothes.

Well, in two words - if mod will become so polular, so at least ten spriters will decide to solve this problem by creating unique posture and gait for each class - this problem will be solved.

But for now... We have to learn their tactics, have to look at enemy's equipment, weaponry, remember how dangerous is each one of them and make decisions depending on these factors.

THOUGH... perhaps, guys starting from hellknights, for example, will have sounds of steps and equipment noises to make them at least sound more distinctively from the lesser goons. Not sure how good this idea though...

And to be honest - for now I am trying to finish another faction, yet lacks revenant and cyberdemon for now and mastermind was implemented just yesterday, after days of brainstorm and hours of work, so unfortunately problem of distinction won't be solved soon.
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KometFox
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by KometFox »

I see. Well I could have thought of that myself as much. Well okay then just forget about my dumb request, I don't want to put more unnecessary work load to you just because of my requests for that, well then I'd play you mod some more again later and hopefully soon I can download your updates again once you made some. I am sorry for that and I wasn't aware you don't have enough spriters to make your mod look even more unique.
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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »

KometFox wrote: Fri Jul 25, 2025 10:22 pm I see. Well I could have thought of that myself as much. Well okay then just forget about my dumb request, I don't want to put more unnecessary work load to you just because of my requests for that, well then I'd play you mod some more again later and hopefully soon I can download your updates again once you made some. I am sorry for that and I wasn't aware you don't have enough spriters to make your mod look even more unique.
No problem, no worries. Honestly, sometimes me too, while chosing which monster the next enemy will replace, sometimes I'm too having quite similar trouble like "Darn, son, who you should be? Hellknight, Mancubus, Archvile?" So IF a lot of spriters will "light up" with the idea of making HFE enemies perfectly distinctive - I'll gladly fix that trouble.

No need to sorry. Also, it's always nice to see that someone waits for the update, follow the mod, etc.
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BLSZDOOM
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by BLSZDOOM »

hellou there,i have request/sugestion for a future update:can you make it so you can disable the sideway jump that enemies does in the option menus?damage and special atacks wise i find it that enemies are already quite dangerous specially if you play with all factions enabled playthroughs can get quite chaotic plus the jump doesnt is rather flat and sudden it has no momentum or weight given this is a 2d game it just looks quite uggly if am being honest,i think it would be best to make this optionial in the options menu for the best experience.
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Nomakh
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Re: [v 1.0] Hell from Earth - "Frank Castle simulator"

Post by Nomakh »



Trailer for the Incoming update of Hell from Earth (so-called "Charlie-Foxtrot Update")
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