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Runs on GZDoom and LZDoom and Delta Touch. Load with any Doom IWAD or Freedoom IWAD. Meant to be used with the STBUr3.pk3 file for the intended slowmo settings. Includes a Weapons only version for mod mixing. Main file is safe for most other mods that dont replace weapons or monsters.
Changelog from v3
Spt 18 2025--
Couple of small updates. Bug fixes. and wart nots:
V4.7.
Updated the Weapons only to be in line with the current main version.
V4.9
Grenades arent autoaiming now.
Fixed a bug where the ninja kick was using ammo. Replacing calories with bullet powder. FML.
Silliness on that sneaking under the radar because it was only registering when hitting an enemy, and every prior test wasnt being sneaky enough to even notice it until now.
4.10---
Fixed LZDoom compatibility.
Sept 2 2025--
1.Complete combat overhaul. Replica Soldiers now signal if they are looking for you. They now use a much better line of sight mechanic. They talk shortly but approiately, and its wise to listen to see what they might be doing/what mode they are in. Basic ques are: Where is he, Find that target, Target Spotted, Get down( cover fire mode), where did he go( lost sight of player).
2.Guns are complete rebalanced and slightly more expanded-- new starter pistol, 44 is now a heavy class, updated sprite of Particle beam rifle, added in the laser gun with obvious art that it is a laser gun, Rocket Launcher is now more similar to Repeater Cannon as in 1 shot and fires fast rather thant the 3-shot rocket burst.
3.ALL Guns have magazine and reloading except: Laser gun, Particle Beam Rifle, Rocket Launcher.
4.Updated the HUD to be better looking and more fitting. Also includes Damage Flash for when your health gets below 25.
5.NONE of these are preset, this is just how I playtested. All Controls for gameplay were explicitly tested on a XBOX controller. Y& B for weapon cycling, Rbumper reload, X use, A jump, L bumper Slowmo, L Stick in crouch, R stick in is Jump Kick, L Trigger is AIM, Dpad Right is medkit, Dpad UP is Grenade.
GAMEPLAY----
1.All Controls for gameplay were explicitly tested on a XBOX controller. Y& B for weapon cycling, Rbumper reload, X use, A jump, L bumper Slowmo, L Stick in crouch, R stick in is Jump Kick, L Trigger is AIM, Dpad Right is medkit, Dpad UP is Grenade.
2.AIMING and Scoping are ALL Hold Zoom designed after COD style. There is NO TOGGLE zoom at all. Sorry, but that is just now how I wanted the gameplay to be.
There is no AUTO-AIM on any guns. If you miss the shot then there is no RNG to blame except on Shotgun spreads.
3.Player has a hybrid of Portable Medkits and regenerating health and armor. Health regens up to 50 and armor up to 25. The combat warranted this style rather than being closer to Doom.
You can carry any amount of medkits and grenades while in a map, but any left over to the next map will be reset to 10 Medkits and 25 grenades. Yes that grenade count is Obscene, but in FEAR 1 XP you could carry 5 nades, 5 auto turrets, 5 landmines, and 5 remote grenades. I opted for simplicity by just using 1 grenade type.
4.The combat was designed for using the SLOWMO mod supplied here. You don;t have to play with it. Both are standalone. It just makes the experience much more tolerable and more fun. I test played a lot without using the slow mo much, and up its doable and fun that way too.
5.CROUCHING IS YOUR BEST FRIEND. All normal soldier Enemies have a decent LINE OF SIGHT mechanic and it works ver well. All are set to a 90 FOV and 1200 max distance view range. Yes they can walk right by you and not see you. Demo video at top. All Soldiers, Shadows, and Assassins have Expanded Movement as in they can go down and climb ledges for reasonable heights.
Credits, guns, moonster info. Put in the box to conserve viewing space.
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 some ammo and Doomguy can carry all weapons. I'm also supplying a stwo 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 inorder 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.
Unless stated otherwise, all guns use their own ammo type.
1. Pistol-- Pistol ammo- 18 round mag. Fire fast. Default weapon.
2. AUMP 44 Pistol- 7 rounds per mag. Hits hard. Shares ammo with the Sniper Rifle
2. MP5-- Pistol ammo. 50 round mag. Drops from Replica Grunt.
3. AUG-- 30 round mag.
4. Sniper Rifle-- Shares ammo with AUMP 44. No mag. is NOT a Rail attack. Shoots slower, but hits hard.
5. Penetrator-- 25 round mag. Very Silent, but they can hear you shoot it if you are too close to them.
6. Laser Rifle-- No mag limit. uses cells. Shares cells with Particle Beam Rifle
7. Repeater Cannon-- The Rocket Launcher. Rockets travel fast and do Doom rocket damage. Fast fire rate.
8. Particle Beam Rifle-- 10 shot mag/battery. uses 10 cells per shot. Hits hard as you expect. Does Burn damage, but only effects Humans.
9. Fist-- Silent attack. Hits fast.berserk works as vanilla!
10. ChainSaw. Its the chainsaw.
11. SPAS Shotgun-- 8 round tube. Pump action but shoots fast. accurate at long range.Has a slight kick to it.
Dropped by Replica Shotgunner.
12. Pancor Jackhammer-- 12 rounds. Full Auto. No kick. Less accurate at medium and long distance. Both Shotguns deal about the same damage.
THey just are useful for different situations. SPAS for Long shots if you need to, Pancor for street sweeping.
Enemies--
1. Replica Forces-- Shotgunner, SMG Grunt, Rifleman all have 100 Health. Expanded Movement!!
THe Replica Elites pack auto-shotguns and one of the following: Sniper, Laser, Penetrator.
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. Replica Elites-- 120 Health has expanded movement. THe Replica Elites pack auto-shotguns and one of the following: Sniper, Laser, Penetrator.
3. Replica Heavy-- Big cyborg dude. Has a Penetrator or a Laser.
4. Heavy Armor-- Big Robo boy.
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.
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.
16. 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-- 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), Dustblower, Enforcer-Pistol
BlasterRifle, M40A1 Sniper Rifle
D3 PLasma Rifle used as the Penetrator: Kronos, and yoinked from GZDoom3. Thanks Xim!
Gemini and ChatGPT for TITLEPIC, M-DOOM, and INterPic artwork
Sang NEOCORE mod for the new HUD font numbers, Skull icon and main menu texts.
QTilt by Nash
Fade In ACS: if you know who made this one, let me know.
ULTP-- Universal Liquid Texture Pack by Kalensar and Modified from various LTP packs by Project remap
Plasma Rifle item drop from D4V
Map name script - Kipo
Footsteps 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
Kick 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.
AshtonHUD-- PAIN screen ACS and art.
Slowmo Bullet Time Ultimate r3-- edited and set for this MOD, as its own package.
ALL Effects, code, and other edits deviated from Originals
By Kalensar
Flashlight Plusplus-- unedited.
Monolith for making one of the top Horror Shooters ever: FEAR.
Last edited by kalensar on Thu Sep 18, 2025 1:54 am, edited 1 time in total.
BLSZDOOM wrote: ↑Tue Sep 02, 2025 9:17 am
hell yeah the sprite animations and the weapon switch times are much better now.
Rock on! Happy you like it.
One minor note that I'll add in for fun. I had GPT and Gemini generate some images for me, which ended up getting used. The primary titlepic imp was such a good generation that I took the time to modify the existing NIghtmare imp art to somewhat match it closer.
Giving this guy a shoutout : UnforgivenCaleb. I appreciate your coverage.
Gonna answer a few things here since you sadly had comments turned off.
1. Thanks for showing me the unintended Archie graphic bug. Thought I fixed that, apparently I hadnt.
2. I did not balance this around Maps of Chaos at all. The entirety of test playing was on Doom 2 and Doom 1 UV.
3. The Dustblower. The actual CODE Names of the actors are not what the actual pickup messages actually say. I have the pickup messages giving their intended actual names. You saw the ACTOR name from which the original gun asset was used.
4. Yes, the penetrator is a slight letdown, because of the lack of wall nailing. I'm not a good graphic artist so I havent implemented that. The Penetrator DOES have a Silent-like attribute to it though. Best stealth weapon in the game that has range. Yes they can hear you if you use it, but only if you within 400 units from the enemy. For reference, the ARchvile's fire attack has a max range of 890 something.
-Ghost- wrote: ↑Thu Sep 11, 2025 1:53 pm
Looking good! I'll have to give a try later today, glad you put the FEAR weapon sounds in too.
Let me correct your misunderstanding about this production. This entire, credits wise barely do it justice, is all practically Realm667 assets just mixed and matched to produce the desired result: example being applying the Black Ops monster sounds to the Z-Spec-Monsters. Lots of it is stuff I wrote, or edited directly, some effects being entirely original code recipes wise like the Zoom Hold on all guns, even though it is so innocuous that it barely registers as being original at all.. haha.
All of the sounds and art are R667 asset origin or from special sources like FreeDoom, Brutal FreeDoom GZD, Doom But Slightly More Spooky, Doom 64.
One small original artwork piece I edited was the Nightmare Imp from Realm 667, the Imp replacer, and that was adding the horns on his head because I really loved the main TITLEPIC imp produced by the Gemini AI.
Basically, there are ZERO actual FEAR assets in this mod. None. nothing. It all just looks and performs as close as I could get it without resorting to techniques that I have no expertise in at all like sprite rips. Hence why it turned into DEAR and not full on FEAR.
kabuto wrote: ↑Thu Sep 11, 2025 12:33 pm
I tried to play the only weapon version and it doesnt seem to work. Its just give me vanilla weapons.
Hey friend. It works just fine and heres a video. Running it with EDAY Vanilla. Link to the mapset is in the video description.
It worked now, no idea why it didnt before. I played the full and weapons only version.
Good mods, a few things i want to say:
-Holy shit, the enemies fucking destroy you. I know you said this is balanced for vanilla Doom and Doom 2, but still....
-Weapons fill nice.
-Please add akimbo options for the pistol by taking another one, its what the feel of chow yun fat going ghostbuster of the original F.E.A.R needs in this mod.
-Its there a reason the acts of throwing a grenade or the slide kick makes you use the default pistol ? Because i find it annoying.
If you keep polishing the mod, it could go from good to awesome
kabuto wrote: ↑Thu Sep 11, 2025 12:33 pm
I tried to play the only weapon version and it doesnt seem to work. Its just give me vanilla weapons.
Hey friend. It works just fine and heres a video. Running it with EDAY Vanilla. Link to the mapset is in the video description.
It worked now, no idea why it didnt before. I played the full and weapons only version.
Good mods, a few things i want to say:
-Holy shit, the enemies fucking destroy you. I know you said this is balanced for vanilla Doom and Doom 2, but still....
-Weapons fill nice.
-Please add akimbo options for the pistol by taking another one, its what the feel of chow yun fat going ghostbuster of the original F.E.A.R needs in this mod.
-Its there a reason the acts of throwing a grenade or the slide kick makes you use the default pistol ? Because i find it annoying.
If you keep polishing the mod, it could go from good to awesome
I've been building the list of things for an update. few visual bugs found. and whatnot.
1. The grenades. THis is actually a special case of one of those innovations i provided that does not seem special at all. so it takes an explanation. That is a no-ACS/no-Zscript-acs style custom button setting grenade . The switch weapon function to return to the previous weapon requires a custom command to perform like Brutal Doom. My version uses only a Decorate and a Keyconf. I defaulted to a Pistol switch because otherwise the weapon relies on vanilla doom logic for returning to the normal weapon roster. I thought of an experiment to attempt to remedy this, but so far not built or implemented.
2. I balanced the Enemies around Doom 2 for monster counts, not combat. The combat is built for itself, and semi balanced for the supplied version settings of the slow-mo mod. I have posted videos of me gettng destroyed and wrecking it as well. haha. In FEAR I save scum. Sorry if I reimplemented Save scumming to be a legitmate tactic.
3. The primary HARD enemies are the Soldier enemies. The rest of the roster is less dangerous AI wise, but the Soldiers have the higher degrees of work put into them to make them supply the FEAR combat style vibe. Slaugher maps are not recommended at all, but the mod should work with maps that use vanilla monster spawns.
4. I thought of a fix to make the penetrator more satisfying. I just need to study a few things first.
5. The dually pistols. Yes I will try to implement this asap. It is a staple that I want as well. It just wasnt that high on the bucket list since it requires me to do artwork, and that process is painfully slow for me compared to me thinking up code implementations.
WE NOW GOTS weapons switching back properly after throwing grenades and ninja kicking! Big update there for gameplay fluidity obviously.
Also Penetrator now have a projectile that sticks in walls when they miss, but fade after a few seconds so as not to overload the engine. No sticking enemies to walls yet.
edit-- 5:57 pm
Been on a spree of update + sneaky bug bug fixing.
Current version is v4.6 zip on ModDB. same DL as in main post.
Couple of small updates. Bug fixes. and wart nots:
V4.7.
Updated the Weapons only to be in line with the current main version.
V4.9
Grenades arent autoaiming now.
Fixed a bug where the ninja kick was using ammo. Replacing calories with bullet powder. FML.
Silliness on that sneaking under the radar because it was only registering when hitting an enemy, and every prior test wasnt being sneaky enough to even notice it until now.