DEAR- Doom Encounter Assault Recon v4

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kalensar
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DEAR- Doom Encounter Assault Recon v4

Post by kalensar »





DOWNLOADs

DEARv4
Spoiler:
THOHT-ADVX- The Horror of Hell's Terror Advanced Xtreme. The DEAR monster pack
Spoiler:


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.
Spoiler:
Last edited by kalensar on Thu Sep 18, 2025 1:54 am, edited 1 time in total.
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BLSZDOOM
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Re: DEAR- Doom Encounter Assault Recon v4

Post by BLSZDOOM »

hell yeah the sprite animations and the weapon switch times are much better now.
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

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.
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

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.
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kabuto »

I tried to play the only weapon version and it doesnt seem to work. Its just give me vanilla weapons.
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

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.

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Re: DEAR- Doom Encounter Assault Recon v4

Post by -Ghost- »

Looking good! I'll have to give a try later today, glad you put the FEAR weapon sounds in too.
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

-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.
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kabuto »

kalensar wrote: Thu Sep 11, 2025 1:34 pm
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
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

kabuto wrote: Fri Sep 12, 2025 7:26 am
kalensar wrote: Thu Sep 11, 2025 1:34 pm
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.
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

Update--

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.
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kalensar
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Re: DEAR- Doom Encounter Assault Recon v4

Post by kalensar »

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.
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