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Alt title: Beautifutal Doom Enxpanced: The Retroactive Ripoff
What DIA is Some horrible Frankenstein abomination of a weapons mod, a graphical enhancement and a self-imposed challenge.
Spoiler: Non-smartass version
A very old project of mine that I'd given up on after my hard drive died on me. Luckily, I was enough of an idiot to PM a couple people for some ego-stroking feedback; among which was wildweasel, thanks to whom I managed to salvage a half-done copy. Three cheers to him for even keeping that POS around; three kicks to me, for then proceeding to ignore the heck out of it for more than a year out of sheer frustration at all the progress lost. Then I got back into Doom somehow, saw it lying around, took a look at the code, then at all the progress both I and ZDoom had gone through since then, and in the wake of such releases as Doom Expanded and of course Brutal Doom, finally decided I'd have a bit of fun with what I once had the nerve to call my "magnum opus". (Note to self: I said non-smartass, you goddamn moron. )
What DIA isn't
Doom Enhanced.
Beautiful Doom.
Brutal Doom.
ReDoom.
Doom anything.
OK, maybe not that last one. It is Doom...sort of. This is where the 'self-imposed challenge' part kicks in : the rule was to be fresh, different and standalone while using as little lumps as possible. On some aspects, it failed miserably; on others, not so much. Along the way, I made three dear friends whose names are Offset(), Scale and Translation.
What DIA plays like A mishmash of unrelated inspirations, some of which shifted during development. I suppose you could say it's kind of like a Doomier, less Brutal cousin to Brutal Doom, primarily governed by the Rule Of Cool.
What's in DIA(a.k.a. the part you should've skipped straight to)
Weapon buffs -- More ways to make things die faster...
Monster buffs -- ...on both sides of the equation. If they're not more powerful, they'll usually be tougher or more aggressive.
No hitscan weapons -- God bless FastProjectile.
Fixed damage values for all weapons -- Two bullets WILL kill a zombie, two rockets WILL kill a Cacodemon, and so on.
No input delay -- Click mouse, gun shoots. I never could stand input delay of any sort.
Minor monster randomization -- As far as I could go without completely breaking Doom 2 maps.
Built-in dynamic lights -- Self-explanatory.
Slightly more gore -- without a single new lump
Surprises -- which I won't spoil
Spoiler: The weapons
Fists: You've got two of them and three ways of using them, all three of which can be made into a combo. Knocks out zombies and imps in one swing.
Pistol: A fallback weapon with subpar damage, slow bullets and poor accuracy. The only weapon that needs to be reloaded. 10 bullets per clip, unlimited clips, fires as fast as you can click.
Chainsaw: Mows down opposition twice as fast, but has to cool down after a kill. It's also noisy as hell and has to be turned on and off. Watch out for walls, too.
Assault rifle: High fire rate and decent damage. Ridiculously accurate in bursts -- watch out for the recoil past that. Flashlight included. Hold alt-fire for a quick melee attack.
Shotgun: Vertical spread was all I had to add. Flashlight and melee as alt-fire, like the assault rifle.
Super Shotgun: You know how this one works. Alt-fire for both barrels at once.
Chaingun: Literally twice as powerful, as it now fires two bullets at a time. Alt-fire unloads a whopping six rounds, which kills things faster at the cost of less ammo efficiency (damage per round) Watch out for that ammo supply!
Rocket launcher: Largely unchanged, has to reload between shots. Load up to three rockets for a much quicker burst with alt-fire. Watch out for enemy bullets; that rocket you just fired might blow up in your face.
Plasma gun: More or less the exact opposite of what it used to be; small bursts are the name of the game here. Alt-fire is a non-hitscan railgun, about twice as fast as a bullet. Plasma balls are also slightly faster.
BFG9000: With 3 levels of charge, you'll be relying on it more than you'd expect. With a continuous rain of projectiles filling the entire screen, the alternate fire makes demons realize the problem with not being a flying loli.
????: Deep within an especially blocky part of the bowels of Hell, this ancient relic, though of human origin, was tainted with demonic energy, granting it mild reality-warping powers in the form of a never-ending supply of spare clips. It is also the only true hitscan weapon in the entire game.
????: Cyberdemons are finally worth killing.
Lose your faith in humanity here because neither the built-in attachment manager nor the DRD filespace want anything to do with it. (I don't blame them.) I've lost a whole lot of interest in it as of now (and might in fact never finish it), but I'm leaving it out there in case the stuff inside interests anyone.
This actually isn't that bad. It gives the basic weapons a bit more of an interesting twist. Are the reloads only for flavor? I notice that the shotgun's reload can be interrupted before even a single shell is inserted, and the weapon behaves as if it has been fully loaded. Also, when I ran out of ammo for said shotgun, it got stuck in a loop of eternally pumping itself (thankfully I was still able to switch away).
This is pretty fun, with a few little niggles. I take it the resurrecting zombies are intentional? That can get pretty annoying after a while, especially in some of the earlier maps where they're predominant. The pistol could also be a bit more accurate. Other than that, nice work.
The superweapon the cyberdemons drop can potentially clear out entire maps of enemies with a few uses of the alt-fire. Not that I'm complaining in the case of slaughter megawads such as Sunder, mind you.
wildweasel wrote:Are the reloads only for flavor? I notice that the shotgun's reload can be interrupted before even a single shell is inserted, and the weapon behaves as if it has been fully loaded.
Aye, it's a purely aesthetic little detail inspired by the pistol in Metal Slug. The assault rifle also has it, but neither actually need reloading.
Steve1664 wrote:I take it the resurrecting zombies are intentional? That can get pretty annoying after a while, especially in some of the earlier maps where they're predominant.
Yup. I lost interest right in the middle of their implementation, so there's a lot of issues (they also tend to get stuck on walls and even the player).
If you chainsaw a low ceiling(i.e: the first hallway in MAP01 Doom 2) you get stuck chainsawing it until you reach a higher ceiling o-o(I was looking straight up when I did this)
EDIT : Other than getting stuck chainsawing ceilings, I had fun with this
I tried everything I could with ANIMDEFS to
get rid of the default animations (which I replaced by warps),
but to my endless frustration, GZDoom refuses anything with less
than two frames and using the same frame for "range" just won't warp
for some reason. So I just said "fuck it" and went the way of brute force.
If there's a reliable way to get rid of the anims without replacing the textures,
by all means tell me. As of now, wads that replace them with their own
are pretty much half-fucked because of this and it bugs the living hell out of me.
However, can we seriously have other ways to gib the zombies? It's a serious problem when you can't even run INTO a chainsaw for a good, good while. ._.
The rocket launcher works fine too. Of note is that the zombies are still really badly balanced because of an earlier, unrelated decision of halving the ammo they dropped to solve an ammo balance issue. It became irrelevant when I introduced unarmed zombies into the mix, but I didn't bother changing the values back.
Fortunately(?) though, you're encouraged to dive into the code and change whatever you see fit, since I more or less gave up on the whole thing.
Right, so in the same line of thought that caused me to get rid of reloading mechanics ("F**k realism" -- ironic given that "I'd like more realism" was the thought that got the whole thing started in the first place back in 2007), I decided to make zombies randomly drop bullets and shells.
Turns out it's a blast! So I'll just leave this here and never look back. (Probably.)
I'm also trying out some fancy new effects while I'm at it. Try shooting at slime or lava!
I'm having tons of fun with this. I love what you did with the weapons, especially the rocket launcher and plasma rifle. The railgun altfire can be very useful in certain situations (map23 in kama Sutra becomes quite more manageable!). Great work!