Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

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wildweasel
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by wildweasel »

Captain Ventris wrote:Figured I should actually post here to notify whoever reads this thread that I am once again working on Doomvengers.

I am redoing the Legions of Noobs module to scale monster counts according to the amount of players present (up to 8 players, anyway.), and due to how much this balances things out, I am removing the Singleplayer and Man and a Half difficulties. Doomvengers difficulty will still have a higher threshold of monsters, though is still scaled according to player count.

The next module, Villains of Great Villainy, is getting closer to feature complete, and will eventually need some private testing. Since so few people play this regularly, you 're basically guaranteed to be a tester if you ask.

The module adds the possibility of a Cyberdemon or Mastermind being replaced by a powerful Villain. The Villains come in. 5 increasingly rare tiers of strength, with fifth tier bosses being utterly nightmarish. As of the initial release, there will be 10 Villains for both Cyberdemon and Mastermind replacements, for a total of 20 Villains. All of them we either completely original, or heavily tweaked from their origins. I've attained permission for the enemies from other wads I'm using, many of whom will be easily recognizable or iconic foes from wads past, such as Jitterskull or the Dog Pope. The new Villains are devious and insane, like the Portal to the Spider Dimension or The Lost UAC Machine. You'll all enjoy it, and I'll be excited delivering it and adding the hilarious pages for the Villains to the manual.
YESSSSS

By the way, have you managed to obtain further permissions for directly including the heroes in the main mod package? Because the sheer number of files that need to be obtained and arranged in just the right load order is a bit of a stumbling block.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by Captain Ventris »

I haven't asked again in a while, but last I checked, Xaser and Xuta only wanted me to package the latest release of their mods with Doomvengers, and not to integrate them fully into Doomvengers in such a fashion that a separate file wouldn't be necessary. I have never found a good way to contact Aluqah, so I've never been able to ask him.

It might help if I started strapping numbers to the filenames of the modules and stuff. It'd be easier for people to order if they want to make their own batch files and all.

As an additional note, I intend to make a compatibility patch so this will run with Chex Quest 3. That will open up the oddity of your rockets looking like slimeballs, but it'll work! Haven't thought about what other wads would be nice to have a patch for, so I'm open to suggestions.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by XutaWoo »

Actually, I'm perfectly fine with you integrating Supes into the wad. I don't recall ever being against that, actually, but if I was then that was probably because I was dumber when I was young.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by Captain Ventris »

I just think you weren't explicitly approving me doing so, and/or you did but I wanted to wait until the Chaos Condenser was done, and have just been lazy since then.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by Ethril »

Holy shit you're alive
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by Captain Ventris »

I am! But changes in life this past year, but I yet live.

Got Super Chicken integrated, so it won't be needed for next version, thus making Doomvengers that much easier to load and run.

Also going to add at least one other new thing to Zharkovision next version, because he's not crazy enough yet. Have any of y'all properly noticed some of the Zharkovision stuff?
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Re: Doomvengers: Earth's Weirdest Heroes (Check-up!) 11/14/2

Post by Captain Ventris »

Ooookay life happened, but I'm back poking at this. As a gesture of good will, I'd like to let you guys know just what kind of stuff is going on in this next version.

Firstly, Zharkovision has gained a couple features which may actually impact gameplay subtly. Zharkov's overwhelming crazy is going to be slightly more relevant on your average playthrough, making his style pretty chaotic.

I've been doing loads of balance on Super Chicken, and its coming along pretty well there, so expect a number of powers to have adjustments made.

My biggest changes are that I have wholly revamped the Legions of Noobs add-on. It now operates by spawning monsters within ranges dependent on whether there are 1+, 3+, 5+, or 6+ players in the game. This means playing alone allows you to still choose your favored difficulty without it being impossible, and better preserves the relative difficulty of different wads. Though Legions brings up the difficulty to the firepower level the Doomvengers possess, KDitD will still be markedly easier than Scythe 2, etc. instead of the majority of wads blending into a massive swarm of Revenants which obliterates the finesse of the author.

As a result, I'm also revamping how much ammo the Doomvengers have now that their ammo count doesn't have to compensate for such clumsily multiplied enemies. So that'll make things more refined in that regard. Numerous other alterations follow from the changes to Legions as well.

Additionally, I have decided that I really, really need to finally do Super Chicken's section of the manual, so hopefully that will be happening.

Both compat patches have been updated to match the main files, and I also intend to atleast test out a compatibility patch for CQ3. It may be janky with missiles looking like glowy slimeballs and all, but since CQ is mainly a Doom reskin, it should work out and be a blast.


The biggest news for the future is my progress on the Villains of Great Villainy add-on. I'm finally ready to give you guys a taste of the boss roster, so here's a listing with brief descriptions and sources from which I'm drawing the terrible bosses you''re going to be fighting:
Spoiler:
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by DoomRater »

I woulda thought the spider dimension came from a spiders mod CutmanMike made a while back where all the monsters were replaced with spider spawners. That said, at least you can actually deal with the spawner in this case.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by Captain Ventris »

Huh, don't remember having seen that. Guess we both have the same instinct as to what things are truly awful. Also came up with the idea before seeing the "A hopeless number of spiders" card in Cards Against Humanity. This spawner is still horribly atrocious and all, though, trust me.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by DoomKrakken »

A request...

Can you make an overkill version of this mod using Brutal Doom: Derp Edition, Project MSX, Russian Overkill, and Guncaster? I've been dreaming of an Overkill Compilation mod where different players can use different weapons mods in the same game, but I didn't know whether or not it was possible. Now that I'm seeing this... would you be able to do that?

EDIT: Ooh... maybe we should add some Space Pirate as well... once v1.3 comes out (okay, I might be biting off more than I can chew... lol).
Last edited by DoomKrakken on Sat Nov 22, 2014 12:38 am, edited 2 times in total.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by Captain Ventris »

No. Meaning I possibly could, but I'm not going to. That fits neither the mood nor intent of the mod. But yes, it is likely possible.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by RastaManGames »

I got a error after running this mod...
Spoiler:
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by DoomKrakken »

Then, would it be possible to show me how to do this?
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by wildweasel »

DoomKrakken wrote:Then, would it be possible to show me how to do this?
Probably best to acquaint yourself with the basics of Doom modding first so you know how everything works. I doubt anybody has the time to write you a step-by-step guide on this specific thing.
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Re: Doomvengers: Earth's Weirdest Heroes (Dev update) 8/1/14

Post by DoomKrakken »

I was thinking it'd just be best to show me how he fused 4 mods together. I figure it's complicated, but is it that complicated?
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