Doom: Christmas on Earth

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MetroidJunkie
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Joined: Fri Aug 19, 2011 7:27 am

Doom: Christmas on Earth

Post by MetroidJunkie »

Image


Just a little mod I made in celebration of our favorite upcoming holiday, Christmas. The rocket launcher is altered to be more Christmas themed and fires presents instead of rockets. When it hits any monster (This works on all of them, including Commander Keen and the Romero head), they think they're getting a gift but it's actually a bomb that springs out and blows them up. It also spits out snow particles whenever it hits anything and makes a sleigh-bell jingle. The gifts will kill the monsters instantly since it wouldn't be nearly as funny if the Cyberdemon lived but I did make another version where it simply inflicts the amount of damage that a rocket normally would instead so any enemy that can survive a rocket can survive this but, in both cases, they'll cause radius damage around them since it's an explosion going off.

The design for the presents (As well as the hats and antlers on the title screen) come from Duke 3D: Nuclear Winter and the Jinglebells title music comes from Incompetech. The Titlescreen and Credits are obviously from an edited version I made of Doom II's Level 11, O of Destruction specifically for that purpose. Screenshots are as follows:
Spoiler:
Demonstration Video:
Spoiler:
Some issues I'd like to get settled but can't figure out how, any help with these would be greatly appreciated:

Code: Select all

There aren't any actual explosions on the monster, either audibly (A_PlaySound doesn't appear to work) or visually (Just plain can't figure it out)
The special pain state can be broken if they're damaged normally, either by other enemies or the player.
Links:

Lethal Edition: https://www.mediafire.com/?dxoyyw9jjbnsppn

Non-Lethal Edition: https://www.mediafire.com/?ywyfbze9vobklrq
Last edited by MetroidJunkie on Fri Dec 19, 2014 1:43 am, edited 6 times in total.
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Somagu
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Re: Doom: Christmas on Earth

Post by Somagu »

This is cute, but are arachnotrons supposed to turn into revenants?
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MetroidJunkie
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Re: Doom: Christmas on Earth

Post by MetroidJunkie »

Somagu wrote:This is cute, but are arachnotrons supposed to turn into revenants?
I actually just noticed that while I was testing, I can't believe I overlooked that. I've replaced the files, it should be fine now.
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EffinghamHuffnagel
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Re: Doom: Christmas on Earth

Post by EffinghamHuffnagel »

There are some coding problems. When a monster 'dies' from its present, it just changes state. It's not actually dead; it doesn't add to death count. If you shoot its corpse with the RL again, it comes back to life and blows up again, again not adding to death count, but it drops ammo/weapon again. If you shoot its corpse with another weapon, it dies again permanently, this time adding to death count. I think this only happens when the monster blows up using its secondary death sequence. And only when it dies from a 'present'. When a monster's 'present' explosion also blows up a nearby monster, the second monster stays dead. Also saw an Imp blow up and the explosion only injure a nearby Imp. The second Imp started attacking the first Imp's corpse, just like with an exploding barrel bug. It brought the first Imp back to life. I've seen a number of monsters brought back to life when their 'corpses' were attacked/injured by nearby monsters blowing up.

If you RL the proper corpse and bring it back to life, you can walk right through it before it explodes again. It's a ghost.

You can keep RL shooting a monster holding a present and the present sequence re-starts, keeping him from blowing up. It's not locked in its 'death' sequence.

I only played Doom2, maps 01 and 02. I didn't check if this behavior also happens with higher-level monsters.

Wait, does this require the absolute latest SVN of ZDoom? I just realized mine is a few months old.

Otherwise, a silly, yet enjoyable piece of holiday fun.
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MetroidJunkie
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Re: Doom: Christmas on Earth

Post by MetroidJunkie »

The coding bug has been solved, I simply used A_Die instead of sending them to their death states. Now, they should die as intended (Just tried Map 07 with the Mancubi and Arachnotrons and the death scripts now work when they didn't before) and I tested the barrel glitch, they stayed dead as they should. Now, the enemies that can be exploded into giblets (Human enemies and Imp) are forced into it by the A_Die being set to Extreme death. :wink:
LuSan
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Re: Doom: Christmas on Earth

Post by LuSan »

it's a lovelly mod, full anti-christmas love :D
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MetroidJunkie
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Re: Doom: Christmas on Earth

Post by MetroidJunkie »

LuSan wrote:it's a lovelly mod, full anti-christmas love :D
This isn't meant to be Anti-Christmas, I'm for Christmas. :|
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johnny
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Re: Doom: Christmas on Earth

Post by johnny »

Hell yes I love Christmas, this is my jam
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Shane
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Re: Doom: Christmas on Earth

Post by Shane »

Commenting as a reminder to check on this when I get home.
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Athel
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Re: Doom: Christmas on Earth

Post by Athel »

This has got to be one of the funnier mods I've heard of. Downloanding.

Also, bit offtopic, but I call dibs on Happy New Year! 2 :-)
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MetroidJunkie
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Re: Doom: Christmas on Earth

Post by MetroidJunkie »

fellowzdoomer wrote:This has got to be one of the funnier mods I've heard of. Downloanding.

Also, bit offtopic, but I call dibs on Happy New Year! 2 :-)
Go for it, make a good New Years mod. :lol:
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