Customizable nazis for Doom
That's right, GZDoom's most flexible nazi-killing gameplay mod is making a comeback! Now with code that is more optimized, and in general just more organized under the hood!
-=I'm new to this mod, what's the schtick here?=-
This is a mod that adds the nazi enemies from Wolfenstein 3D in Doom. Because balancing all those hitscanning bastards to work with Doom maps would be a nightmare, I let you balance the mod yourself! You can go into the options and tinker with various enemy attack and behavior options, from choosing whether they shoot hitscan, tracers, or various projectiles; what they drop upon death, how they look, and many other features that are sure to accommodate whatever map, or weapons mod you choose to play this with!
With the optimized code, the mod should run much smoother than before! I know I seen a couple of you complain about that, but fixing that problem was probably beyond my scope of competence back then . Other than that I've also added the High Definition sprites made by the community (the ones based on the MACwolf sprites) as selectable skins! On new features, you can now also customize how the projectiles look, so you don't have to content with Wolfenstein's puny looking rockets anymore for example. The gore has also been improved, and made much more satisfying! Nazis will now explode into actual Rise of the Triad-styled viscera instead of those weird blood strings from before.
-=What are some planned features?=-
I intend on adding the censored SNES skins for shits and giggles, and I will also be making a patch that adds the missing rotations the community has made. I will be releasing that as a patch instead of having it built into the mod due to technical reasons of not wanting to bloat the mod with repeated sprites.
-=Will you be adding any other new skins beyond those?=-
Once I add the SNES skins and finish the rotations patch, the mod will be completed. I have no intention of adding any other skins beyond these ones from the official Wolfenstein engine releases. The halloween skins was a one time thing because I really love halloween and skeletons. Though I did once have an idea of making Stalinists as possible "christmas skins", and the joke would be that they hate christmas because it is an overly capitalist holy day. But that would require too much effort of me to commit to such a silly joke so, eh
>>DOWNLOAD ROTATIONS PATCH<<
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-High Def (MAC wolf) skins added; -New CVARs for customizing projectile skins; -New CVAR that enables a Wolfenstein Jukebox (random Wolf3D midis) -Added the option to enable dodge roll for Officers, in the style of ROTT; -Hitscan related options are now streamlined to be divided by enemy class rather than by character; -Improved gore particles from gibbing; -Added a CVAR for customizing the blood splurts from attacks; -Code has been duly optimized and the mod should run much better than before; -Enemy drop options have been overhauled. The option for dropping guns and then only ammo subsequently should be compatible with mods now, though that only works after grabbing a weapon dropped by an enemy, and not with weapons placed on the map. V9.3 -FIXED SS soldiers from the secret enemy slot not dropping the correct items; -FIXED enemies not dropping items when frozen with ice attacks; -FIXED many problems with Hitler's coding, including but not limited to his armor vanishing instantly on damage; -Enemies now use the A_Drop function for ammo drops instead of A_Spawnitemex, like I should have changed before, whoops; -Ghosts can no longer be frozen; -You can adjust the plasma projectiles rendering style now -Removed the +avoidmelee flag from all enemies that had it. I've no clue why I added it back in the earlier versions.
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-Add SNES skins; -Improve the Axe's death animation; -Make High Definition Axe and Bat skins at the very least, so you can have at least one HD skin for each enemy slot; -Update the rotations patch whenever a new character is released for it;