![Image](https://raw.githubusercontent.com/zrrion/64Kplus/master/graphics/M_DOOM.png)
64K+ Started out as an enhancer but has now grown to encompass some additional features and tweaks. Weapons have been rebalanced, the gore is gorier, you can't pick up health or ammo you don't have room for and when you pick anything up the pickup message tell you how much you received from the pickup, lots of things have particle effects, and there's a whole suite of mapping resources, new decorations, and a few new monsters. Movement is less slippery too which is nice, it can be disabled from the menu if you want but it doesn't work correctly ATM and why would you ever want to turn it off anyway?
![](https://i.imgur.com/GER3oADl.png)
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![](https://i.imgur.com/0n4PpIql.png)
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Yer guns:
Spoiler:Weapons are going to be where you feel the biggest changes as a player, everything has been adjusted so that all weapons have a role that they fill and stay useful no matter what other weapons you have, the pistol doesn't get outclassed by the chaingun, the shotgun doesn't get outclassed by the SSG, that sort of thing. Beyond rebalancing weapons also switch faster, some animations are smoother and there's a quick melee attack.
Yer (new) Enemies:
Spoiler:Enemy changes to retail enemies are pretty minor but I have added some new enemies to use in levels designed around this mod, I've resisted the temptation to add every enemy under the sun here and only included enemies that fill a niche in the enemy roster that isn't filled by another enemy. So yeah I could include all 10 flavors of dark imp and a new zombie for every weapon in the arsenal but those enemies don't let mappers do anything interesting when building encounters. Instead I've kept it to a handful of enemies that are all reasonable distinct from both each other and from vanilla enemies so that their inclusion has a meaningful and interesting impact on the flow of combat. There's a few more things I'd like to add eventually if I ever get around to it.
For the retail enemies there is a toggle in the menu for enabling tweaked behavior. Doing so will cause mancubi to randomize their firing pattern, the cyberdemon will shoot way more than 3 rockets at a time, and the spider mastermind shoots plasma instead of a hitscan attack. Other than that the only thing that has changed is the archvile who can now resurrect decorative enemy corpses and there's an XRaise state to go with the XDeath state which means the resurrection animation is now consistent w/ how the enemy died.
Props and tools:
Spoiler:In addition to adding particle effects and the like to existing props There's also a whole suite of new props and other assorted mapping tools which make decorating and structuring maps easier.
Changelog:
Spoiler:Download:
Het it here. It's Github so you can pull the source and load that into gzdoom directly or you can look at one of the releases but those won't necessarily be cutting edge.