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Have you ever wanted to wade through demonic viscera in a big stompy suit of Power Armor?
Have you ever wanted to carry a rotary cannon that fires explosive shells in one hand, and an energy-wreathed sword in the other?
Have you ever wanted to punch a Hell Knight so hard it falls to bloody pieces?
Well now you can!
In Project Ironclad, you wear the titular Ironclad Armor, a large mechanized suit that augments your strength and resilience beyond human norms. Your physical might is such that you can turn the average human into chunky paste with a single punch, and you can carry weapons meant to be mounted on vehicles in one hand. The armored chassis protects you from small arms fire to a much greater extent than conventional body armor, and its reactive plating ensures that even direct hits from heavy ordinance are survivable. Grab your Fusion Cores and strap yourselves in for a wild ride, because the Pain Train is leaving the station. Its destination: Hell on Earth.
-Mod Features-
- An overhauled Health and Armor system: You start with 4 Armor Tokens. When your Health reaches 0, you lose an Armor Token. If your Health reaches 0 and you have no Armor Tokens, you die.
- Health Bonuses are now Armor Shards: Collect 100 Armor Shards to acquire 1 Armor Token. Stimpacks and Medikits are now Armor Chunks and Armor Plates. They increase your Armor Shard count even more.
- SoulSpheres are now Complete Armor Tokens: Collecting them grants you 1 Armor Token instantly.
- MegaSpheres are now Mjolnir Plating: Collecting them grants 2 Armor Tokens, as well as 200pts of Blue Shielding.
- InvulnerabilitySpheres are now Neutralization Shields: Collecting them grants you 400 points of Shielding, which blocks 100% damage.
- BlurSpheres are now LeechSpheres: Collecting them grants you Lifedrain for 60 seconds.
-Berserk Packs bring your Armor Token count up to 100 in addition to enhancing your melee prowess. Be sure to avoid grabbing one if you already have a Token almost complete!
- You have built-in toggleable night vision. Be sure to map the key in the controls menu.
- Several enemies now have more dangerous variants that may show up. Keep on your toes.
-Weapons-
- Fist: Every weapon now has a melee attack as their altfire. It's got a short delay, but it's quick and powerful and always ready.
- Chainsaw = Power Sword: Find this, and all your melee altfire attacks will have improved damage and range.
- Pistol = Balor Mk.II Handcannon: An oversized revolver that chambers explosive autocannon shells. Custom fit for the Ironclad Armor, and far too powerful for any normal human to use without breaking their wrist. Accurate and deadly, this powerful sidearm will remain a reliable fallback even when deadlier weapons have been obtained. Activate its alternate fire mode for an infinite-ammo blaster, perfect for shooting switches and conserving ammo against weak enemies. Toggle between modes with the Reload key.
- Shotgun = Gorgon Mk.I Flechette Gun: An experimental riot gun that was deemed too heavy for infantry use. This deadly cannon detonates canisters of jagged flechettes inside its barrel, launching them at high speeds to eviscerate anything in their path. While inaccurate and less damaging at longer ranges, this weapon has been known to turn entire groups of targets into bloody mulch at point blank. Includes an alternate fire mode that fires more flechettes in a wider spread for tremendous point-blank burst damage. Toggle between modes with the Reload key.
- SuperShotgun = Wyvern Mk.II Grenade Launcher: An unwieldy weapon designed for the Ironclad Armor's bulky hands. Simple, but effective, it lobs explosive canisters over a long distance, dealing heavy damage upon impact in a moderate area of effect. More reliable at damaging distant enemies than the Gorgon, but dangerous to use up close. Includes an alternate fire mode that launches a bounce grenade on a short fuse, useful for shooting around corners or hitting targets you can't properly arc to. Toggle between modes with the Reload key.
- Chaingun = Basilisk Mk.IV Heavy Autocannon: A large rotary cannon that fires explosive shells at a moderate rate. Normally found mounted on vehicles or turrets, this hefty weapon will stop larger enemies in their tracks, and turn crowds of smaller targets into a sea of paste. Activate its alternate fire mode to turn it into an incredibly high fire-rate minigun that can shred through crowds or keep large targets stunlocked. Toggle between modes with the Reload key.
- RocketLauncher = Chimera Mk.III Plasma Caster: A heavy, experimental energy weapon that has yet to be miniaturized for infantry use. It fires devastating bolts of high-energy plasma, which are capable of obliterating even the more powerful foes in only a handful of shots. This is useful, as it chews through Fission Cells like nobody's business. Includes an alternate fire mode that discharges a short-range blast of deadly, unfocused plasma, perfect for vaporizing crowds of smaller enemies up close. Toggle between modes with the Reload key.
- PlasmaRifle = Hydra Mk.I Pulse Rifle: A scaled down prototype of Plasma Caster technology that fires lower-energy bolts at a much higher rate. Its high rate of fire, damage, and accuracy make it the ideal energy assault rifle.Activate the alternate fire mode to shoot concentrated orbs of explosive pulse energy at a slower rate of fire. Toggle between modes with the Reload key.
- BFG9000 = The Jormungandr Mk.I Pulse Annihilator: An unstable and experimental weapon of tremendous destructive power. All data on its specs is classified, but it should go without saying that such a weapon is to be treated with care...
- This mod should be compatible with all maps and music packs. However, it makes lots of changes to the PlayerPawn, as well as the StatusBar/Hud, and obviously to enemies and weapons. I've only tested it in gzDoom, and have no plans on refitting it to work on Zandronum. (Sorry)
- This is my first mod, if you don't count the handful of weapons I submitted to DUMP 3. If you guys have any suggestions, ideas, or want to point out bugs, imbalances, or other problems, please do. If you'd like to help me out with code, art assets, sounds, or anything else, I'd be more than happy for it. All the weapon sprites are placeholders right now, as well as the hud, and I've yet to change the player sprite. I'm going to keep working on this over time, but making new assets on my own isn't something I can do. Please do contact me if you'd like to help!
-ChangeLog-
Spoiler:
---3/23/2017: v0.4---
-The Power Sword can now reflect some projectiles when swings are timed right.
-Made the Gorgon have higher weapon-select priority over the Wyvern.
-Changed the Gorgon's Burst Fire mode to something more SuperShotgun-esque.
-Renamed HE Shells to Ballistic Ammo.
-Renamed Canisters to Explosive Ammo.
-The Balor now consumes 2 ammunition per shot.
-The Basilisk's primary fire now consumes 2 ammunition per shot.
-Made some changes to how weapon sounds are coded.
-Added recoil and screenshake to most weapons.
-Reduced Basilisk primary rate of fire.
-Added Basilisk Minigun mode.
-Altered the bounce formula for the Wyvern's bounce grenades.
-You now start with 60 Ballistic Ammo.
-Added Rapid and Cyber Zombies to Zombieman, Shotgunguy, and Chaingunguy spawns.
-Changed explosive barrel explosions to be similar to Wyvern grenades in effect.
-Changed Cyberdemon's attack to be quicker bursts and use the same rockets as the Cyber Knight.
-Made Cyberdemon cause mild tremors with each step.
-Spider Mastermind now fires like the Autocannon Zombie but in faster bursts, and has a chance to stop firing.
-Spider Mastermind causes tremors with each step.
-Changed Chimera's focused bolt damage from 100-1200 on direct hit to 200-1000 for slightly more reliable damage values.
-Hydra's secondary fire mode now shoots straight-firing plasma rockets rather than bouncing seekers. Fire rate increased and automatic.
-Balor now has a secondary fire mode. An Infinite ammo low damage laser blaster. Intended as last resort backup and switch-shooter.
-Laser Zombie projectiles now have GLDEFS.
-Revenant fireballs now have GLDEFS and cause tremors on impact. Revenants flash when firing.
-Mancubus fireballs now have GLDEFS. Mancubi now flash when firing.
-Melee alt-fire attacks no longer alert enemies.
-Increased the minimum damage of melee attacks from 30/60 and 50/100 to 60/120 and 100/200. Maximum damage stays the same.
-Added the Vile Priest Archvile replacement.
-Added the Vile Bishop Archvile replacement.
-Removed the weapon-lowering startup frames in all melee attacks.
-Increased the range of all melee attacks from 64/96 to 100/120
-Reduced chargup time on Chimera's focused bolt from 30 tics to 15
-Separated Chimera and Hydra ammo to Plasma Charges and Fission Cells respectively, in preparation for BFG replacer. (Rocket and Cell spawns shouldn't be the same ammo anyway)
-Plasma Charge ammunition drops are 1/2/4.
-Laser Zombies, Cyber Imps, and Pulse Arachnotrons all still drop Fission Cells. Cyber Barons and Beam Revenants now drop Plasma Charges.
-Fission Cell ammunition drops are 5/10/50.
-Added the Jormungandr BFG replacer.
-Changed ammo capacity of all ammunition types. Ballistic is 240/480, Explosive is 60/120, Plasma Charge is 40/80, and Pulse Cell is 200/400
-Health Bonus spawns are now Armor Shards, to more consistently fit that all health drops apply towards your Armor Tokens.
-Armor Shards no longer spawn for Armor Bonuses. Instead, Armor Bonuses return as 2pt Shield Bonuses, restoring their original intent.
---10/28/2016: v0.3---
-Removed grenade scorch additions, as they were causing more problems than anything.
-Flechette Troopers now fire 4 projectiles, are less accurate, and each projectile does slightly less damage.
-Added the Aracnorb.
-Removed +NORADIUSDAMAGE from the Cyber Baron. Grenades should be viable against them now.
-Berserk Packs now fill up your Shard counter to the next Armor Token, instead of refilling your Health to 100.
-Increased Armor Plate shard count from 15 to 20.
-Increased Cyber Imp projectile speed from 20 to 25.
-Added the Pulse Arachnotron.
-Adjusted the Arachnotron's attacks to actually come out of its gun.
-Set monster variants to the same species as their counterparts to prevent infighting, except in the case of Former Human type variants, keeping in line with vanilla behavior.
-Changed sound effects for the Gorgon and Wyvern.
-Changed Cyber Knight grenades into mini missiles, since they didn't arc anyway.
-Changed sound effects for the Hydra.
-Made Phantasms and Spite Elementals cause screenshake upon exploding.
-Fixed Spite Elementals falling when killed.
-Made Spectres and Shadow Fighters become visible after dying.
-Fixed the entire armor system breaking if you die and resurrect for any reason (Scripted map events or otherwise.)
-Fixed new blood decals not showing properly.
-Aracnorbs and Pulse Arachnotrons now drop the right amount of items.
-Added the Hectebus.
-Fixed Aracnorbs doing Strife damage instead of Doom damage.
-Altered Fission Cell sprites and gave enemy drops unique sprites, to keep in line with other ammo types.
-The player can no longer drown.
-Made player footsteps even quieter.
-Changed pickup noise for health bonuses.
-Reduced Chimera's Dispersion Blast ammo cost from 10 to 5.
-Added the Beam Revenant.
-Fixed Cyber Barons' blaster bolts not having GL effects.
-Added toggleable Night Vision in a new 'Project Ironclad Special Keys' section of the controls menu.
-Adjusted the position of Balor and Basilisk hitscan puffs.
-Gibs are no longer damageable actors with health.
-Changed XDeath states and giblet sounds to be a bit less annoying.
-Added the Rapid Zombie and Cyber Zombie as SS replacers.
-Removed +RIPPER from the Pulse Ripper projectile, changed its damage to 15, reduced its lifespan from 60 to 40, changed its Death sprites, and increased the damage and range of its explosion from '20, 50' to '50, 100'.
-Renamed Pulse Ripper mode to Pulse Seeker mode.
-Increased the accuracy of the Balor and Basilisk, gave the Basilisk first-shot accuracy.
-Slightly increased the fire rate of the Basilisk.
-Added slight Recoil to the Gorgon, Chimera, and Hydra.
-Changed the attack sounds for the Cyber Imp and Pulse Arachnotron.
-Light Amplification Goggles spawns now drop a random powerup from a small list instead.
-Increased Hydra Rapid Pulse damage from 1d4*10 to 1d8*15.
-Rebalanced all Fission Cell weapons to match the Hydra's new average of 60 damage per Cell.
-Reduced maximum Fission Cell capacity to 100/200, and reduced pickup amounts to 4/8/40.
-Reduced the kickback of all energy weapon projectiles. They were knocking enemies around like crazy.
-Added gore and item drops to the Cyberdemon and Spider Mastermind, finally.
-Laser Zombies no longer drop Fission Cells. Cyber Imps, Cyber Barons, and Pulse Arachnotrons now drop the correct amount.
-Changed the sprites for the Mega Shield.
-Added Greater Health Bonuses.
-Changed the formula for how enemies drop Health Bonuses.
-Gave the Chimera's Focused Bolt mode about a second of windup between shots.
-Changed Cyber Knight missile fire sound.
-The Basilisk now fires 2 shots every time the trigger is pulled.
-Increased HE Shell ammo capacityfrom 100/200 to 150/300
-Made edits to the Doom status bar to show the right values.
-Reduced the speed of Laser Zombie projectiles, and fixed them incorrectly being +RIPPERs.
-Made some slight tweaks to the Health Bonus formula.
---10/23/2016: v0.2---
-Added Bounce Grenade mode to the Wyvern.
-Added Burst Shot mode to the Gorgon.
-Fixed Chaingunners and Autocannon Commandos not dropping the correct amount of ammo.
-Fixed Cyber Imps not dropping Fission Cells or Health Bonuses.
-Added GL lights to most enemies' fire animations.
-Made the Gorgon's burst shot fire rate match with its scatter shot.
-Added blood and gibs effects, courtesy of Minigunner.
-Overhauled Health/Armor system. Health pickups now give Armor Shards. Armor pickups work like vanilla armor. Enemies now drop Health Bonuses instead of Armor Shards, which still heal Health.
-Changed sprites for Armor Shards and their derivatives.
-Added Dispersion Blast mode to the Chimera.
-Overhauled the Hydra into a Pulse Rifle, changing visuals, fire rate, and sound effects whilst maintaining its general role.
-Buffed Chimera focused bolt impact damage by 20.
-Added Ripper Pulse mode to the Hydra.
-Reduced Hell Fighter health from 300 to 200
-Increased the Basilisk's max damage per shot from 60 to 80.
-Made grenades leave scorch decals even if they don't enter their Death state by wall collision.
---10/20/2016: v0.1B---
-Added Flechette Zombie and Autocannon Zombie.
-Buffed Balor damage from 20 to 30.
-Reduced red blend alpha on Token loss from 0.7 to 0.5
-Made the player footstep sounds slightly quieter.
-Altered the trajectory of all custom enemy attacks to better match vanilla monsters.
-Gave Flechette Zombies +MISSILEMORE to make them more aggressive.
-Health Bonuses now provide 2 Health.
-Added Cyber Imp.
-Changed Obituary Text for some custom enemies.
-Reduced Laser Zombie health from 50 to 40.
-Increased Autocannon Zombie health from 70 to 100.
-Replaced Lost Souls with Forgotten Ones.
-Added Phantasm.
-Added Spite Elemental.
-Player footsteps no longer play when in mid-air.
-Added Hell Fighter
-Added Shadow Fighter
---10/19/2016: v0.1---
Initial Release
-Credits-
Spoiler:
TerminusEst13, Yholl, Gardevoir : Help with Decorate, ACS, and code related things. Thanks for all the advice and examples, guys!
Minigunner : Blood/Gibs system (Which I have edited)
DavidG : XDeath sprites for vanilla enemies
Ben2k9, Ghastly_Dragon : Cyber Baron on Realm667
Tormentor667, Eriance, Dreadopp, Sandypaper : CyBruiser on Realm667
Ghastly_Dragon, Captain Toenail : Forgotten One on Realm667
MagicWazard : Phantasm on Realm667
Woolie Wool, Vader, Jekyll Grim Payne : Squire on Realm667
Tormentor667, Dreadopp, Ixnatiful : Zombie Marine on Realm667
Ghastly_Dragon, Mechadon, Eriance : Karasawa sprites and sounds on Realm667
Tormentor667, Eriance, Dreadopp : Inferno on Realm667
Unknown : Plasma Shotgun sounds on Realm667
ShadesMaster, JoeyTD : Pulse Rifle sprites on Realm667
Tormentor667, Captain Toenail : Rail Arachnotron sprites on Realm667
Tormentor667, AgentSpork, Carnevil, Ghastly_dragon : Hectebus on Realm667
Captain Ventris, Spectator : Beam Revenant on Realm667
Mechadon, Neoworm : Nailborg on Realm667
id Software, Midway Games, Raven Software, 3D Realms, and Epic : Sprites and Sound Effects from Doom, Quake, Hexen, Heretic, Shadow Warrior, Doom64, Quake 3 Arena, and Unreal, as well as the Doom2 source code itself and gzDoom.
Nintendo : A few placeholder sounds from Metroid and Smash Bros. Samus' voice and footsteps, specifically.
BouncyTEM : Editing the aforementioned Samus sound effects.
SoundBible.Com : Various sound effects
Last edited by KarolineDianne on Sat Apr 14, 2018 9:17 am, edited 12 times in total.
It feels powerful to play this. The stomp and the slower movement but the overwhelmingly huge chunk of health and nasty looking and acting weapons make it have an interesting balance. Being able to splatter a demon without changing weapons is wonderful and magical and oh my goodness.
Its a solid start. One of the things you mentioned was a concern regarding armour. On some maps you will drown in it, in others you will be starved. My idea for that is to lift a page from Project MSX, where you exchange shielding into a super attack.
As you are using armour, you could do a few things. Explode a layer of the armour to shrapnel blast everything around you, or in a ludicrously deadly cone in front of you, or a singular devastating point of impact explosion on top of you.
The stompy shoe sound is great but a little loud. I do mean a little, I think maybe dropping it to 80% of its current sound would be perfect.
The red flash is a little too much for me, softer and maybe blue or green would be my suggestion.
The Health System:
Without regular armour, you’re more fragile, but the weapons and armour and stompy sounds makes you feel tougher and take risks. It's a wonderfully screwy experience that takes alittle to get used too and I love it. Actually having more health makes for reckless play and that's great in getting me killed.
The Baddies:
The “Mechanized Knight/Baron’s are real nasty and having some enemy variation like that is always great. The different marines giving cells is nice too.
The Guns: Fist Replacement
That its on secondary fire makes melee a lot more satisfying. Plus it hits really hard! This is good stuff! Chainsaw Replacement
I must admit, scary sword aside, I actually like the kinesis in thumpin’ someone. It's a perfectly functional upgrade but my heart will always be in a place of “I’m in giant power armour. *BOOF* Hey, punches pretty hard too.” Pistol Replacement
I’m not feeling it actually. It looks badass and it's fun to use, but it’s not quite deadly enough for me. Maybe tweak it so it's the most reliable weapon when it comes to damage variation and keep it on the high end? Shotgun Replacement
Flak Cannons are awesome. This gun is a flak cannon, therefore it is awesome. As an aside, both shotgun replacements being interesting playstyle choices is a big win. Super Shotgun Replacement
A super grenade launcher is wonderful. I kinda wish they’d bounce if they don’t hit a bad guy, but that’s maybe the quake vibe found in the sounds and maybe that’d end up being dangerous to the player. Chaingun Replacement
Is really fucking satisfying. Goddamn. I’m not sure about the damage per shot but it’s a pretty fun gun none the less. Rocket Launcher Replacement
This is fucking great. I really, really like this. This is exactly what I’d want out of an alternative to the spraying Plasma rifle. And the sound is awesome. Plasma Rifle Replacement
Feels good if a little too similar to the original Plasma Rifle. Using it made me think there's a chance for the shots to pierce enemies? I’m not sure if they do, but that’d be a suggestion from me if possible, a small (say 30%) chance for the shot to piece all enemies until it hits a wall. BFG9k Replacement
N/A
Perfect Power Armor Simulator! It would be neat if, instead of just dying, once health reaches zero the armor shattered and fell off of you, leaving you still alive but unprotected and extremely vulnerable, like some sort of last stand.
Also, I don't know if it's been changed, but it's kind of strange that the arms are still unarmored. Then again, this is just a 0.1 so there's still plenty to do I guess, right?
All the sprites for the weapons are placeholders for now. I hope to get proper armored hands in the future, but that's for later on.
I considered doing a last-stand sort of deal, but I don't know if that would really be worth all the complicated ACS stuff required to pull that sort of thing off. It'd be a hell of a lot of work for something that probably won't add too much, you know? After all, you're not D.Va in a mecha, you're more like a Space Marine of Brotherhood of Steel Paladin. There's not really an 'emergency eject seat', as it were.
And I've got big plans for the BFG, just you wait. It'll take a lot of work to get it right, but it'll be great. Trust me! >:D
-Edit-
Also! Here's a bit of a teaser for some new features I'm adding!
Things should be getting a bit more interesting in the next update. :3
Version 0.2 is out! Have fun with the new alternate fire modes, health system, and gore!
Changelog:
Spoiler:
-10/23/2016: v0.2-
-Added Bounce Grenade mode to the Wyvern.
-Added Burst Shot mode to the Gorgon.
-Fixed Chaingunners and Autocannon Commandos not dropping the correct amount of ammo.
-Fixed Cyber Imps not dropping Fission Cells or Health Bonuses.
-Added GL lights to most enemies' fire animations.
-Made the Gorgon's burst shot fire rate match with its scatter shot.
-Added blood and gibs effects, courtesy of Minigunner.
-Overhauled Health/Armor system. Health pickups now give Armor Shards. Armor pickups work like vanilla armor. Enemies now drop Health Bonuses instead of Armor Shards, which still heal Health.
-Changed sprites for Armor Shards and their derivatives.
-Added Dispersion Blast mode to the Chimera.
-Overhauled the Hydra into a Pulse Rifle, changing visuals, fire rate, and sound effects whilst maintaining its general role.
-Buffed Chimera focused bolt impact damage by 20.
-Added Ripper Pulse mode to the Hydra.
-Reduced Hell Fighter health from 300 to 200
-Increased the Basilisk's max damage per shot from 60 to 80.
-Made grenades leave scorch decals even if they don't enter their Death state by wall collision.
It's pretty damn fun for version 0.1, and I really dig the idea of putting the player into power armored boots and smashing faces. Can't wait to see what comes next!
Eruanna wrote:You posted a .bak file to Dropbox. Is that the file you really meant to post or is it an old file?
Oops, thanks for catching that. I just fixed it! Luckily the .bak file was only about 20 minutes older than the new one, so it was likely only missing a handful of last minute tweaks. It should be fine now!
Is it possible to slow down/quieten the player's footsteps when they're walking or moving slowly? The constant clanking even when doing the most minor of movements gets on the nerves.
EDIT: That's not to say it's not a fun mod! The rate you're adding things to it is amazing too. You're putting a lot of effort into this.
My, why i haven't check this mod yet? It's really powerful and neat mod i ever seen! Also played it a little and i've got some gripes;
Spoiler: Clicky the gripes
- I thought switching weapons are bit too slow for me, Like vanilla doom. Because the player wears armor, i guess?
- When you hit the wall with Power Sword, it makes little cutesy bullet hole. Perhaps you might look for some big and fitting decal, regardless it's custom.
- Wyvern Mk. II doesn't have its own pickup sprite. And you know, i think Gorgon Mk.I is using it right now.
And its projectile leaves multiple decals when crashes into the wall. Intentional?
- Basilisk Mk.IV's strap is got cut off, so it's weird to see the drawing animation.
And, Balor Mk.II and Basilisk using same sound is pretty frustrating.
- I think Chimera Mk.III is nothing special except it deals heavy damage. Perhaps make it Penetrate, maybe?
- Hydra Mk.I is not bad, i guess. Except it needs proper pickup sprite and extra frame for cooling animation.
- I see some of the sounds are pretty out of date, even they already has some High quality ones. I could help with that if you want.
- Baron of Hell able to fight cyber baron. Intentional?
And there you go! And you know, i wanted to talk about more but people already pointed them out. So i have nothing except these.
So you've done a great job and can't wait for the update!
Progress is being made, guys! I've taken a lot of what's been said to heart and I've been trying to fix bugs and improve general gameplay. New enemies, rebalancing weapons, and adding new features has been pretty constant. It's important to remember though that all the weapon sprites are placeholders until I can figure out how to make custom assets that are actually worth using. Same goes for basically all item pickups and the UI/HUD.
In the meantime, here's a little teaser for some of the weapon stuff I've been working on!