SUPERDOOM (SUPERHOT DOOM TC)

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Ludus Regard
Posts: 4
Joined: Sun Jan 22, 2017 11:34 pm

SUPERDOOM (SUPERHOT DOOM TC)

Post by Ludus Regard »

Hello everyone, this being my first post I guess this doubles as an introduction to myself as well as the mod. I'll keep it brief. While I am "new" I've lurked the forums and modding scene of Doom for a while. I'm not the most experienced modder since my previous work was made specifically for friends and myself (for example, I made my friend a sloppily made Doom TC for Christmas). Besides Doom modding I've messed around with indie game development and other modding scenes. I am also preparing a slew of videos for a youtube channel which will contain gaming videos in the video essay format of something like the channel "Every Frame A Painting." I mention that because one of the first videos planned is about kinaesthetics (game feel) in games, specifically how to do it right in shooters.

Now that I've introduced myself, I'll get on to the topic that actually matters: SUPERDOOM.



While a bit self-explanatory, SUPERDOOM is simply a translation/recreation of SUPERHOT's gameplay in Doom. For this, I think the readme file explains a lot of stuff best.
Instalation
You need to have the latest version of GZDoom (ZDoom is currently incompatible) along with the DOOM II IWAD.
Download that here:
Devbuilds.drdteam.org

Unzip all the content from the sourceport. Put the DOOM II IWAD and SuperDoom_BETA1.pk3 into the sourceport's installation directory.
Now, drag and drop SuperDoom_BETA1.pk3 onto your sourceport executable (gzdoom.exe).
Playing SUPERDOOM is the same process as playing Brutal Doom, if you can't figure out how to install it look up tutorials for installing Brutal Doom or check my youtube channel Ludus Regard 2 (when a tutorial video is uploaded onto my channel, I'll include the link in the next update).
Now, onto playing SUPERDOOM.


REQUIRED GAMEPLAY CHANGE FOR SUPERDOOM
BIND SECONDARY FIRE TO BUTTON OF CHOICE. If it isn't on, the throw mechanic will not work and is an essential part of gameplay (you can't get rid of an empty weapon without it). When GZDoom loads, go to OPTIONS>CUSTOMIZE CONTROLS and bind "secondary fire" to your key/button of choice.


RECOMMENDED GAMEPLAY CHANGES FOR THE OPTIMAL SUPERDOOM EXPERIENCE
TURN ON FREELOOK. If it isn't turned on, the whole z-axis is unusable. When GZDoom loads up, go to OPTIONS>MOUSE OPTIONS>ALWAYS MOUSELOOK "ON"
WHILE YOU ARE AT IT, TURN ON A RETICLE SO YOU CAN AIM. When GZDoom loads up, go to OPTIONS>HUD OPTIONS and then select the reticle and color of your choice.


LET'S TALK ABOUT GAMEPLAY
SUPERDOOM allows you to shoot projectile based guns and have time only move when you do. This means:
⦁ Melee combat
⦁ Automatic Rifle, Pistol, and Shotgun
⦁ Throwable weapons
⦁ A single weapon limit (players only can carry the gun equipped)
⦁ ^Pick up weapons with the "use" key
⦁ SUPERDOOM
⦁ 7 maps made specifically for SUPERDOOM
⦁ SUPERDOOM

THE PART ABOUT KNOWN BUGS
⦁ Occasional oddities with weapon throwing on weapon pickup (I haven't reproduced the bugs enough times to look into it).
⦁ You can't pick up weapons while standing still (Doom requires the player have a velocity over 0 to pick up a gun). I am currently working on a workaround for this so weapons not only don't have to deal with the player moving to pick up weapons but to also add a sprite/text prompt for picking up a gun.
⦁ Slowmotion is stuck "on" when all enemies are dead (this is a non-issue except for when I release the sources for the ACS code, it would pose in issue for compatibillity with any maps other than the 7 currently provided).
⦁ Sounds that start in normal/slow speed will stay in the speed they started at. No fix for this one in sight (at least for me, a guy who is bad at ACS that somehow got this whole thing to work singlehandidly), very minor and hardly noticeable though.
⦁ "The bullets move too fast in slow motion." I set the speeds how they are for balancing reasons. If enough people want I can make an "extra slow" version of SUPERDOOM since it is an easy thing to do.

FUTURE PLANS
⦁ Get the mod to a state where I'd feel it is complete.
⦁ ^Release ACS sources and tutorials on how I did everything (I'm not doing this yet as I will actively be screwing with it until I feel like I can do no better).
⦁ Release a "semi-universal" version that adds slow-motion gameplay to id's DOOM and DOOM II IWADS.
⦁ Rework stuff from SUPERDOOM into a F.E.A.R. style bullet-time that is activated via key (this would be made into a tutorial so other modders can make their own bullet-time functions/weapons/actors).
All other plans that I stated in the first Devlog of SUPERDOOM have been cut due to feasibillity and the fact I have another large project under development that'll be much more polished than this mod could ever be. This mod is more proof-of-concept than anything.


CONTACT INFO
Twitter: @ludusregard
Moddb: Moddb.com
Email (Only business inquiries or bugs please): ludusregard@gmail.com
YouTube: Youtube.com (main channel - video essays) or Youtube.com (second channel - mods/indie development)
The readme expalins the installation process mainly for people new to Doom mods, HOWEVER, the "gameplay changes" are things everyone must/should do. Along with all of that I must note that I learned of ZScript's existence a day before the contest end on moddb. Genius, I know. At a later date I might rewrite the mod in ZScript along with maybe switching out the bullet for an MD3 model along with making much better maps. Since I did it all in ACS (I'm an art guy btw so learning this all was a bit of a pain) limitations like lack of timescaling were things dealt with.

ANYWAYS, two different downloads to choose from.

HOTFIX VERSION (BETA V1.01):http://www.moddb.com/mods/superdoom/dow ... oom-hotfix
Balancing stuff changed, bullets in slow motion move 1/4th the speed of the original version and enemies take twice as long of a break between shots. All of that along with one enemy being swapped in MAP06 to make it a bit easier.

ORIGINAL BETA V1.0:http://www.moddb.com/mods/superdoom/dow ... om-beta-10
Much more difficult than the HOTFIX but I feel like some people on this forum are like myself and thought the higher difficulty felt right.

That's all for now, I anticipate your feedback can't wait to see how well this all goes (this being my first official mod released to the public and all).
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tsukiyomaru0
Posts: 297
Joined: Sat May 29, 2010 6:20 pm

Re: SUPERDOOM (SUPERHOT DOOM TC)

Post by tsukiyomaru0 »

Looking forward to future releases, specially with a story if possible.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: SUPERDOOM (SUPERHOT DOOM TC)

Post by Deii »

Wow, never expected to see see something like this recreated in Doom. So far I have to say it sticks pretty close to the actual game, but whenever I enter a new map GZDoom just kinda crashes.

Using gzdoom-g2.4pre-711-g0583691.
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Rachael
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Re: SUPERDOOM (SUPERHOT DOOM TC)

Post by Rachael »

The crash is likely related to this: https://mantis.zdoom.org/view.php?id=353

You can work around it, for now, by typing "disableautosave 1" in the console, however you still will not be able to save games.
Deii
Posts: 186
Joined: Sun Nov 01, 2015 6:50 pm

Re: SUPERDOOM (SUPERHOT DOOM TC)

Post by Deii »

Ah, glad to hear that's what's going on. I'll go ahead and do that now.
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Slax
... in rememberance ...
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Re: SUPERDOOM (SUPERHOT DOOM TC)

Post by Slax »

Now I'm just imagining that SNES Doom was a whole other game called Super Doom. FX chip and all of the grade-A developers of that time.
Mmmmm...
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Ludus Regard
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Re: SUPERDOOM (SUPERHOT DOOM TC)

Post by Ludus Regard »

http://www.moddb.com/mods/superdoom/new ... 2-released
Above link is the article for SuperDoom BETA 2. Also the ACS source is in the pk3 now so go nuts.
Below is the moddb link for the .pk3 file.
http://www.moddb.com/mods/superdoom/dow ... doom-beta2

Changelog

-Picking up weapons have been changed. Now they work like switches. Basically the bug requiring players to be moving to pick up weapons has been fixed, you can stand still and press use to pick up a weapon if it is close enough to you now. This also fixed another issue where if the player held the use key and ran over more than one weapon they would end up throwing weapons unintentionally. Now it is closer to a traditional shooter's pickup system.
-Weapon pickup message added.
-Weapon throwing has gotten slight alterations. There is no longer a throwing animation but that fixed all issues throwing could've had (for example, sometimes it would throw two guns from only one gun). Along with that, the removal of the animations means that weapon throws are more instantaneous and responsive.
-Balancing changes. Projectiles now move at a speed about the same as SuperHot retail, enemy animations play slower, and enemies now take much longer breaks in between shots than previously. In short, the mod is now more accurate to SuperHot retail and is much easier. All around it is a much more enjoyable experience.

Future Plans

-Add throwable objects.
-Add weapon pickup prompt.
-Rebalance further.
-Add new levels and revamp old ones.
-Redo the melee attacks to work closer to Brutal Doom's.
-Add "SuperHot" aesthetic things (maybe a new font, more noises, etc.)
-Make enemies spawn a dynamic light for the muzzle flash.
-Make a universal version to work with original Doom wads (or any wads that exclusively use vanilla Doom assets).
-Eventually redo as much of it possible in ZScript.
-Make it work as an IWAD and remove dependency on the DOOM2 wad file (this would mean a GZDoom GPL standalone release).
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