A gameplay mod for zdoom inspired by doom3, the doom movie and quake 2.
*DEVELOPMENT TERMINATED*
no further updates or changes will be logged on this project from now on. - Latchford
completely happy with this now so I'm calling it. it was fun to revisit it but now its done. thanks to all who contributed.
story
Spoiler:
Disgraced Former air force sf, Major Jack Sheppard, has spent the last few years running garbage transport barges to and from the uac orbitals and moon facilities following a dishonorable discharge from the forces for refusing to folow orders NOT to go back into enemy territory to rescue stranded personnel. despite the successful rescue of 80% of abandoned personnel, Sheppard was shot down on his final trip back into enemy territory. surviving the crash with only a service pistol, jack fought his way back on foot accumulating over 20 confirmed kills and the final rescue of two of the 6 remaining men. the others too wounded to survive the trip.
the UAC military hearing that followed was more of a witch-hunt than a court-martial and the corporate bastards threw the book at the major...
three years later the demonic invasions have begun and Sheppard is in orbit in the garbage transporter when the desperate and panic fueled messages came from below. waking him from his snoozing as the autopilot did its job. before Sheppard could even get his feet of the dash and reach for the comms button a white hot blast of an explosion blew the final remains of the cobwebs of sleep from his eyes. falling from orbit with almost zero flight control Sheppard could see the bloated floating monstrosities as they raked his vessel with fireballs. just what the hell was going on here was beyond him. but he was damned if he was gonna die like this!
strapping himself into the emergency crash webbing he shut his eyes and waited for impact...
...Jack woke to find his ship to be little more than a burning mess of tortured twisted metal. grabbing what he could from the lock-box as he ditched his webbing he ran through the wreck of the garbage transport just leaping clear as the reactor blew, throwing him across the dusty ground, all but knocking him out again.
coming to his senses and loading his pistol seeing the whole place is in crisis, and still he smiles.
Major Jack Sheppard is gonna do what he does best; taking out the trash...
http://www.mediafire.com/file/93pp9ab2xz1qgy2/OSJC_MajorCrisis_UE.zip/file - Ultimate Edition (latest full version with 'dlc' included)
http://www.mediafire.com/file/91313q98zlj860k/OSJC_MajorCrisis.zip DL! (now obsolete)
http://www.mediafire.com/file/a6ualevf07rc4n7/mc_ep.zip official dlc add-on pack, extreme prejudice (now obsolete)
+
http://www.mediafire.com/file/qi528wp2egq4eju/MC_flashlight_addon.zip/file - improved flashlight effects add-on for Gzdoom users. by BROS_ETT_311
https://www.mediafire.com/file/6ee44cb7yc90777/mc_shotgun_skin.zip/file - the official 'classic' shotgun skin for major crisis! (also changes barrels)
http://www.mediafire.com/file/6nhapj5gad77lad/hellrider_bike__addon.zip/file - "hellrider" bike addon!
or get it all from moddb! - http://www.moddb.com/mods/osjcs-doom-major-crisis
readme
Spoiler:
DISCLAIMER! this mod was designed to work in zdoom 2.8.1 . as such the dynamic lighting flares on the torches and lamps do not function properly in gzdoom.
However, the versions available in the ultimate edition is now gzdoom compatible so gzdoom user need not feel left out...
installation instructions:
unzip all .wad's and .pk3's into your DooM directory
then right click your zdoom shotcut adn click properties.
click on the 'target' box and paste the following at the end of where it says zdoom.exe:
-file majorcrisis_z.pk3
then you need to add one of these to select a set of skies depending on your iwad of choice:
-file tud_sky.pk3 - for the ultimate doom
-file d2_sky.pk3 - for doom2
-file tnt_sky.pk3 - for tnt evilution
-file plut_sky.pk3 - for the plutonia experiment
and also an optional pack for added monster mutator/randomizer. this will add the trites and scientist variants:
-file mc_monstas.pk3
*IMPORTANT NOTE!*
some low-end machines may struggle to render the full gore effects of major crisis. in the event of lag please add the file: lag_fix.pk3 to the end of the load order. this removes the gore'mist' effect from monster deaths that can oftimes cause lag...
using major crisis with other wads:
Major crisis is not just for standard Iwads. It can essentially be used with any vanilla mapset!
however some of these wads use custom palletes etc. that leave major crisis in need of a fix to look as good as it can with such wads.
I have collected various wads over the years and although many will simply work with any of the sky packs above I have made a few addons for specific custom wads that are particular favourites of mine and as such are also very good matches for major crisis gameplay and visual style:
darken2.wad users should use this file for a better sky and liquids:
darken2_fix.pk3 - for darkening 2
hedrox2.wad users should likewise use this file for a better sky and liquids:
HR2_fix.pk3 - for hedrox 2
btsx_e1.wad (or btsx_e2.wad for that matter) users will benefit from the following file to fix colour pallette issues:
- file btsx_fix.pk3 - for Back to saturn X episode 1
assault4.wad users should use this file (and then d2_sky.pk3) to fix some visual errors that occur. use of d2_sky.pk3 is required as the fix has no skys/liquids of its own:
-file assault4.wad - for assault 4, mineshaft!
ENJOY!
- = items = -
Portable Medikits: 25%
larger than the stimpacks; medkits include bandages, antitoxins and other medical supplies all in a convenient portable package!
You can carry four of these in your inventory, allowing you heal yourself on the fly, however they can only be used up when your health is less than 100%
'Berserk' Pack: 100%
Similar to portable Medikits, but four times as effective.
Plus the combination of steroids cut with pure epinephrine contained within acts as a super-adrenaline rush, enormously boosting your muscle power...
You can now carry one of these in your inventory but it can be used at anytime.
'Regeneration' Pack: 5% +
Very similar to a stimpack, but portable.
When taken, the meds within not only give you an instant hit but continue to boost your, health back up to 100% whenever you are injured.
You can carry two of these in your inventory and it can be used at anytime, however the effects are temporary so try to use regen judiciously...
Ultimate Medikit: 100%
Whether you are injured or not, these massive medi-kits are the ultimate in first-aid healing.
Four times as effective as a regular medikit, these 'mega' health-packs will instantly heal you with a 100% boost to whatever health you may or may not already have! (not exceeding 200%)
Haste
From the Med-Labs that brought you 'Berserk' comes 'Haste'.
These unasuming little brown bottles may not seem very impressive at first glace but the power of the pills within make them a real sought after item.
An experimental performance-enhancer drug; Haste temporarily boosts your movement speed, allowing you to literaly run rings around your enemies.
it also increases your reload and melee attack speed...
You can carry two pots of haste in your inventory and they can be taken at anytime.
Light Amplification Visors
These infrared visors temporarily allow you to see clearly, even in pitch dark.
You can now carry two of these in your inventory and they can be activated at anytime.
Flashlights
Although not as effective as the LAV's, a flashlight is still great at lighting your path through darker areas.
Also, the back end of a flashlight is rather solid and as such makes a great club at close range!
you start with one in your inventory, its there for good and can be used at any time.
ST Grenades
A Simple charge of Composition B explosive wrapped in serrated wire and housed in a steel tube.
Simply prime it, sling it at your enemy, then watch the fireworks!
just keep your eye on where you bounce them...
PDA
A handy find, these upload your Automap with complete set of schematic files of the area you are currently in, including secret or hidden areas.
the areas you have not yet visited are mapped in grey.
You can only carry one of these in your inventory but it can be used at anytime.
- = weapons = -
= Fists/Feet =
A pair of gloves and a bad attitude may sound like your last line of defence but your UAC 'berserk' packs are sure to give you the edge in close combat scenarios.
Secondary fire comes in the form of a quick kick that You can also deliver whilst holding other weapons.
this is most useful for hitting buttons, busting things up or generally getting the demon bastards out of your face...
= chainsaw =
Just what the hell a chainsaw is doing in a scientific research facility is one of those little mysteries of life, but mystery aside the potential of a fully juiced up chainsaw is a welcome change to relying solely on your fists as a melee weapon.
The twin blades grab on to your opponents and then pulls them into the deadly diamond-edged teeth...
= UAC semi-automatic Pistol mkII =
In the development from the mkI to the mkII pistol, little has changed other than aesthetics.
The pistol's high accuracy, rate of fire and ease of maintenance are factors equally shared with the mkII variant.
It does, however, also share the mkI's utter lack of stopping power.
its alternate fire comes in the form of a three-round burst that is good at slowing down the enemy and depleteing your ammunition supply quickly!
burst fire may be less accurate, but it improves your stopping power to quite some extent...
finding a second pistol allows for dual wielding, essentially doubling your firepower...
= UAC 12 gauge breach-loading Combat Shotgun =
Standard issue; dual buck-shot load of death encased in twin cobalt-blue-steel barrels, ultimate close range killer but almost useless at long range.
Just watch that recoil, she kicks like a mule!
= UAC belt-fed heavy assault-cannon 'Chaingun' mkII =
The mkII Chaingun is the UAC's natural evolution over original chaingun design.
Whilst the function is near identical, the gearing has been greatly tweaked allowing for almost twice the rotation speed and in-turn twice the rate of fire.
This makes the mkII chaingun THE hot weapon-of-choice against hordes of human sized targets, as the power to rate-of-fire ratio is hard to match.
However, all good things come at a cost and in the case of the mkII chaingun the cost is accuracy and, predictably, ammunition consumption.
In point of fact the mkII chaingun utterly defines the phrase 'spray-and-pray' and, as such, is best used at close to medium range only...
Also the spinning barrels do take a second to get up to speed before firing, but the spin greatly absorbs the enormous recoil of the cannon, minimising it to quite a degree less than it would be otherwise.
= UAC SubMachinegun mkII =
When designing the SMG, the UAC endeavoured to create a lightweight and durable Machinegun, to serve as an alternative light-support option to the shotgun in close-quarter-battle scenarios.
Unlike the mkII chaingun, the machinegun has no fire-delay and it's compact frame is also incredibly lighter, allowing instant fire control and greater accuracy over longer ranges per shot.
However, on full auto, the forces involved on such a light weight frame cause some heavy kick-up that is quite hard to contain.
With this in mind the smg is best used singleshot over range, saving full auto for up close and personal.
The accuracy over range can be vastly improved by utilizing the sight mounted on the top weaver rail.
= UAC 12 gauge Riot Controller =
With the success of the SMG design under their belt, the UAC began to look into further development of said weapon, namely upping the calibre to 12 gauge smoothbore and fitting it with a motorized drum magazine to feed said ammunition.
The intention was to create an urban-pacification weapon, capable of loading varying classes of non-lethal 12 gauge ammunition. However, military personel discovered that the riot-gun is just as capable of chambering 00 buckshot, making it an ideal candidate for a heavy-support role in thick close-combat scenarios.
Its relatively short barrel makes for an impressive spread that makes it most usefull in a crowd.
But, as with the machinegun, the force of the shotgun shells in the lightweight steel and plastic frame cause some very heavy recoil on full auto and holding the trigger down too long on auto can cause an overheat to occur.
this can be counteracted by using the alternative fire that comes in the form of a pump reload mechnanism. the pump makes the riotgun much more stable...
As you can imagine, the stopping power of this weapon is simply obscene, it is more than capable of clearing a path through even the thickest of crowds in either firing mode.
The ammunition consumption can easily catch you out on full auto mode, leaving you high and dry, but there's no kill like overkill, eh?
Just take it easy on the trigger and watch that shell count..
=UAC Rocket Launcher mkII =
As with the mkII pistol the mkII rocket launcher's changes are almost purely aesthetic.
Improved flash suppressors and a slightly more ergonomic frame, make it little more than the standard issue, then again "If it 'aint broke don't fix it."
however, the mkII also incorporates a laser tracking system that can be engaged, allowing you to direct your fire at specific targets via the onboard computer that links directly into your helmet hud system.
The rockets may pack a little less punch but they certainly move a lot faster...
= UAC Grenade Launcher mkI =
If you like the idea of hurling grenades faster and further than you can by hand then this is the weapon of choice for you!
perfect for open windows or flushing out elevated positions the grenade launcher sports a tactical advatage over most other weapons, as it is more than capable of delivering your explosive payload around obstacles and corners, keeping you well out of harms way.
grenades have a mass-reactive warhead meaning they will always explode on contact with the enemy, however you can program the grenades to either bounce or explode on contact with objects in the enviroment. your hud will show which setting is active.
Be aware of it's heavy recoil and also, that is is not a good idea to be in proximity of your grenade is when it decides to go off...
= UAC Phased Plasma Rifle =
Standard issue; deploy streams of white hot plasma at an insane rate of fire with minimal kick-back due to built in recoil-suppressors.
pros; it's a fire-hose of plasmatic death
cons; eats cells up like they were going out of fashion...
= UAC BFG 3.14 "olduvai pattern" =
You know the score; pull the trigger and then go find a mop!
Don't forget, this is one big plasma gun so you'll need to hold on tight! Even with the recoil-dampeners the ol' 3.14 still kicks some.
= SECRET WEAPON =
You'll see...
- = monsters = -
Former UAC personnel:
in life these men and women were the scientists and workers contributing to the daily running of the UAC facilties.
Now they are brain-dead monsterous freaks who's only contribution to existance is to give you a hard time and a serious headache with fire-axes, crowbars, wrenches etc...
As they lack any ranged firepower, these zombies may appear little more than target practice; They do go down easy but tend to rush you and in large enough groups could even begin to overwhelm you...
Trites
A rapid multi-legged abomination, that pounces at your face.
these filth, take a lot more than a rolled-up playboy to splatter and tend to swarm you in groups...
Imps
The foot-soldiers of the demonic hoards, these brown bastards are fireball-slinging bad news however they come.
However, after extensive dissections of dead imps brought back for study by the marines, the UAC bio-scientists have discovered there are actually several varying genus and species variations aside the usual soldier-imps;
Lesser Imp:
don't let the name fool you, what the lesser-imp lacks in physical stature it more than makes up for with speed and agility.
Alpha Imp:
proof that the older an imp gets, the bigger and tougher he gets, and the bigger and tougher he gets the longer he lives, or something. they don't go down that easy...
Tips and Hints
- use altattack to change weapon modes or kick. the kick is smart. on weapons that have alternate modes, pressing altattack will instead engage the kick if an enemy (or barrel) is close enough...
screenshots
Spoiler:
- m_doom.png (11.67 KiB) Viewed 10103 times