[3.4!] FINAL DOOMER +

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Death Mage
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Re: [3.4!] FINAL DOOMER +

Post by Death Mage »

What happened to being able to select "Random" as your class under "multiplayer options" in order to randomize your weapon load-out each time you respawn? I don't see that option anymore.
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dawnbreez
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Re: [3.4!] FINAL DOOMER +

Post by dawnbreez »

Ganbare-Lucifer wrote: Fri May 16, 2025 9:24 am If this mod development is even alive, I want to suggest the RustGuy weapon set, reusing some old beta content from Doom too!
I've been thinking about different things I'd like to see in Final Doomer, and a Legacy of Rust weaponset is in that list. I wanted to sit down and actually program the weapons before calling for Moar Final Doomer, but here's the ideas I had after playing LoR, inspired by the flamethrower's splash damage:
  • A set of spiked brass knuckles for your standard melee. It does normal fist damage...and then makes the target bleed for a second burst of damage, same as the first. Naturally, this is enhanced by Berserk.
  • The chainsaw is replaced with a prototype Chainfist, which applies multiple bleed stacks per hit and *also* benefits from zerk, but it swings slower than the normal fist due to being so damn heavy.
  • The pistol is replaced with a magnum, with a magazine that only holds six shots and a slightly slower firerate than the standard pistol--but it does enough damage to kill zombies in one shot, so that's nice.
  • The shotgun is replaced with the good ol' Model 1987 trench shotgun, modified to fire a fairly tight spread of incendiary pellets that explode a moment after hitting the target; don't get too close...
  • The SSG is replaced with a wicked demontech grenade launcher! The explosive radius on the spread of grenades is nice and tight, so you can still use it in relatively close quarters, but it's definitely not a standard SSG. (I also think the splash damage should be flagged to bypass boss splash damage immunity, since mappers will be placing SSGs with the assumption that bosses take full damage from these things.)
  • The chaingun is replaced with...a nailgun, because there's gotta be a power tool *SOMEWHERE* in there. It fires a projectile instead of hitscan, but on the plus side, the nails stick in enemies--and if you hit something that's full of nails with something explosive, it turns the hapless target into a frag grenade, scattering nails everywhere!
  • The rocket launcher is a mini-nuke launcher, which bypasses splash damage immunity and leaves a lingering mushroom cloud for damage over time. I sure hope this is the only nuclear weapon the UAC put here... :wink:
  • Naturally, the plasmagun is the Incinerator from LoR vanilla. Complete with multiple ticks of splash damage~!
  • And the BFG is the Calamity Blade. Look, they were really cooking with the PG/BFG replacements.
I also have ideas for FD weaponsets based on Eviternity, Sigil, Auger;Zenith, and one for Heretic-in-Doom, too.
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ArchDoomer
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Re: [3.4!] FINAL DOOMER +

Post by ArchDoomer »

That sounds fantastic! I like all your ideas. Who will take on the challenge and upgrade Final Doomer+ to the next level? For me, it would be a bit like Christmas (and for many in the community, I'm sure). 😁
Best regards
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SiFi270
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Re: [3.4!] FINAL DOOMER +

Post by SiFi270 »

I don't know if it's too late to report this, but I gave map18 of TNT another try with this mod in ZD 2.8.1, and the voodoo shenanigans to automatically give the player two weapons don't work with the mod loaded. The same is true for modern versions of GZDoom, but I realize the mod doesn't really target that. Can anything be done?

EDIT: It's probably worth mentioning, the similar trick used to give weapons at the start of Plutonia map06 still works somehow. Once again, I checked in ZD 2.8.1.
tituscuprum
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Re: [3.4!] FINAL DOOMER +

Post by tituscuprum »

I wish I had a new version.
This mod is simply beautiful.
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