Somewhere in Hell - Beta available (Madness Combat mod)

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Recurracy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Recurracy »

I would love to know what you guys think of this so far
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Eggs
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Eggs »

I'd like to throw in my thoughts,

I really like this, also like the fact madness combat music was included in the file, and the visuals are definitely really really good, The guns are great, about the only firearm i didn't like was the rocket launcher, felt it was a bit weak in my opinion.
The melee weapons however, could use the same love the guns got,while very good, they felt underwhelming compared to the guns which are art, for example there isn't a weapon breaking sound for the melees.
Couldn't figure out how to throw away a weapon i didn't want and just resorted to shooting all the ammo, trying to use the normal drop weapon keybind broke the gun.
I wasn't able to fill Deimos's fourth inventory slot, felt odd none of the weapons fit, or which weapon fits in which slot, honestly his weapon slots were sort of confusing, honestly Deimos has a few strange oddities, the way his ammo was increased makes it so you always have a magazine with like 3 bullets in it.
Also randomly the super shotgun was still there, but i wasn't able to replicate it showing up, I don't know if that had something to do with freedoom 2 or just something odd happened.
The way guns work also made shooting around decorations a bit hard, and i got killed a few times trying to shoot around a decoration, and getting gunned down becuase it ate all my bullets.

But for an early alpha, this is damn near perfect, I've only really played grunt and a bit of Deimos, so i don't know how Hank differs from the others, i'm tempted to ask questions about how armor or items are going to work in the future, but i'm stalling at this point. Good work.

Edit, there's another bug i've found.. trying to shoot the grenade launcher while having a wall on your right, (basically have have the grenade launcher cover the part of the wall to your right standing) instead will have the grenade hit the air and, and sometimes the grenade explodes and kills you instantly , Example of a position that causes the grenades to hit air and sometimes explode, this isn't a problem with the rocket launcher.
Edit 2: The road sign forgets which color blood is on it and defaults to red when you put it away, also when you dive as Deimos you can see the cutoff
Sorry for being a bit nitpicky with small bugs and issues
Spoiler:
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Recurracy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Recurracy »

Thanks for replying, I don't mind you being nitpicky at all, it helps me in fact. Helps me to see things I missed.
Eggs wrote: Sat Dec 30, 2023 5:39 am I'd like to throw in my thoughts,

I really like this, also like the fact madness combat music was included in the file, and the visuals are definitely really really good, The guns are great, about the only firearm i didn't like was the rocket launcher, felt it was a bit weak in my opinion.
The melee weapons however, could use the same love the guns got,while very good, they felt underwhelming compared to the guns which are art, for example there isn't a weapon breaking sound for the melees.
Couldn't figure out how to throw away a weapon i didn't want and just resorted to shooting all the ammo, trying to use the normal drop weapon keybind broke the gun.
I wasn't able to fill Deimos's fourth inventory slot, felt odd none of the weapons fit, or which weapon fits in which slot, honestly his weapon slots were sort of confusing, honestly Deimos has a few strange oddities, the way his ammo was increased makes it so you always have a magazine with like 3 bullets in it.
Also randomly the super shotgun was still there, but i wasn't able to replicate it showing up, I don't know if that had something to do with freedoom 2 or just something odd happened.
The way guns work also made shooting around decorations a bit hard, and i got killed a few times trying to shoot around a decoration, and getting gunned down becuase it ate all my bullets.

But for an early alpha, this is damn near perfect, I've only really played grunt and a bit of Deimos, so i don't know how Hank differs from the others, i'm tempted to ask questions about how armor or items are going to work in the future, but i'm stalling at this point. Good work.

Edit, there's another bug i've found.. trying to shoot the grenade launcher while having a wall on your right, (basically have have the grenade launcher cover the part of the wall to your right standing) instead will have the grenade hit the air and, and sometimes the grenade explodes and kills you instantly , Example of a position that causes the grenades to hit air and sometimes explode, this isn't a problem with the rocket launcher.
Edit 2: The road sign forgets which color blood is on it and defaults to red when you put it away, also when you dive as Deimos you can see the cutoff
Sorry for being a bit nitpicky with small bugs and issues
Spoiler:

You can't throw away weawpons right now, it's broken in the current release but I fixed it so it should be good for the next patch.
Slots depend on the character you're playing as. the grunt can pick up anything in all three of his weapon slots while hank has 2 weapon slots for small weapons and 2 weapon slots for medium to large weapons, then a fifth for small melee weapons - deimos has one slot for small weapons, one slot for medium weapons, one slot for large weapons, one slot for heavy weapons and one for melee weapons
I have no idea why the super shotgun was there, that's strange. What mapset were you playing with?
I'll have to make it so you can shoot through decorations.
I'm aware of the grenade launcher weirdness, I'll have to look into that.
I'm also aware of the sign being wonky.
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Eggs
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Eggs »

I have no idea why the super shotgun was there, that's strange. What mapset were you playing with?
It was just the freedoom2 IWAD, which should be basically the same as doom 2, but with some testing it does not affect doom 2, it only just affects freedoom phase 2 which is very odd, this doesn't cause any problems, the random weapon spawns with the super shotgun and nothing else strange happens, its only that it's just there for some reason.

On the subject of Deimos's slots, they definitely confused me at first, where its generally easy to see most of the guns but the shotgun and winchester fit in the medium slot along side all the smg's and the sawn off which well looks off if you think about it and that nothing fits in the heavy slot, but again, i think I'm being a bit nitpicky there.

I hope the music replacement stays or gets expanded on, i found it really helped with my experience with the mod.
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Recurracy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Recurracy »

I don't have that many heavy weapons yet but I have plans for those so stay tuned.

I found extra replacements for music, so all original tracks from doom2 have replacements now.
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Catsuki Subaru
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Catsuki Subaru »

From what I've played, I pretty much agree with everything Eggs has said. Good job, this is a blast to play with right now. Two things I can suggest off the top of my head is having a slider to control the weapon drop rate, (playing ultra-violence on og doom and some rooms just get filled to the brim with them all over the ground. it'll be less of an issue once you implement a drop weapon button, but it's a bit of a pain, trying to get the one you want in-between all the other ones), and the ability to control the amount of gore and blood splatters left by killed monsters, which i think might be the reason ive experienced some fps dips.
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Eggs
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Eggs »

Playing around a bit more i've noticed an odd thing happening where the ruger would sometimes not allow me to change weapon until i reload it.
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Recurracy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Recurracy »

Catsuki Subaru wrote: Sat Dec 30, 2023 5:50 pm From what I've played, I pretty much agree with everything Eggs has said. Good job, this is a blast to play with right now. Two things I can suggest off the top of my head is having a slider to control the weapon drop rate, (playing ultra-violence on og doom and some rooms just get filled to the brim with them all over the ground. it'll be less of an issue once you implement a drop weapon button, but it's a bit of a pain, trying to get the one you want in-between all the other ones), and the ability to control the amount of gore and blood splatters left by killed monsters, which i think might be the reason ive experienced some fps dips.
That's the issue - on some maps getting weapons is ridiculously easy and on some maps it's near impossible and they leave you to scrounge for whatever you got. I suppose it depends on the enemy variety employed by the map. Still, I'm gonna look into that when I make my own enemies.

And indeed, I noticed the reloading bug as well, that one's an elusive one that I'm not sure what's causing it.
ShotgunGuy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by ShotgunGuy »

While playing I've noticed two things.
First of all sometimes you can't reload your weapon and if you do it reloads way less ammo than it should.
Secondly, if you load a saved game and die you load the save and getting 50% kills on map crashes the game.
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Recurracy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Recurracy »

The crashing is weird as hell, I'll have to look into that. But reloading less ammo is intentional because I use a counted magazine system. Basically your magazines are kept and when you reload you physically switch out magazines.
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Zonky
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Zonky »

This looks so sick! I remember seeing the WIP you had going where it was like two guns, I admire how fast you got to this point.
Now we need someone to make a madness monster pack and the world will finally know peace, lol.
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Catsuki Subaru »

Recurracy wrote: Sun Dec 31, 2023 6:56 am The crashing is weird as hell, I'll have to look into that. But reloading less ammo is intentional because I use a counted magazine system. Basically your magazines are kept and when you reload you physically switch out magazines.
speaking of reloading, a suggestion; passing over a weapon you already have occupying a slot will refill its ammo. skips over having to pick it up again and can be really useful if youre too focused on killing stuff to take account of what you have available on the ground to pick.

Something that could help with the irregular quantity of weapons(which considering what youre going for you'll probably just have to accept some maps will work better than others sometimes) is switching ammo pickups for weapon spawns, and regular weapon drops from doom into heavy weapons. a mod similar to what youre going for, volatile materials, does something like that.

a random idea i got which has to do with armor pickups; since i'm not really sure they do anything in the mod as is, maybe trade armor pickups for something that can raise your amount of lives? like hitting 200 armor points grants you an extra life or something.

and wow, youre gonna be making a madness combat monster mod to go along with this? that's awesome, I'm definitely looking forward to that.
ShotgunGuy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by ShotgunGuy »

Okay, I tested. The crash on getting 50% kills on maps happens when you quit game, start the game again and load the save.
What also happens is you don't get teleported back at the start of the level when you die and instead you just load the save.
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Recurracy
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Re: Somewhere in Hell - Madness Combat inspired mod (Alpha0.1 released)

Post by Recurracy »

not sure if I want to do that (the picking up ammo thing) since throwing away and swapping weapons is a *major* part of what makes madness... madness

i suppose i could make ammo pickups be replaced with weapons but then the issue is that there'll be too many weapons lol. something like this is extremely hard to balance out

i have plans for armor, it's gonna be strange but we'll see how it turns out
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