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Angled Doom v0.6 and Angled Doom Plus addon are being worked simultaneously. While the main mod will retain its philosophy of being a vanilla oriented gameplay mod that only changes graphics and leaves original gameplay feel intact, the "Plus" addon will bring new twists to the table, like new guns, power ups and some slight rebalances. it's good to note that, while Angled Doom Plus isn't supposed to be vanilla accurate like the main mod, it's still kinda vanilla-ish in a way (meaning, most modern tropes that you'll see in tactical oriented mods are still out). I wish i could record videos to show you guys better, but for some reason the video quality is getting all over the place with stutterings and stuff (and this is the same computer i used to record videos from my previous AvP work, so God only knows what is happening here), so we'll stick to the old screenshots for now. Here's what the addon changes so far:
Spoiler: Warning, WIP content. These could be changed or replaced entirely before release.
Some weapons gets new sprites. There is nothing wrong with the previous sprites and they are still being kept around in the main mod. But in order to differentiate stuff, i thought that maybe applying new paint to the old weaponry could be nice.
New weapons being added to the rooster. I heard people asking about new weapons, specially the Skulltag Railgun (and let's be honest here, Sonik.o.Fan's Railgun looks awesome), so i decided to add a few more guns to the party. I'm still not sure about how many new guns will be added in the end, but i have been baking at least 4 new weapons up until now. Also, some of the old ones gets new functions and alt fires. Who doesn't remember the "just like Christmas" BFG beta fire mode? Well, now it's back.
New weapon power ups. To add a twist to the old weapons mechanics, we have now new power ups that increases damage and firing speed. They are meant to be dropped by some monsters with the corresponding weapon attack. So far we have the Plasma Sphere and the Chaingun Sphere.
I still don't have a release date for this, because of the sheer nature of the next release and real life stuff going on in parallel. So i'm working on my own slow pace, but hey, slow and steady wins the race right?
The new skin for the shotgun doesn't mesh as well with the new SSG sprite you made. The artstyle kinda clashes a bit. I mean, I guess one way of making it "new" but still being faithful, is maybe like an angled DOOM 64 shotgun or something? I dunno. Everything else looks awesome, it's just the new paint for the shotgun kinda throws me off compared to the SSG (which looks vanilla faithful).
Thanks for the feedback guys, you're awesome. I'm doing my best here to make a good experience. I'm always open to new ideas, and i was thinking about adding some more power ups to the upcoming addon. So, i'm willing to listen suggestions about what kind of power ups i should do.
I'd say a mix of Berserk and Haste would be cool. Like doubled firerate, walking speed and running speed increased by a half, and instant gibs with melee weapons (like your fists and the chainsaw for instance).
Call it Rage, or if that sounds generic, perhaps Fury?
And as for another powerup, one that slows down everything around you could be called Peacemaker. Just an idea.
Speaking of "peacemakers" it'd be neat if we had a revolver in the Angled Doom+ addon (ala Blood). :3
Thanks for the feedback guys, i'm really loving the suggestions and the feedback.
@TheEternalStruggler
Those power ups ideas are very good! I'm already starting to test them. The Rage power will surely be added. I never did a slow time power up, but that reminds me of the Freeze power up from Skulltag invasion mode (i think). I'm sure it would be a nice addition as well.
@dmslr
Ops, my bad. Fists are using the same puff as hitscan weapons, that's why. I'll change it in the next version. Thanks for the heads up, i didn't noticed it.
These were tough weeks, and i had a lot of work to be done, both in real life and with the mod. But the new Angled Doom update is almost ready to be released. the 0.6 version will be called 0.666, not only because of the obvious number of the beast joke, but also because it's giving me one hell of a ride to both develop and play. As usual, i'm posting some update images and comments bellow of everything done so far. Here goes:
Spoiler: What is done so far
To celebrate my recent join in the Realm667 team as news articles writer, i decided to add lots of new skins from R667 into the mod. Both Angled Doom base mod and the Angled Doom Plus addon will count with tons of new threats straight from our beloved Beastiary. In Angled Doom, these will work as purely aesthetic reskins of old enemies, preserving their vanilla behaviors - with some added new attacks only present in Ultra Violence + extra difficulty, which as said earlier, is a completely optional challenge. In Angled Doom Plus there are even more enemies, specially zombies, in order to give the player ways to obtain the new weapons without having to resort to random spawners replacing the original weapon pickups and potentially giving you the wrong weapon for the job. And speaking of weapons...
Angled Doom Plus features not one, not two, but six new extra weapons and two reskinned versions of old weapons to satisfy your demon killing needs. Snipe enemies at distance with a rifle, make grenades bounce around corners, burn your foes to a crisp with the mancubus flamethrower or even send them back to hell with high caliber revolver rounds, there is a wide range of options available. As i said in another post, most weapons will have alt fires as well, so you can expect things like a three-round burst of rockets or even a mini BFG-like attack for the Plasma Rifle. Also, there's the addition of a SSG wielding low level zombie added with Doom 1 in mind, so you can pick it up and use it in the original game as well while playing the addon.
I'm paying a lot of attention to the environment as well. Adding new water effects, combining resource mods such as Enjay's Splashes mod and Rachel's Smooth Fluids, and some minor details such as blood drops on the floor and the sound of footsteps when you walk around. Nothing that haven't been done in other mods in the past, i know, but i believe these are some welcome additions. The devil is in the details, right?
I may release it on the course of this week. It's really almost done, but i want to focus on some more details and release something really cool for you. Stay tuned!
Just to let you know I tried loading this mod with snailbullet and it works fine on everything except ultra-Violence +. I'm not sure if this is intentional or just a bug