ARACNOCIDE 2.9b (Updated 26/APR/25)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Dr_Cosmobyte
Posts: 2855
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

Hey, i want them too, for the sake of preservation, lol

i think i have only two old builds that predate Simon, Luc and Mikhail.
User avatar
Facínora
Posts: 147
Joined: Fri Sep 18, 2015 5:46 pm
Contact:

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Facínora »

I finally revisited Aracnocide monsters, this time with Codename: Nomad and a bunch of other Dr_Cosmobyte mods (and some others). Good fast-paced challenging fun:

User avatar
Spaceman333
Posts: 651
Joined: Thu Oct 13, 2016 8:40 pm

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Spaceman333 »

I'm currently enjoy the Aracnocide Weapons and the different classes, small nuances, neat little details are so fun to play with. I'm fighting Dehacked Enemies with it and its got an excellent tacticool-lite feel to it. I enjoy the upgrade kits too and how they let some weapons evolve during the playthrough. The character voices and intros for each of them are fun, and I love how they're inspired by all the different movies they come from. I really get that hollywood action hero feel from the gameplay.

I tried the spider enemies pack earlier too and got quickly overwhelmed by the swarms in cramped spaces, they're surprisingly tough due their small size, speed and hardiness. I'll revisit them again by nuking them from orbit with truckloads of napalm by playing russian overkill with them in a later playthrough which I know will be absolutely awesome and cathartic.
User avatar
devlman127
Posts: 70
Joined: Sun Nov 03, 2019 9:56 am

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

Are there any upsides to the Kingstown Challenger over the Hawkfield other than the piercing? Or should I just leave it to piercing fences or something
User avatar
Dr_Cosmobyte
Posts: 2855
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

Not much, really. I wanted to add some extra perks to it for 3.0, but as it stands, It's the worst revolver of the bunch.
User avatar
Dr_Cosmobyte
Posts: 2855
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

Spaceman333 wrote: Mon Aug 11, 2025 7:02 pm I'm currently enjoy the Aracnocide Weapons and the different classes, small nuances, neat little details are so fun to play with. I'm fighting Dehacked Enemies with it and its got an excellent tacticool-lite feel to it. I enjoy the upgrade kits too and how they let some weapons evolve during the playthrough. The character voices and intros for each of them are fun, and I love how they're inspired by all the different movies they come from. I really get that hollywood action hero feel from the gameplay.

I tried the spider enemies pack earlier too and got quickly overwhelmed by the swarms in cramped spaces, they're surprisingly tough due their small size, speed and hardiness. I'll revisit them again by nuking them from orbit with truckloads of napalm by playing russian overkill with them in a later playthrough which I know will be absolutely awesome and cathartic.
I don't know why i forgot to reply this. My bad.

I tried fixing one of the most consistent complaints in the Aracnocide enemies pack - enemy hitboxes, speed and health. Some levels were just masochistic, with tiny jumping enemies here and there that ended up making the gameplay broken; So when i came up with the enemy overhaul, i wanted all spiders to behave in a more streamlined way, but each with their personality. The jumpy ones still jump, but not as much, the spitters spit, but not as much...

As for the weapons, i think there's still room to polish and make them more interesting, maybe some good reload animations can make them look better.

I'm very glad you like the mod, and as you probably know from the credits file, your DNA is inside it as well, with the completionist jingles and all.

So thank you for being part of it too!
User avatar
BLSZDOOM
Posts: 123
Joined: Fri Jun 21, 2024 5:04 pm

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by BLSZDOOM »

hey there dr cosbobyte,if you plan on updating the mod again i do have a request/sugestion:can you add a option in the menu to make it so weapon parts and ammo bags are dynamic as in if the game detects you already have the ammo bag it will allaways spawn the weapon parts?i know ammo bags give you a bit of each ammo type regardless if you already have them but i rather have more weapon parts,also stella's shotgun is my favorite due to its animation and sound so could you give blake's shotgun a slightly smoother animation as well?
User avatar
devlman127
Posts: 70
Joined: Sun Nov 03, 2019 9:56 am

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by devlman127 »

I wish The Needler did more damage, feels unsatisfying that a 50 cal machine gun needs to unload most of it's box just to kill a caco.
User avatar
BLSZDOOM
Posts: 123
Joined: Fri Jun 21, 2024 5:04 pm

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by BLSZDOOM »

devlman127 wrote: Fri Aug 29, 2025 7:43 am I wish The Needler did more damage, feels unsatisfying that a 50 cal machine gun needs to unload most of it's box just to kill a caco.
here try this:https://www.moddb.com/mods/brutal-doom/ ... sters-only
User avatar
Dr_Cosmobyte
Posts: 2855
Joined: Thu Jun 04, 2015 9:07 pm
Preferred Pronouns: He/Him
Location: Killing spiders.
Contact:

Re: ARACNOCIDE 2.9b (Updated 26/APR/25)

Post by Dr_Cosmobyte »

Well, that's the way i found ti give the game some balance. Marion has a LMG that has more 20 extra bullets and deals 50% more damage, at the cost of a worse accuracy, why Simon has better accuracy and DPS.

Also, don't forget that Simon's Assault Rifle has a perk that will ricochet and hit the targets most of the time, and the upgrade as well, which has a 100-Round magazine.
Post Reply

Return to “Gameplay Mods”