DoomLess: SNAFU Cut v1.0 - Lethal Tender

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LossForWords
Posts: 558
Joined: Fri Jan 13, 2017 9:08 pm

DoomLess: SNAFU Cut v1.0 - Lethal Tender

Post by LossForWords »

[imgur]https://i.imgur.com/EUH9d8d[/imgur]
Here's something i've been working on for a while.
It's a fork of Doomless Warzone, but enough stuff's been changed to the point where i'm confident enough to call it it's own thing.
So: changes.
-Enemies have been given distinct colours, so you can have an easier time telling them apart.
-Physical projectiles (Rockets, BFG balls, flamethrower fireballs) now use custom damagetypes.
-Enemies can enter wounded/last stand states.
-Weapons that deal melee damage can knock out enemies.
-Non-mechanical enemies have a variety of custom death types. From fire, to poison, to chainsaws.
-Hitscan monsters (Except for Medic) have been fully replaced.
-Medic uses a 3-round hitscan attack telegraphed with a laser sight as his main attack, and has custom healing animations now.
-Made the Lost Souls less bullshit.
-Enhanced death animations for mechanical enemies. They can dramatically go kaboom now.
-New sprites for Flamethrower guy and BFG guy.
-BFG guy has also been... modified significantly. You'll see.
[imgur]https://i.imgur.com/SrLp2gZ[/imgur]
(weapon mod used: Atom Rain)
[imgur]https://i.imgur.com/DfakbC3[/imgur]
Known bugs:
-There's a handful of errors tied to a fix i made to make sure the Stasis Bow's attack actually stuns enemies. It's nothing to worry about.
Download Here.
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Spaceman333
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender

Post by Spaceman333 »

Hey neat, iirc Doomless was that mod that replaced all demons with regular human UAC military enemies. The original mod had some jank (hitscan hell + collision boxes were not accurate), so this new release is exciting to me!

Definitely going to give this universal Monster Replacer mod a spin! Thank you for making and sharing it. :thumb:
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Tsran908
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Location: MAP MAP01

Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender

Post by Tsran908 »

hi! sorry about ask this but can i use Sprite(like Flamethrower guy BFG guy) outside of this mod?
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LossForWords
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Joined: Fri Jan 13, 2017 9:08 pm

Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender

Post by LossForWords »

Tsran908 wrote: Thu Nov 17, 2022 9:06 am hi! sorry about ask this but can i use Sprite(like Flamethrower guy BFG guy) outside of this mod?
Sure!
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Tsran908
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender

Post by Tsran908 »

LossForWords wrote: Mon Nov 21, 2022 9:26 am
Tsran908 wrote: Thu Nov 17, 2022 9:06 am hi! sorry about ask this but can i use Sprite(like Flamethrower guy BFG guy) outside of this mod?
Sure!
that's nice to hear it Thanks for response!
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Shatter-Thought[V-4]
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Re: DoomLess: SNAFU Cut v1.0 - Lethal Tender

Post by Shatter-Thought[V-4] »

I really love this monster pack for the most part, super cool, nice enemies with good sprite edits, and overall solid.

I do think that giving most humanoid soldier enemies dashing scripts is a little annoying when applied to the flamethrower guy and the chaingun shooter, those guys are dangerous enough as is and when they are supported by others of their kind or other enemies, you want to ideally kill them FAST to make sure they can't rip you apart, and those two are nasty if you can't kill them quickly, especially the Mancubus replacement, which is not uncommonly placed with multiples of itself in rooms, and at times placed in tight areas where a group of them can shoot around fast an make it impossible to dodge, leaving you with the better option to kill them fast or stun lock them, kind of tough to do with the dashing thing.

The tanks are also a big problem, those can annihilate the player a little too easily with a salvo or two, way more brutal then they need to be, and worse because there's a good number of times in various maps where you will fight multiple hell knights, or even one or a few in VERY snug quarters that are designed to take the vanilla knight's dangerous but slower attacks into consideration.

Maybe a behavior toggle would suffice in the options so players can still play on tougher difficulties, but only having tanks fire at their current speed with the toggle on, for maps that give the player much more room to maneuver or cover atypically.

Or at least lower their damage to maybe 6-8 points a bullet.

I love the drops that some soldiers drop, very fun ideas. I think the tanks might be reasonable to drop a few armor shards, or a random chance to drop a small battery.

All that aside, this is pretty fun and I still intend to use it (With some op characters). This is some great work!

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