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Hey guys. Welcome to my first post but not my first creation.
Say. Do you like Warframe? No? Well. Anyway I made a mod for Doom (compatible with Zandronum online) with that concept.
An RPG system with eight classes to choose, every one with 4 special skills and a unique passive.
Spoiler:
As you can see, bot classic and fullscreen HUDs are customized.
Custom controls:
Spoiler:
Yes. You can change them from options, so there's no need to stick to default or deal with bind codes in console
But if you just want to play without configure, Here you have the default:
In the Numpad:
KP1: First skill.
KP2: Second skill.
KP3: Third skill.
KP4: Ultra skill.
KP5: Toggle class mechanics explanation.
About the system:
Spoiler:
It's pretty simple
First of all, there's no need to play vanilla or go with full modern stuff... it's up to you how you play. I tried to mantain classic style UNBREAKABLE by my mod. If you broke something in your map, probably you didn't configure it well or it's a Doom engine problem.
Unlike Wrath of Cronos, besides this one runs perfectly in Doom (and even most, it was created for it) it has only four skills that automatically level up when your reach specific level... sorry if you want some complex character edition, but my knowledge is limited.
The experience gained for each kill is calculated by the enemy's max health and the existence of some flags in order to make it as compatible as possible with custom enemies.
If there's only a player, just your own kills will give experience... No upgrades for those that enjoy the monster infighting (including me)
If there're more than a player, every enemy death will give a 25% of the experience to those who didn't kill it. Because I'm tired of see how some people just makes kill steals but I don't want to feed lazy ones
Max level is 20, but you get full skill level at 15. Anyway you still get max health and mana upgrades by leveling up.
Skills have cooldown, so keep that in mind. I just didn't want to see a massive skill spam.
Due (almost) everyone's max health can surpass 200HP, I modified soulsphere and other items for keep them useful
What's with the classes?
Spoiler:
I'm gonna put some "stats" png that I took off from the mod because I don't see them anymore since I added 8 classes.
Medic
Works with mana
Passive skill: Painstate drops a medikit when has more health that his max capacity
First skill: Extract your own blood and drops a bag to heal other classes. So if everyone in your team is medic, this skill is complete useless
Second skill: Gets healthdrain power
Third skill: Make a red bottles rain healing you and your team health. Keep in mind that these are NOT healthbonus
Ultra skill: You overhealth yourself
Berserker
Gains energy by fighting
Passive skill: The less health it has, the more damage it does
First skill: Doublefire speed
Second skill: Makes a ring of projectiles that hurts enemies
Third skill: Damage taken will be inflicted to the attacker
Ultra skill: Gain a buff in movespeed and regeneration
Stealth
Works with mana
Passive skill: Fist and Pistol don't alert enemies
First skill: Gives you a melee damage buff
Second skill: Makes you invisible
Third skill: Throws a decoy
Ultra skill: Stops time. Do you have a better idea?
Attacker
Works with mana
Passive skill: Pistol has unlimited ammo (also this one and shotgun are faster)
First skill: Gives you a movement speed buff
Second skill: Double fire speed
Third skill: Throws a land mine
Ultra skill: Launchs a mega buckshot attack
Support
Starts with 5 uses of each skill. Gets resupplied every 3 minutes
Passive skill: Starts with shotgun and a better green armor
First skill: Provides ammo
Second skill: Provides extra armor
Third skill: Deploys a shield that deflect any front projectile
Ultra skill: Deploys a defensive shooting turret
Tank A.k.a. Meat Shield
Works with mana
Passive skill: Inmune to splash damage
First skill: Can parry projectiles
Second skill: It's a defense toggle. If active, every time you get hurt, you gain damage resist.
Third skill: Charge against your enemies
Ultra skill: Improves armor (I know, this one isn't that great)
Drug dealer
Works with mana
Passive skill: Slow health regeneration
First skill: Throws a syringe with damage buff.
Second skill: Throws a syringe with movement speed buff.
Third skill: Throws a syringe with regeneration.
Ultra skill: Throws a syringe that protects the one picks it up from death up to 30 seconds. If you receive letal damage, you recover part of your health and get invulnerable for 3 seconds
Satanist
Uses his own health. Pretty edgy I must say.
Passive skill: Get healed by every enemy you kill
First skill: Shoots a blood projectile.
Second skill: Makes yourself invulnerable.
Third skill: Summon a blood minion (Doom imp).
Ultra skill: Gives you a second life. It's not stackeable, but its effect doesn't expire.
Is it compatible with your mods?
Spoiler:
Uhhh, pretty sure not. But let's give it a try.
- ACS of any type may give problems... It happened me before.
- ZMAPINFO lump needs to activate death script for every monster.
- Weapons could be acceptable, as long as you add them from KEYCONF lump or another way that DOESN'T use DECORATE
- There's no map here. so it shouldn't give problems
- HUD texture has no problem but SBARINFO changes could break the beautiful work I made for each class information. No problem if alert messages are enough for you.
Fixed satanist cooldown. Now it won't get cooldown if you haven't enough health.
ADDED ADAPTABLE DAMAGE FACTOR - But how it works?
If the int Cvar "Dificultad" is above 0, everytime you complete a level, the overall damage factor will go up.
The percent of damagefactor increased is determined by the Cvar "Dificultad", which default is 15. So if you pass 4 levels with this setting, the damagefactor will be 1,60 for everyone
If players die a certain time of times(which depends on number of players), damage factor multiplier will be halved. With the previos example, the damage would get 1,30 (unfortunatelly, this won't work with autosave)
Completing a level also restarts the death count.
UPDATE 30 OCTOBER 2021
- Satanist Ultra skill cooldown fixed.
- Berserker third skill changed for a useful one.
- Changed damage factor thing because got a lil' messy in its first instance. Deactivate it by changing cvar Dificultad to zero.
- Now the attacker landmine shouldn't hurt another players
- Now enemies have a chance to drop a mana pickup (will be useful only for those classes who use it)
- Damage factor is shown as log message instead of being printed at the center of the screen.
- Manadrops were way too messy when it appears in a online game and you don't use mana. Fixed pickup system and "balanced" its droprate.
- Fixed Berserker new third skill issues like looping the "Ran out of rage" message.
- Took care about some stuff that can tilt the game a few seconds (remember, if you still using DECORATE, please put at least "STOP" at the end of the states)
To be honest. I though I finished the wad long time ago before I posted this here for the very first time...
I don't want to still coding it but I care about fixing bugs and problems. Make me know if you find something.
When I click the links, my browser gives me a red screen with a warning saying "Deceptive site ahead". Is there another site that I can download it from?