New trailer
Welcome to Jumping Flash Doom!
The monster update!
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v2.0 massive update! Now includes monster replacements for all standard Doom 2 monsters and bosses!
Several changes to the base pack as well, including the support AIs! I found a way to rip sound effects from the game disk, letting me make the support AIs (You can choose between several in the options menu) and updated a lot of sound effects. There are also new animations and effects on level start, damage, and death. There's a brand new title screen and the weapons have gone through some rebalancing. Mostly the laser does considerably less damage and no longer stuns enemies unless you have berserk.
Also enemies! The enemies are packed in a separate pk3 so if you only want to use either the player or the monsters, you have that option. I have PAINSTAKINGLY recreated Jumping Flash 1, 2, and Robbit mon Deau enemies and bosses, by eye, to replace every traditional enemy and boss in Doom 2. This was a massive undertaking and has taken me a year or more to do. Some enemies are more complex than others, the Archvile, Mastermind, Cyberdemon, and Icon of Sin replacements are especially noteworthy. Includes a ton of sound effects for the enemies and a new map replacing map30 for a brand new Icon of Sin fight. Despite how much has been added the file-size is actually smaller because I found out how to reduce audio size. Please enjoy!
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Jumping Flash (and Jumping Flash 2) are lesser-known first-person platformer/shooters for the Playstation 1 and actually great fun. This mod is meant to mimic those games (specifically 2) in a Doom-like way. So take control of the robotic battle-bunny known as Robbit and save the day! This mod is GZDoom specific, as it uses 3D models.
This is primarily a weapon and control mod, changing your hud, giving you some new weapons and even a triple-jump! I've attempted to make the mod as unintrusive as possible so it will work well with other mods and maps. Specifically what this changes is the hud, weapon loadaout, character class (to enable jumping and stomping), some aesthetic changes, and includes an end-of-level interrupt. I did not include the AI companion because that would have been an entire can of worms I didn't want to open...
Please enable free-look and jumping or you are missing out on much of the feel this mod offers! And jumping around to see what you can break is half the fun!
Primary changes include:
Jumping!
A triple-jump with modulated jumps and a jump-meter on the HUD. You also do stomp damage to enemies, more damage from farther falls. (Cyberdemons and Masterminds are immune to stomp damage) Due to most enemies having a melee and moving quickly this is actually difficult to use. Try stun-locking them while stomping!
Laser!
The basic laser is a rapid-fire projectile with infinite ammo. It's got about the same dps as the chaingun and increases damage with berserk. Without berserk it does not stun enemies. The intention is that you'll be using this as your main weapon. Ammo quantities and capacities for other weapons are intentionally small. Works well on smaller enemies and medium enemies in low numbers.
Power Orbs!
Play in the ball-pit! Spew explosive power orbs everywhere. Similar use to grenades, works well on enemies enclosed below you and when circle-strafing. Not terribly useful for normal combat. Alt-fire fires a ball that does not bounce.
Rockets!
Rapid-fire homing rockets (they do not do area damage) pack quite a punch and are useful against medium enemies, large numbers of small enemies, and large enemies in small numbers. Have an alt-fire that does not home and does not do impact damage but does do area damage on impact.
Roman Candle!
Just deletes things. A piercing laser that chews through ammo but absolutely destroys what you shoot at. Useful for large enemies and crowds. Alt-fire is a zoom.
Cherry Bomb!
A big explosion. Kind of a BFG replacement. Only the healthiest of enemies will survive. Suitable for large numbers of most things. Not actually suitable for single enemies with large health pools.
Monsters!
Every standard Doom 2 enemy has been replaced with an enemy from Jumping Flash 1, 2, or Robbit mon Deau. Some, such as the Mastermind, Cyberdemon, and Icon of Sin, are really fearsome opponents!
Google Drive link:
Spoiler:Changes in 2.0:
-weapon damage balance
-sound effect quality improvement and volume adjustment
-new damage, level start, and death effect
-new title screen
-support AIs added
-JUMPING FLASH MONSTERS added
--all standard Doom 2 enemies and bosses have been replaced with Jumping Flash enemies and bosses
--new map30 to accommodate new final boss
--new end credits and cast roll
Changes in 1.4:
-flashlight added (unbound by default)
-Adventure of Square, Golden Souls 1 & 2, Jazz Jackrabbit, Hocus Pocus compatibility
-faster weapon swapping
-Roman Candle has a zoom alt-fire
-Power Orbs have a no-bounce alt-fire
-Made Rockets home more aggressively
-Made stomp do damage in one burst
-Made bounce trigger under more accurate circumstances
-More accurate minimap colors
Changes in 1.3:
-minimap, radar, and compass
-options to display them in the menu
-on-screen kill/secret/item counter
-Chex Quest 3 compatibility
Changes in 1.2:
-Included menu cursor
-HUD Robbit bounces when collecting an item
-Roman Candle has a "free" shot if you don't hold down fire for long
-You can see Robbit's feet
-Rockets have an alt-fire that does not home but explodes on contact, included to make the Icon of Sin more reasonable.
Hello! I'm Naka Teleeli and this is my first post here and my first mod. I've spent the last few months working on this and have spent a great deal of time searching this forum and the wiki for help, more or less teaching myself to mod in the process. Thank you for the helpful resources you've laid out!