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.
Hey there, friendly neighborhood Decorate gremlin here.
I've been sitting on a (mostly) finished tactical-ish mod for about a year now, and I figured it's probably best to let people mess around with it instead of just letting it gather dust on my hard drive.
It's loosely inspired by Matt's Hideous Destructor, Jarewill's Old Frontier/Lost Frontier and Brohnesorge's Feet On The Ground (All of which you should play!), as well as CoD's Hardcore gamemodes.
It's just Doom 2's arsenal, but modified to be a bit more tactical, along with some other changes (player is squishy, sprinting, reloading n such)
Twas built to be universal and is technically balanced for vanilla. (As in modern doom wad difficulty vanilla, stuff like Eviternity or Valiant)
It can definitely be more challenging than vanilla, and certain encounters are gonna require more planning to be successful, but your weapons are far stronger to compensate.
Quick Guide here:
Spoiler:
Your marine's far less agile than Vanilla doomguy. You can sprint by pressing Run while moving directly forward and Evade by pressing Run + any other direction. Crouching while Sprinting will slide, and pressing Zoom while sprinting does a leaping jump. (Meant for crossing large gaps and also quick repositioning)
Mobility efficiency varies depending on currently held weapon.
All your guns need to be reloaded. Tap your Reload key to Reload, hold it to check your ammo.
Crouching tightens up gun spread and reduces recoil.
Fists
-Fire for regular punches, hold Alt-fire for a charged punch. -Sprinting with your fists is roughly vanilla doomguy speed. Punching while sprinting also does a powered up punch. (Extra fun with berserk.)
Chainsaw
-doesn't pull you in or jerk your aim around.
Pistol
-fire for single shot, Alt-fire for 3 round burst.
Shotgun
-Fire to Fire, Alt-fire to Pump. (Can be chamberloaded by pressing Reload while holding down Alt-fire)
-can be slam-fired by holding down fire while mashing Alt-fire
-Zoom to toggle between Buckshot and Dragonsbreath. Reloading with the other ammo type selected will automatically unload the other shell type before reloading the current shell type. No shell mixing. (Too much of a nightmare to code)
Super Shotgun
-Fire for both barrels, Alt-fire for one.
-Zoom toggles between Buckshot and Explosive Slugs. Same deal as the Pump Shotgun.
-Has increased knockback as a "get off me tool" in addition to the damage it does vs the pump shotgun.
Chaingun
-Fire to shoot main chaingun, Alt-fire to shoot mounted light rocket launcher. (Does not come with a rocket loaded, Alt-fire reloads this when empty if you have light rockets.)
-Zoom to toggle chaingun between Auto and Burst.
Rocket Launcher
-Fire to shoot rockets. Currently doesn't have an Alt-fire.
-Reload for Standard Rockets, Zoom for Light Rockets.
Standard rockets deal far more damage and have a bigger AoE, but are bulky and take longer to load. Light Rockets are weaker and have a slight arc to them, but can be speedloaded.
No rocket type mixing. Additionally, the launcher can't be unloaded like the shotguns. You'll have to dump the rest of your rockets (preferably into a demon) to use the other ammo type.
Plasma Rifle
-Fire for regular bolts. Bolts have a slight AoE to them that doesn't affect the shooter. (Or at least it shouldn't)
-Zoom to toggle Alt-Fire firemode between Precision and Spread. (Is on Precision by default)
-Alt-fire shoots currently selected Alt-fire firemode. Precision fires a single large, powerful bolt, while Spread fires 8 regular sized bolts in a shotgun-like manner. Both modes pierce through enemies.
BFG-9000
-Fire to shoot off a large BFG ball. Harms enemies while flying, explodes for an absurd amount of damage upon impact.
-Alt-fire to shoot off a quick burst of tracers. Uses 1/3 the ammo of a regular BFG shot.
-Zoom to convert 180 Regular Cells into BFG ammo. (Meant for emergencies where a map expects you to spam the BFG, intentionally ammo-inefficient)
Keep in mind the BFG has no ammo retention/conservation, empty it before reloading, or that unused ammo will be wasted.
Medical
-Fire for Medkits, hold down to apply. Slows you down while applying. Heals for 30HP over time. Can hold 2 at a time.
-Alt-fire for Stimpacks. Heals for 15HP over time. Can hold 4 at a time.
-Reload for Armor Plates. Restores 25 armor durability. Can hold 4 at a time.
-Zoom for Health Potions. Heals for 10HP and can Overheal, up to 200HP. Can hold 4 at a time.
-User1 to apply Berserk, Hold down to apply. Berserk quickly heals for 100HP, grants a temporary Speed and Defense buff for 45 seconds, and increases the lethality of your punches for the rest of the level. Can hold 1 at a time.
While the Speed and Defense buff is active (as indicated by a red arrow on your Health/Armor display), you're slightly tankier than vanilla doomguy, and can move faster than vanilla doomguy depending on the held weapon.
Meant for when a map gets especially mean.
-User2 to toggle drop mode. Pressing any of the other keys will instead drop 1 of that item, if available. Useful for co-op. (If anyone ever plays this in co-op)
Armor types:
Recruit Armor (the one you spawn with) is basically just spawn protection. Meant to hopefully prevent you from being 1-tapped by a revenant.
Green Armor is average protection and durability.
Red Armor offers a bit less protection than Green, but has higher durability.
Blue Armor offers great protection and has the highest durability.
Black Armor offers the best protection, pretty much stopping everything short of an archvile blast, but has less durability than Blue Armor, and breaks down far faster than all the other armor types.
Only other changes are the Radsuit lasts 90 seconds instead of 60 and the player being able to hold their breath underwater for roughly 50% longer than vanilla doomguy to account for lower mobility and the player having to reload.
Additionally, I'd recommend forcing on Crouching in the gameplay options. It's not forced on by default in case you wanna play strictly by a map's rules, but Crouching under projectiles is gonna make a lot of encounters more bearable.
This is some good stuff!
I love how this mod feels to play, although some things are a bit awkward, such as not being able to check your ammo while sprinting or accidentally dodging diagonally when I try to sprint, but overall it's a great experience to play.
However I would like to request being able to cancel the shotgun reload, it doesn't have to be instant, just anything to cancel it.
Oh and maybe some CVars to be able to tweak ammo scarcity, I tend to drown in ammo while playing.
Pretty damn fun. The hidden ammo count is a design choice I had a negative first impression of as well, but it's not difficult to mentally track the bullets used. Don't have a lot to say regarding balance yet, but Going Down's ambushes are giving me a run for my money as usual. One thing I'd like to see adjusted is having a separate button from reloading and checking inventory. Checking info has a fairly lengthy animation that can be killer when you're trying to reload instead, especially with the super shotgun.
Hey, thanks for the great feedback! Apologies on the late reply.
However I would like to request being able to cancel the shotgun reload, it doesn't have to be instant, just anything to cancel it.
You can already do this by just holding down Fire during the reload animation. It's a bit unresponsive so I might go back and improve it in the future.
Oh and maybe some CVars to be able to tweak ammo scarcity, I tend to drown in ammo while playing.
This one's definitely above my paygrade in terms of coding. Though if there's any tutorials on how to implement something like this, I'd be open to learn how.
One thing I'd like to see adjusted is having a separate button from reloading and checking inventory. Checking info has a fairly lengthy animation that can be killer when you're trying to reload instead, especially with the super shotgun.
True, I'll probably just shove ammo checking off to a User key since none of the weapons use those.
Again, thanks for the feedback. No ETA on when motivation will strike, but it'll happen eventually.
Forgot to post here when i saw it, so i'm kinda late to the party.
I really like what i see here! So much that i don't have negatives, only two silly suggestions:
To convert the remaining sounds from wav to ogg and save some space, and to maybe add a feature where you can pump your shotgun even when loaded and drop a shell in the process (which could be picked up again, obviously =V)
Otherwise, i love me those simple survival mods. Keep up the great work!
That0neBr075 wrote: ↑Sat Feb 24, 2024 7:04 pm
You can already do this by just holding down Fire during the reload animation. It's a bit unresponsive so I might go back and improve it in the future.
Oh, you are right.
I swear I tried to do that before and nothing was happening, I guess I was holding it down at a wrong timing.
Well nevermind that then! It works all fine.
That0neBr075 wrote: ↑Sat Feb 24, 2024 7:04 pm
This one's definitely above my paygrade in terms of coding. Though if there's any tutorials on how to implement something like this, I'd be open to learn how.
Old Frontier might actually have relevant code here:
Spoiler:
First create a CVARINFO file with some server CVars like this: server int lf_drops = 50;
Then in Decorate you can create a new actor that checks this CVar like this:
Actor StimpackReplacer replaces Stimpack
{
States
{
Spawn:
TNT1 A 0 NoDelay A_JumpIf(random(1,100) <= GetCVar("lf_drops"),1)
Stop
TNT1 A 0 A_SpawnItemEx("StimpackRandomDrop")
Stop
}
}
Then when the StimpackReplacer actor spawns, it will choose a random number between 1 and 100 and compare it to the CVar which will now be treated as a percent chance to spawn.
If the CVar if 50, then it's a 50% chance to spawn, 75 is 75%, 100 is 100% and so on.
Finally you can include a slider in the options menu that will allow the user to customize the amount, like so: Slider "Chance to spawn items","lf_drops",0,100,5,0 (This slider goes from 0 to 100 in increments of 5)
Nice little lightweight tactical mod! The weapons feel good, items work well. Like others have said, sprinting can make things a little awkward, like delaying a weapon switch when picking something up.