XCOMDoom 08/03/2018: New Version 0.21!
Posted: Mon Jul 09, 2018 7:17 pm
by Cherno
Hello,
after VoxelChibi Doom, I present you my second mod:
XCOMDoom!

So far, this is basically a sprite replacement mod with minor gameplay changes due to the new monster and weapons behaviors. I ripped pretty much all the monster and weapon sounds from XCOM:EU and out them into an addon soundpack, but I won't include them here so I used free replacement sound effects.
Newest version: 0.21 Be sure to update your BAT files!
xcom0.21.pk3
Recommended with Target Spy!
after VoxelChibi Doom, I present you my second mod:
XCOMDoom!

So far, this is basically a sprite replacement mod with minor gameplay changes due to the new monster and weapons behaviors. I ripped pretty much all the monster and weapon sounds from XCOM:EU and out them into an addon soundpack, but I won't include them here so I used free replacement sound effects.
Spoiler: Features:
- Replaces all Doom2 monsters (except for Commander Keen) with aliens from XCOM: Enemy Unknown.
- Weapons:
- Pistol
- Shotgun
- Assault Rifle
- Light Machinegun
- Sniper Rifle
- Rocket launcher
- Plasma Pistol
- Light Plasma Rifle
- Plasma Rifle
- Heavy Plasma
- Blaster Launcher
- Frag Grenade
- Alien Grenade
- Arc Thrower
- Player Classes:
- Generic (Pistol ony)
- Assault (shotgun, pistol and frag grenades)
- Heavy (LMG and rocket launcher)
- Support (assault rifle, pistol and frag grenades)
- Sniper (sniper rifle (duh!) and pistol)
/list]- Custom Status Bar.
- Aliens: All Aliens from XCOM: Enemy Unknown save for the Cyberdisc.
Spoiler: Screenshots:
Sectopod firing it's ray cannon:
Sectoid Commanders and Thin Men:
Sectoid fighting against a Chryssalid:
Sectoid Commander getting shot in the back by his comrade while a Muton and Outsider join the fray:
Muton fighting Secoit Commanders:
Muton Elite squad:
Floaters and Heavy Floaters:
Spoiler: Plans for the future:
Include more stuff, of course, namely:
- Proper psi attacks for the Ethereals and Sectoid Commanders. DONE!
- Plasma and Laser weaponry. DONE!
- Arc thrower melee weapon; If an alien is not killed/stunned with the Arc thrower, it's weapon will not drop as it will disintegrate upon death. DONE!
- Grenades both for the player and for Mutons and other enemies. DONE!
- Other misc inventory items
- Custom maps resembling the classic XCOM locales such as farmhouses and forests with downed UFOs, as well as an inner-city terror size and an alien base or large ship.
Spoiler: Known and possible issues:Download:
- All enemies from the Enemy Withing expansion can't be included because the animation importer doesn't work with them, so no Seekers and Mechtoids either.
- The Cyberdisc file can't be imported properly with it's animations intact, so it can't be included sadly.
- Ethereals and Ethereal Elders will not stop summoning aliens once active, however they will only do so when they can see the player.
- Certain Doom 2 monsters have been replaces with squads of Mutons, in tight spaces they will probably not all spawn.
Newest version: 0.21 Be sure to update your BAT files!
xcom0.21.pk3
Recommended with Target Spy!
Spoiler: Old versions:
Spoiler: Changelog:
0.21:0.2:
- Fixed player class weapons & ammo
- Fixed super shotgun replacement
0.1: Initial version
- Plasma weapons completed
- Killed zombies spawn Chryssalids
- Yellow alien blood, and new blood effects
- Arc thrower with stun mechanic
- Player classes
- Sniper rifle scope has been made smoother
- New Psi skills and attacks for certain aliens
- Changed Doom 2 enemy replacement
- Sectopods fire a harmless red aiming laser right before their ray attack to warn the player. They also aim at their target instead of the general direction.
- Mutons, Muton Elites and Heavy Floaters throw alien grenades occasionally. the player also has access to alien and frag grenades.
- Muton Berserkers use a bullrush attack now
- Re-rendered all HUD weapon with better bump mapping and changed camera settings so graphics aren't cut off.
- Projectiles are fired from the muzzles of the guns, both for aliens and for the player HUD weapons.
- New plasma projectile, using a recoloured Baron projectile.
- Added trails for alien grenades and plasma bolts.
- Most weapons automatically reload when the last shot in the magazine has been fired.
- Destroyed Sectopods cause a frag grenade explosion
- Sectopods will always spawn with two drones. These will, when active, check if a Sectopod is near and if yes, and below it's max health, attempt to heal it.
- Thin Men use a spit attack occasionally. When the spit projectile hits something, it creates a poisonous cloud that lingers for a short while.
- Pretty much all actor properties have been rebalanced.
- Credits added.
- Aliens have been given Tag names for Target Spy.
- Various other stuff I can't remember right now
Spoiler: Gameplay tips:[/list]
- The aliens rarely drop their weapons and grenades when killed. Use the Arc Thrower to stun aliens that are low on health.
- This mod works really well with TargetSpy. Configure it so you see an alien's current health points, and if it's at or below 30, stun it!
- The Alt-Fire for the Blaster Launcher fires a homing projectile.
- Use the XCOMDoom options menu to disable the recoil effect of the Assault Rifle and LMG if you want.
- Keep moving! There are no hitscan enemies (save for the Sectopod's ray attack) but alien grenades and psi attacks can really ruin your day!
- You probably won't make it through the vanilla Doom 2 campaign with this TC, just load up Map13: Downtown, type IDFA and watch the chaos unfold!
Spoiler: Credits:
Sprites: Firaxis/XCOM 2012
Unreal Engine asset extraction: Gildor
Explosion A and B: RSSwizard
Explosion C-G: TNT Team/Nam
Plasma Bolt Projectile,
Blaster Bomb fragment: Raven Software/Heretic
Poison Spit Projectile: Monolith Productions/Blood
Poison Cloud Sprite: Bullfrog/Dungeon Keeper
Blood: Valve/Half-Life
Alien Summoning: id Software/Doom
Psi Seeker: id Software/Doom






