[WIP] Minimal Effects Mod

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
bgraybr
Posts: 136
Joined: Tue Nov 30, 2010 7:52 pm

[WIP] Minimal Effects Mod

Post by bgraybr »

I decided to clean up the wad of effects that I keep for my own personal used; I added some graphics and effects of my own and touched up the existed ones.

My goal was to keep the graphics as Doom-like as possible, while still adding some nice effects. I tried to use IWAD resources and edits as much as possible (rather than add new graphics). I also tried to maintain compatibility with wads that include custom graphics and sounds as much as possible.

UPCOMING:
-new hud
-mirrored enemy alt deaths and attacks
-less excessive gore effects that don't look like a copy of nashgore.wad
-still not happy with lost soul blood, have an idea for what to do with it
-remove unused graphics left over from the mods that I based this on
-a few changes game play changes

UPDATE:
-removed imp fireball because it was ugly and I'm to terrible at graphics editing to fix it
-recolored lost soul blood
-split wads
-put Plutonia music wad together
-chainsaw now pulls player toward enemies
-touched up torches
-crushed enemies can now resurrect as fuzzy "ghost" monsters
-changed clip sprite into pistol (going to undo this next update probably, I think that its ugly)
-toned down new blood a bit
-squashed a few bugs
-chaingunner now fires at the same rate as the player's chaingun

NOTES:
-m_enhance contains new monsters and effects, m_decor includes decorations (like torches), m_guns includes the guns, m_doom2 contains animdefs for Doom 2 specific graphics
-load m_doom2.wad only for Doom 2, Plutonia, and TNT
-load p_music.wad for Plutonia, d_music.wad for Doom 1 and 2
-you can use any sound effects pack that you want, I only used vanilla sounds for the effects. I recommend Perkristan's sound pack
-if you use Gzdoom, I recommend that you load the full brightmaps pk3: http://forum.zdoom.org/viewtopic.php?f=19&t=26039

Credits: (Sorry if its incomplete, most of the stuff I used has been heavily modified, except for the smoother weapon sprite animations)
Perkristan
Strife
NashGore
Beautiful Doom
Graf Zahl
BlueFireZ88 (Smoother BFG 9000)

Download (with music):
http://www.filedropper.com/menhance

Download (without music):
http://www.filedropper.com/menhance_1
Last edited by bgraybr on Sun May 01, 2011 5:19 pm, edited 3 times in total.
User avatar
Conmon
Posts: 79
Joined: Thu Aug 14, 2008 9:18 pm

Re: [WIP] Minimal Effects Mod

Post by Conmon »

Credit for Beautiful Doom goes to LilWhiteMouse.

Going to try the wads...
User avatar
Viscra Maelstrom
Posts: 6200
Joined: Thu Dec 04, 2008 1:14 am
Location: plergleland

Re: [WIP] Minimal Effects Mod

Post by Viscra Maelstrom »

Conmon wrote:Credit for Beautiful Doom goes to LilWhiteMouse.
what?
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [WIP] Minimal Effects Mod

Post by wildweasel »

Conmon wrote:Credit for Beautiful Doom goes to LilWhiteMouse.

Going to try the wads...
Beautiful Doom was by Jekyll Grim Payne. LWM hasn't, to my knowledge, ever released a mod that was just a simple effects/weapons mod. =P
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [WIP] Minimal Effects Mod

Post by Matt »

What do the three different files do? I'm too lazy to edit out my autoloads, then repackage everything into a single zip and/or type out a big command line with all three wads.

EDIT: Okay, fine, I got around to zipping them all into one thing and playing it. Some thoughts off the top of my head.

- I hate mods that try to "correct" the Doomguy's pistol-handedness. It is pointless, superfluous and frankly kinda fuckin' creepy in its implicit message that every protag has to conform to some majority standard. I like how smooth it is though. But well, it's your mod I suppose.

- It's a bit disorienting to not hear any audio feedback for the BFG's charge sequence.

- Imps have flames on their hands while scratching you. Which is fine if the flame is still on the hand at the end of the sequence like the barons, but now it just looks like an oversight.
Last edited by Matt on Sun May 01, 2011 5:23 pm, edited 1 time in total.
bgraybr
Posts: 136
Joined: Tue Nov 30, 2010 7:52 pm

Re: [WIP] Minimal Effects Mod

Post by bgraybr »

Vaecrius wrote:What do the three different files do? I'm too lazy to edit out my autoloads, then repackage everything into a single zip and/or type out a big command line with all three wads.
Select all of the wads, drag and drop to the Zdoom executable?

Updated main post.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [WIP] Minimal Effects Mod

Post by Matt »

...um, the new download just keeps downloading and downloading like there's no end to the file.
bgraybr
Posts: 136
Joined: Tue Nov 30, 2010 7:52 pm

Re: [WIP] Minimal Effects Mod

Post by bgraybr »

No, the wad with music included is just very large.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [WIP] Minimal Effects Mod

Post by Matt »

Ahh, I see ::downloads the right one::

I like the gib effects - they look so fluid without using much more than the IWAD graphics!

Not too sure about how I feel re: cyber/spider explosions being thrown in an arc like that. Maybe if the explosions themselves don't have gravity, but throw out bits of stuff that do...
marble
Posts: 64
Joined: Mon Jun 01, 2009 9:15 am

Re: [WIP] Minimal Effects Mod

Post by marble »

both links are down.
User avatar
Ryan Cordell
Posts: 4349
Joined: Sun Feb 06, 2005 6:39 am
Preferred Pronouns: No Preference
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: [WIP] Minimal Effects Mod

Post by Ryan Cordell »

wildweasel wrote:LWM hasn't, to my knowledge, ever released a mod that was just a simple effects/weapons mod. =P
Or anything simple, for that matter. ;)
bgraybr
Posts: 136
Joined: Tue Nov 30, 2010 7:52 pm

Re: [WIP] Minimal Effects Mod

Post by bgraybr »

To be honest, I haven't touched this project since I posted this thread. I'll see if I can find a good file host and get a working download up this weekend (as well as a video/screenshots).
User avatar
Conmon
Posts: 79
Joined: Thu Aug 14, 2008 9:18 pm

Re: [WIP] Minimal Effects Mod

Post by Conmon »

Arg I got my initialed names confused... JGP/LWM... yeah that was my bad..
User avatar
Z86
Posts: 101
Joined: Mon Jan 24, 2011 5:22 pm

Re: [WIP] Minimal Effects Mod

Post by Z86 »

I had an idea (that i did not explore yet due to lack of time) about making a doom mod pretty similar to this.

My aim was/is to maintain doomish graphics and technology level (that means even cutting back on some default GZDoom features like additive fireballs and explosions), but improve the monsters with: added gore, alt deaths, mirrored attacks, improved sprites, improved behaviour and so on. I did a brightmap pack that fits well with this too.
bgraybr
Posts: 136
Joined: Tue Nov 30, 2010 7:52 pm

Re: [WIP] Minimal Effects Mod

Post by bgraybr »

Cool. If you have anything to add then you're welcome to post it here. I can add it to my wads and (obviously) give you full credit for it.
Locked

Return to “Abandoned/Dead Projects”