[UPDATED 10/03/2012] RSL's Polaris, X-Marines

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rsl
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[UPDATED 10/03/2012] RSL's Polaris, X-Marines

Post by rsl »

[UPDATED March 10, 2012]: new version for "Polaris" released. The usual link below still applies! :D

[UPDATED February 6, 2012]: new versions for both mods released. The usual links below still apply! See last post for a bit of detail on updates... :)

Hi everybody,

another year has come, and here we are again... With a couple brand-new weapons/gameplay modifications!


* A little preface... *

When I was finished with the first release of the Salvo Jettison mod, Chronoteeth contacted me for a little "challenge". Basically, we would supply each other a set of resources (sprites, sounds, etc.) to be turned into a full-fledged modification. I got from him the resources he prepared for an old TC called "Polaris", which eventually never saw the light of day... What you see here are the results of my participation in this little challenge, as the final outcome of a couple ideas - suggested by Chronoteeth as well - that found their way in these modifications.


* The main release *

Image

Polaris - The Gift (http://www.doomworld.com/idgames/index.php?id=16676)

In this modification, you impersonate either one of two soldier classes prepared by one brand new UAC subsidiary called "Polaris".
The company focuses mostly - but not exclusively - on cryogenics-based weapons, and started creating a brand-new army of soldiers, namely "Rangers". Unfortunately, no way had yet been found to guarantee perfect thermal isolation for their "coolant gel" pods (acting as the fundamental fuel for many of their mightiest, cryogenics-based weapons): as a consequence, cases of frostbiting started to occur among the ranks of the best trained rangers, up to the point that the company decided to develop a new prototype (and army) of android soldiers - aptly-called "Cyberians" - that would not have suffered fom low temperature issues at all...
The above rant is there only to introduce a small gameplay trick: if you play as a Ranger, you'll have better agility, but you'll also suffer from "cryophobia". When you are carrying too much coolant gel ammo, watch out for the gauge at the bottom of the screen - if it fills up completely, you'll start to slowly lose health up to frostbiting, so try to guard its level by finding thermal patches (obtained by killing zombies) and/or consuming most of your coolant gel ammunition!

On to the weapons roster:

Slot 1
- Steel Claw: your basic melee weapon. Can be comboed, but most of all, heavily boosted with a berserk pack: you'll appear as having more than two arms when attacking then! :wink:
- Shovel: powerful one-shot melee; time the swing correctly, and you can take a demon down with a single hit.

Slot 2
- Power Handgun: your trustable, not-so-weak pistol. Quite accurate, and good for anything up to imps.

Slot 3
- Dispersion Shotgun: obtained by rearranging together two double-barreled classics, this one is a four-barrel shotgun that fires in two rounds. Exploit the short-timed bouncing ability of its "dispersion pellets" to spray your opponents around corners!

Slot 4
- Stake Gun: your first coolant-gel based weapon - basically, an ice-spike machinegun that has decent rate and magazine capacity. Ice spikes tend to push away opponents quite easily, so make the most of it.

Slot 5
- Flaregun: a versatile weapon! Once you hit an opponent, the flare keeps burning and tearing it until it either exhausts, or engulfs the victim in flames. Or fire towards a wall or floor to have the flare rapidly deploy on ground, to light up the surrounding area.
- NitroLance Assaulter: a crazy grenade launcher thing, allows you to propel its so-called "nitrocubes" in rapid succession - but beware, these ones have a very erratic/bouncy behaviour... :o

Slot 6
- Marksman Rifle: the name says it all. But to exploit its power, you'd better enter the appropriate stance (with altfire): this way, you get a zoomed view, and roughly four times the power, at the cost of seriously-impaired movement.
- Vitrificator Rifle: another cryogenics-based weapon, this one can turn your opponents into statues of glass - or more concretely, into Your Own Personal Defense Barrier (TM). Too bad ArchViles can still see you through... :blergh:

Slot 7
- Avalanche: a top-tier minigun that fires, uhm, explosive slugs. That is, watch'em fall down fast with this one... :twisted:
- Blizzard: literally enough, this cannon can vomit coolant gel on your foes at an impressive rate, creating a nice snowstorm effect... Very handy also when you need to get rid fast of an excessive quantity of coolant gel.

Slot 8
- Glacier Bombs: they look like grenades, 'cept that they create a deadly cloud of freezing smoke when deployed. These are great for clearing out overcrowded areas, especially when you still haven't found any slot 7 weapon.
- Laser Tripmines: once deployed on ground, these mines create a traversal laser field and wait for it to be interrupted. Once a monster crosses the line, it's most probably gone (not counting the nice X-shaped explosion sequence ensuing afterwards). 8-)

The obligatory screenshots roundup (not much significant, as usual... :cry:):
Spoiler:
Expect a few little extras in the inventory and enemies department, as usual (as you may have guessed from the screenshots). :D

So, what are you waiting for? Try it, and leave your comments/suggestions/criticism in the thread... :!:
But please, only one thing: don't tell me the mod is cool. :lol:


* The bonus release *

Image

X-Marines (http://www.doomworld.com/idgames/index.php?id=16677)

When I started creating the "system" for Polaris (that is, the combination of various effects such as the barrel replacement, blood/gore system, vanilla monsters redefinition, etc.) I wanted to show off a preview to Chronoteeth, but had no weapon ready, or even planned! So I went a bit nuts and decided to create an "appetizer" mini-mod that would have exploited such base. After playing it, however, I decided to keep this mod too, by later modifying it to make it sufficiently standalone and distinguished from "Polaris".
The mod more or less reproduces the vanilla weapons of DOOM, albeit with variations, sometimes major, sometimes less apparent. The main peculiarity being the possibility to again choose from two classes, the "Veteran" or the "Privateer" - each one using the same weaponset, but in a personal way.
The Veteran is mostly versed for (and thus, most effective with) traditional firearms - he makes great use of bullet ammo, but he's barely acceptable with hi-tech weapons.
The same can be said for the Privateer, in a specular way...

Give it a go, it's a nice/arcade-style diversion from vanilla anyway! :)

Screenshots, again:
Spoiler:

* Bottom line *

Special thanks to my friend Chronoteeth for support, resources, ideas and collaboration!
He's doing a very good job with his own entry in our little "challenge", be sure to check it out: http://forum.zdoom.org/viewtopic.php?f=12&t=31223 (for EDGE)

Find all of my old stuff here: http://www.doomworld.com/idgames/index. ... asc&page=1
Last edited by rsl on Sat Mar 10, 2012 6:11 pm, edited 2 times in total.
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by wildweasel »

Say, are those ww-nazis' fastprojectile bullets in the X-Marines screenshots?
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by rsl »

They are derived from them. I looked at your code and tried to write a slightly-modified version of mine... (although if you try the mod, you won't notice explicit differences, save for the Veteran minigun added effects).
Needless to say, you are clearly credited in the textfile. No intention to steal anything, as usual! :)
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Hellstorm Archon »

Looking good. Planning to play these later. :)
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Tapwave »

Ice-based weapon pack?
Holy crap, this looks awesome.
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by rsl »

Thanks guys! :) Also, I forgot to mention one little suggestion: if you haven't played them yet, Lunatic (http://www.doomworld.com/idgames/index.php?id=16551) and Whitemare (http://www.doomworld.com/idgames/index.php?id=16356) are two level episodes that provide the ideal setting for this theme :!: I just finished the former with Ranger, and am in the middle of the latter, playing as Cyberian... Not bad at all! :wink:
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Steve1664 »


That said, I'll be checking this out later. Seems like a nice change of pace.
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by rsl »

Heh heh! Now that's really cool! :D It might as well have served as another source of inspiration... :)

Jokes aside, thank you! I'm looking forward to receive some feedback on the mods...
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Steve1664 »

I'm getting fatal errors trying to run Polaris, mostly doing with the Stakegun's "Kickback" value and the Flare Gun having an "Invalid state parameter a_warp". If you could try to look into the problem that'd be appreciated.

A bit of an inquiry, though: Were you at all inspired by Capcom's Lost Planet games when coming up with the mechanics? The idea of having to pick up the thermal patches to keep from freezing could be expanded with each enemy dropping its own stores of "Thermal Energy" to keep you going, so you possibly wouldn't have to worry about using your coolant ammo so much. For example smaller enemies drop lower amounts while the larger ones (Demons, Hell Nobility, Mancubi [especially Mancubi], etc.) would drop larger amounts. It'd be interesting to make a dedicated mapset using the idea.
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Hellser »

Steve1664 wrote:I'm getting fatal errors trying to run Polaris, mostly doing with the Stakegun's "Kickback" value and the Flare Gun having an "Invalid state parameter a_warp". If you could try to look into the problem that'd be appreciated.
Update to the latest SVN.
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Steve1664 »

All right, everything works just fine now. I have to say it's a great weapon set so far; the pistol is a real beast, and the icicle chaingun's a nice little throwback to the old Quake nailgun. One thing I can do without, though, is the "Arctic Chill" color filter over everything. The game looks much less vibrant with it. Still, great stuff.

EDIT: For goodness' sake, speed up the reload time for the SSG a bit. Perhaps roughly the same as amv's Mutation one would be nice. It's a killer if you get caught in close quarters without time to unload quickly.
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by rsl »

Thanks for trying the mod! :)
A bit of an inquiry, though: Were you at all inspired by Capcom's Lost Planet games when coming up with the mechanics? The idea of having to pick up the thermal patches to keep from freezing could be expanded with each enemy dropping its own stores of "Thermal Energy" to keep you going, so you possibly wouldn't have to worry about using your coolant ammo so much. For example smaller enemies drop lower amounts while the larger ones (Demons, Hell Nobility, Mancubi [especially Mancubi], etc.) would drop larger amounts. It'd be interesting to make a dedicated mapset using the idea.
Well, I actually never tried those Capcom games. To be honest, it was Chronoteeth who came up with this idea for gameplay - maybe he did play them... :?: :wink:
However, the idea you are suggesting is quite interesting - for the moment, I decided to have only former humans drop the patches because it seemed somehow more realistic. In any case, I guess it all comes down to balance: if more monsters can drop them, I might consider shortening the cryogauge, thus allowing it to fill more quickly and forcing a greater pace of gameplay (which is not a bad thing at all!! :D).
I have to say it's a great weapon set so far; the pistol is a real beast, and the icicle chaingun's a nice little throwback to the old Quake nailgun.
Thanks a lot! Also, Quake was one of the titles I actually got inspiration from - glad you've noticed it! :D
One thing I can do without, though, is the "Arctic Chill" color filter over everything. The game looks much less vibrant with it.
Well, the palette was actually part of the starting resource set. I quite liked it, mostly because IMHO it would have proven suitable for a horror theme, just as you pointed out. That's why I decided to go for something a lot more saturated in "X-Marines"... :!:
For goodness' sake, speed up the reload time for the SSG a bit. Perhaps roughly the same as amv's Mutation one would be nice. It's a killer if you get caught in close quarters without time to unload quickly.
I know. But it's been somehow conceived intentionally, also considering that with both rounds you might sometimes go as far as to kill one mancubus.
That's actually why you get a more-powerful-than-usual pistol right at the start! :wink: I somehow wanted to invite players to use their starting weapon more, since in standard DOOM it's too easily forgotten once you get the single barrel.
One hint, though: if you keep reloading the shotgun just after the first round, the action is much quicker. :idea:
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Cardboard Marty »

Definitely cool. :D Your mods always have something unique to them and it's always a pleasure to see what you come up with. Polaris is pretty neat, I have a few nitpicks (some weapons seem a bit unresponsive, the pistol comes to mind), the gameplay system didn't really "jive" with me at first, but I got used to it. The Stranger's palette (or, what looks to be something similar to it) REALLY adds to the atmosphere. X-Marines lacked that bit of refinement but considering it's origin, you did a great job.

I have no idea what I did that I'm credited for in Polaris, but I'm glad to be a part of it in some odd, mysterious way. :) Can't wait to see more from you rsl!
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by Hellstorm Archon »

Just finished playing this, and I have to say this is definitely cool, and it's good for killing some time. :)

One note though, is that the sounds for the zombieman replacement (especially the death sound) sound rather hilarious. :P
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Re: [RELEASED] RSL's new year stuff: Polaris, X-Marines

Post by rsl »

@Marty Kirra: thanks a lot! :D And as you know, it's not the first time I use resources made by you... And it probably won't be the last, either! :wink:

@Hellstorm Archon: thank you! :D Yeah, I admit the Handgun Zombie sounds a bit quite like a jerk, but... He surely is! :lol: Can't remember the original id game character whose sounds I edited and recycled... Anyway, should I find a more appropriate replacement, this could be changed.

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