NecroDoom is a gameplay mod featuring the Necrosuit, a heavy-weapons exoskeleton capable of delivering large doses of whoopass to anything that moves (or doesn't move, for that matter). It's mostly just a showoff mod for the recently-ripped Necrodome weapons, but I got a bit carried away and implemented a few neat things that should hopefully make for an interesting gameplay experience.
Full list o' Features:
6 new weapons, ranging from twin chainguns to rocket pods.
Brand-new (sorta) military hardware, including the crowd-pleasing Napalm Bomb
Revolutionary (not really) dismount system -- enter/exit the Necrosuit at will (and blow it up if you so desire!)
New HUD, SFX, and title music for grins.
NEW: Cross-game compatibility! Works in all the Dooms, Heretic, Hexen, and Strife!
The mod requires at least version 2.6.1 of ZDoom. If the mod fails to start up, you need to upgrade already.
Inventory items are used for various things, so make sure you've got inventory controls set up.
While the fullscreen HUD is supported, the weapon offsets leave much to be desired. Status bar is recommended.
Co-op is supported, although player translations do not yet work. DM is completely untested, but the plan is to support it eventually.
Necrosuit entering/exiting Notes:
To exit/enter the Necrosuit, utilize the "EXIT" inventory item. It's always available.
When on foot (becoming a "Runner", as Necrodome calls it), the empty Necrosuit CAN be damaged and destroyed. When it goes boom, it makes a rather large explosion, so be careful.
As a Runner, one can remote-detonate the suit via the Detonator ("DETO") inventory item. You have to use the item twice in order to actually confirm and execute detonation, for safety purposes.
Exiting the Necrosuit is primarily useful as a last-ditch escape method. When outside the suit, you're equipped with a decent infinite-ammo shotgun but have a limited pool of health (100 points, and Runners cannot heal).
If the suit is destroyed when you're on foot, a new one will be spawned at the starting point with base health (100HP, 0AP) and all previous weapons, ammo, and gear intact. Note that the Union Aerospace Corporation is NOT responsible for any situation in which a newly-spawned suit cannot be reached (e.g. MAP29). You have been warned.
Finishing a level while on foot will return the player to the Necrosuit at the beginning of the next map. If the Necrosuit is destroyed when the map is finished, the player spawns in a new suit with 100HP (0 armor) and full gear, as before.
If you die in the suit, you die for real. ;P
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There used to be a crap-ton of other notes here, but most of those have been moved to the mod's textfile (also wadinfo.txt inside the .pk3). This version is hopefully final, though we all know what "final" really means.
Have fun with it, and lemme know what you think!
Last edited by Xaser on Tue Jan 02, 2018 12:25 pm, edited 9 times in total.
I've been tooling around with this for a bit, and in all honesty, it's not quite as awesome as I was expecting...despite the player being in an armored suit, you really don't get much of a feeling that you're any more powerful than your bog-standard FPS hero. No heavy clanking footsteps, the weapons really don't do a lot of damage (I frequently found myself running out of H-V shells on Darken2 map01), even the slightly increased player height doesn't seem to help much.
The graphics are excellent, though, and I have no complaints about the sound effects (outside of the aforementioned lack of clanking footsteps).
If it doesn't really feel like you're in a mech, perhaps taking damage while in the mech could look different, ie cause the hud to go on the fritz momentairily, or put some kind of staticky filter across the screen. While the footsteps idea sounds cool at first, I think it should be something the player can turn off, if implemented. I could imagine it getting very annoying after a while.