Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.21 12/30/19)

Post by Captain Ventris »

sotenga wrote:Excellent, Possesso works as he should. Thanks, man! Now, a stupid question: If I want to beat every chapter of Valiant with a different Doomvenger, can you recommend who best fits with each chapter? If not, no problem, this is a ridiculous question.
Ha interesting question! I don’t think there’s a particular best order, though Freerunner might make Mancubian candidate easier due to his speed and precision. It’s worth waiting until the full range of enemies is appearing for Possesso since you’ll get the most Host variety, and Styleguy’s limitless ammo or Necrosuit’s ammo and item reserves would be a boon for the final boss battle.
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sotenga
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Re: Doomvengers: Earth's Weirdest Heroes (v1.21 12/30/19)

Post by sotenga »

Good tip for Possesso, I'll save him for one of the later chapters. I'm thinking, then... Zharkov for the first, Super Chicken for the second, Possesso for the third (can he survive Cyberwar 7734?), StyleGuy for the fourth and Necrosuit for the fifth. Since I find Freerunner the easiest character to use, I'll save him for Sawdust since he can do anything. I'll see how wrong I am with this assessment later, lol
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.21 12/30/19)

Post by Captain Ventris »

With the new minute of full stealth, Possesso has a much better chance with levels that start violently, and the Valiant hosts are crazy powerful! Good luck!
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by Captain Ventris »

Heeeeey I ended up with a Roland so I’ve been Dooming again some. Decided to release some changes I’d never released! Download links updated!

Lots of balance fine tuning, bug fixes, a pass on all the Tools, and Eviternity compatibility!

1.3 Changelog.
Spoiler:
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undeadmonk354
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by undeadmonk354 »

I've been playing this new update, but there's no files of ArchAngelus anywhere in Age of Villainy.
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by Captain Ventris »

ArchAngelus is part of the Gunfinity expansion, so his files are in there. The CODE for him is in Doomvengers proper.
haxray
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by haxray »

I've been having some problems lately with the hud on Necro(Mechsuit guy). For some reason, his custom Mech Hud is only displaying on a single screen size, but the hud for dismounting from the Mech refuses to display on said screen size, forcing me to either use the normal hud or constantly switch screen sizes. Is there a solution for this somewhere?
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by Captain Ventris »

haxray wrote:I've been having some problems lately with the hud on Necro(Mechsuit guy). For some reason, his custom Mech Hud is only displaying on a single screen size, but the hud for dismounting from the Mech refuses to display on said screen size, forcing me to either use the normal hud or constantly switch screen sizes. Is there a solution for this somewhere?
What do you mean the HUD for dismounting? There’s a mount/dismount hot key, otherwise it’s just an inventory item and shows up when you swap items or what not like normal. The full Mech HUD indeed shows up on one size, otherwise it’s the more minimal HUD.
haxray
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by haxray »

Captain Ventris wrote: What do you mean the HUD for dismounting? There’s a mount/dismount hot key, otherwise it’s just an inventory item and shows up when you swap items or what not like normal. The full Mech HUD indeed shows up on one size, otherwise it’s the more minimal HUD.
Im refering to the heads up display itself(health and armor) when dismounting refuses to appear when dismounted while on the hud size that shows the Full Mech Hud. It would only show the gun(and the bottom part of the sprite being missing on this resolution).
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by Captain Ventris »

Oh, the dismounted display doesn’t show up? Okay yeah that’s an error I’ll have to figure out at some point.
haxray
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by haxray »

Upon messing with a few of the other characters, i got to say that Possesso feels incredibly overpowered. The fact his health fully restores whenever he grabs a body, how little hes punished for dying while possessing a body(literally not at all outside of a short cooldown) makes it feel basically impossible to actually die or lose as Possesso. IN addition, he doesn't feel particularly fun to play either. Some of the demon sprites(in particular the Imp and Hell knights/Barons) for weapons are kinda ugly, and they don't feel particularly fun to use either. Their sounds and animations also feel very underwelming considering what their actual firepower is.

I doubt you'll start making balance changes over a single random person on the internet, but i feel having Possesso's health stay at a consistant value similar to Necro(Dismounted Hp remains the same regardless if you remount) would help make him not feel as utterly broken.
shaodoomkahn
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by shaodoomkahn »

Doomvengers endgame when ?
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.3 8/7/20)

Post by Captain Ventris »

haxray wrote:Upon messing with a few of the other characters, i got to say that Possesso feels incredibly overpowered. The fact his health fully restores whenever he grabs a body, how little hes punished for dying while possessing a body(literally not at all outside of a short cooldown) makes it feel basically impossible to actually die or lose as Possesso. IN addition, he doesn't feel particularly fun to play either. Some of the demon sprites(in particular the Imp and Hell knights/Barons) for weapons are kinda ugly, and they don't feel particularly fun to use either. Their sounds and animations also feel very underwelming considering what their actual firepower is.

I doubt you'll start making balance changes over a single random person on the internet, but i feel having Possesso's health stay at a consistant value similar to Necro(Dismounted Hp remains the same regardless if you remount) would help make him not feel as utterly broken.
He’s been hard to balance, to be honest. He was undertuned for a long time! Kind of rewards camping. Consistent health when unpossessed would be a good step, yeah. That said I guess I hadn’t personally had that much of a problem getting myself killed in casual play, but that’s probably a Me-problem!

I agree that better sprites would be a big benefit. They are out of whack with the rest of the classes. Unfortunately, I’m not a spriter!
shaodoomkahn wrote:Doomvengers endgame when ?
I’ve thought about it, but I’ve had massive trouble doing much modding work nowadays!
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Captain Ventris
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Captain Ventris »

Version 1.4 is OUT! Download links in the first post.
Spoiler: Changelog
Last edited by Captain Ventris on Sun Oct 24, 2021 12:18 pm, edited 1 time in total.
Starman the Blaziken
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Re: Doomvengers: Earth's Weirdest Heroes (v1.4 10/23/2021)

Post by Starman the Blaziken »

I have a bit of a curious question about Possesso in this mod and the fact no ammo boxes seem to spawn and I am probably not gonna seek for a buried comment if it exists, but despite the original mod having them for the appropriate monsters to pick up and the lil' bit old manual saying that ammo is a thing for him. What is up with that?

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