BorderDoom: Doom + Borderlands gameplay (update 1.2)

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WhiteRedBirb
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by WhiteRedBirb »

I made a FreeDoom (0.13.0) compatibility patch for BorderDoom. Now ammo and HUD sprites (as well as Pistol and Fists sprites) are consistent with FreeDoom sprites

https://www.dropbox.com/scl/fi/ue0wi56z ... oas97&dl=0
Last edited by WhiteRedBirb on Sun Apr 07, 2024 2:56 am, edited 1 time in total.
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Enjay
 
 
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by Enjay »

I don't know if it's just me, but I don't think you have shared the file in a way that allows people without a dropbox account to get it.
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WhiteRedBirb
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by WhiteRedBirb »

Enjay wrote:
> I don't know if it's just me, but I don't think you have shared the file in
> a way that allows people without a dropbox account to get it.

As far as I know, you don`t need a dropbox account to download a file from dropbox. If website suggests you to create an account, just close the popup (it will not redirect you to Log In page, like X (Twitter) does) and press the Download button below, then press the "Or continue with download only" button, if the site offers you to register again
Last edited by WhiteRedBirb on Sun Apr 07, 2024 5:52 am, edited 1 time in total.
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Enjay
 
 
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by Enjay »

It might be the settings on my browser. It happened with another dropbox link today. I did close the popup, but the download was blocked. I'll have to dig a bit deeper.

[edit],yes, it was noscript blocking the download[/edit]
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Shatter-Thought[V-4]
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by Shatter-Thought[V-4] »

This has been great fun playing around with! I'd love to see some elements of eccentric buffs weapons can be generated with, such as every fifth shot being 1.5 damage.

I think the demonic staffs could be balanced out slightly with an aspect contrasting their "number of souls needed" stat, such as drawing out souls at a different speed or amount, so IE the staff will draw out souls faster/more if it requires tons of souls to shoot, while one with a cheaper soul cost will be much slower to pull demon energy out of enemies.

Another point on demonic staffs is that drawing out those demon ammo is kind of too easy in some situations with demons stuck a level above or below, so perhaps a demon could be put into a "state" where they do not emit the energy after 10-20 demon bits are projected out to the player. I would call the state "Ennui" or "Depression" for some weird humor.

Really cool mod so far, lots of fun!
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Jeanvik
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by Jeanvik »

Hi !

Gave a good test run to your mod and it was a delight. Scurrying through the levels for the perfect armor / SMG / Shotgun in some secret area or dropped by a mob is a perfect reason to go all hundo.
Still there are a few gripes.
_The number of weapons we can have in hand. Three is a bit problematic. Four like in the OG Borderlands would be perfect. Maybe give said slot as an upgrade if it's possible.
_The UI lacks a bit of info. I.E. a timer for the power up. The gauges are nice but the absence of number makes the reading a bit imprecise.
And that's pretty much it. BorderDoom is really, really good.

Since no precise answers were given concerning the compatibility, I decided to go mad doctor on my side. Here's the results :

Mods modifying the monsters appearence and/or behavior will break the mod (hitscan to projectile for example). To be precise, the XP system will not work anymore since the monsters do not give any on death (tested with Colorful Hell and Enhanced Vanilla Project Monsters). Not a big surprise since how the mod works.
That being said, the mods only adding new tricks to said behavior without modifying it works perfectly fine. So I went wild and added to the mix :
_LegenDoom Lite
_Champions
_Universal Entropy

Oh boy... OH BOY ! Got destroyed by a flock of tiny multiplying imps and a giant armored legendary pinky. Got exploded by a shotgun guy with a knockback upgrade that sent me into a barrel I just shot to dispatch some other mobs. Sweet ,sweet id Tech 1 flavored Borderlands madness.

To sum things up, BorderDoom is a wonderful mod that becomes excellent with the goods addons. Can't wait to give it really long run on Compendium, Doom Complete, Lexicon or even the RAMP maps.

Cheers !
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Sunbeam
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by Sunbeam »

Jeanvik wrote: Fri Jun 21, 2024 2:40 pm Oh boy... OH BOY ! Got destroyed by a flock of tiny multiplying imps and a giant armored legendary pinky. Got exploded by a shotgun guy with a knockback upgrade that sent me into a barrel I just shot to dispatch some other mobs. Sweet ,sweet id Tech 1 flavored Borderlands madness.

To sum things up, BorderDoom is a wonderful mod that becomes excellent with the goods addons. Can't wait to give it really long run on Compendium, Doom Complete, Lexicon or even the RAMP maps.
Thanks for your kind words! I'm glad you had fun with the mod. :)

The combination of mods you described sounds awesome. I might have to try that myself some time. :)
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Psi7
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Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

Post by Psi7 »

I couldn't pickup weapons or armor, but with some trial and error I was able to find out that setting "Smart autoaim" to "Only monsters" in the Gameplay Options page prevents the pickup system from working for some reason.

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