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Bind keys to do various mod specific things. Everything you need to bind will be shown in the customize controls menu.
Press altfire to aim the scoped weapons (assault rifle and grenade launcher).
Hold down altfire while using the firebomb launcher to launch a supercharged firebomb. This requires ammo found on chainsaw spawns, however.
Hold down the melee key while sprinting to build up momentum for a power attack. If you stop sprinting or run of stamina, you lose your momentum.
Taking damage and sprinting will gradually reduce the amount of health and stamina you can regenerate. Use the care package (explained below) to remedy this.
Recoil is increased while sprinting or being airborne. Crouching does the opposite.
Your starting pistol is silenced, so you can take down enemies stealthily and avoid causing sound triggered ambushes. Firing it indoors near an enemy or if the bullet hits near an enemy, it will be alerted anyway.
The care package on slot 1 holds your health packs and field rations.
Health packs restore vitality (max health). Use by holding down fire.
Field rations restore 25% vigor (max stamina). Use by holding down altfire.
Combat stims (activated with a hotkey) heal you instantly, give near infinite stamina, and lets you jump higher for a few seconds.
Helper scientists will spawn where the automap, blursphere, and infrared goggles used to be. They're armed, but fragile. They also drop health and ammo (depends on what they're carrying) if you're running low.
You gain experience by killing enemies, finding items (treasures and spheres), and discovering secret areas on the map.
Beating the game will let you do a new game plus, which lets you restart the wad with your equipment and perks and makes the game numerically harder. You can also start the game with this extra difficulty at any time by typing in "secondquest" in the console (though this will make you lose your stuff).
Spoiler: Experience and perk info
Experience is used to buy perks that will gradually power you up as you play. Each perk also confers a 2% defense bonus. However your next perk will cost more each time.
Perks are bought linearly from their respective perk type.
Agility perks give bonuses when you sprint.
L1 - You will have 20% extra defense while sprinting. Only works when above 25% vigor.
L2 - Seeker missiles will stop tracking you while sprinting. Only works when above 50% vigor.
L3 - Sprinting will turn you into a "ghost", making projectiles phase through you, throwing off your enemy's aim, and lets you slip by unalerted enemies. Only works when above 75% vigor.
Dexterity perks improve weapon handling.
L1 - Care package items are used 100% faster.
L2 - Weapon recoil is reduced by 33%.
L3 - Weapons are drawn and reloaded (variably) faster. Hotkey actions are done faster.
Endurance perks improve your stamina and vigor.
L1 - Stamina regenerates 50% faster.
L2 - Stamina regenerates without the 1 second delay.
L3 - Vigor is consumed 50% less, saving you a few rations.
Perception perks improve your automap and gives you a target health bar.
L1 - You see the health of whatever you're aiming at.
L2 - Your automap reveals level geometry.
L3 - Your automap reveals actors on the level.
Tenacity perks improve your health.
L1 - You flinch less when hit.
L2 - Health regenerates fast regardless of stamina.
L3 - Lethal attacks drop your health to 1, provided you have at least 2 HP.
Last edited by rollingcrow on Wed May 01, 2019 6:33 pm, edited 89 times in total.
F***... yes, I've been waiting for a mod like this, I don't know why I love reloading weapons, and limited sprint, and that Level up system. I can see my self being addicted to this right next to Project MSX
From the description I was expecting another RGA-alike but this actually looks interesting!
Just one concern, though, everything seems to be very short-range (the slow projectiles from even the assault rifle sorta thingy can make it impossible to hit a moving target at more than 50 paces without covering a wide area and making it a numbers game). How far can most of these weapons be effective?
Vaecrius wrote:Just one concern, though, everything seems to be very short-range (the slow projectiles from even the assault rifle sorta thingy can make it impossible to hit a moving target at more than 50 paces without covering a wide area and making it a numbers game). How far can most of these weapons be effective?
The assault rifle and sniper rifle can shoot across Doom 2's map 15. The pistol and explosive shotgun is effective from map 1's starting point, the pistol's recoil is too high for it to be accurate any further (without the appropriate perk, anyway) and the shotgun is wasteful any further unless you're aiming at a wall. The semi auto shotgun is only effective from a few steps away because the spread of its 6 pellets is large. The semi auto grenade launcher can be effective anywhere when aimed at the floor or a wall due to its large blast radius, it doesn't do direct hit damage. The firebomb sort of weapon can be as effective across map 15 if you can compensate for its arc.
Also, first post updated with perk information.
Last edited by rollingcrow on Tue Jul 02, 2013 12:22 am, edited 1 time in total.
Looks very promising! Hopefully you won't go crazy with the projectile-spammy stuff, because certain WADS or maps could be very problematic the way mappers use enemies nowadays. I like the slowly recovering health and MGS3-esque stamina meter; hopefully the arsenal will be a good match for this kind of thing.