[WIP] (Early Prototype) Doomguy vs. Icon of Sin

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Josh771
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[WIP] (Early Prototype) Doomguy vs. Icon of Sin

Post by Josh771 »

Warning: This is currently not well balanced. Not at all. It needs refinement and is missing features.

I figured it was about time to perhaps get a thread for this thing up and running.

So, the quick description of this mod would be something like Doom meets Left 4 Dead Versus / Team Fortress 2 / Counter Strike / Dungeon Keeper, but that might be a confusing and rather unimpressive description so I'll be a little more verbose. :P

The "Doomguy vs. Icon of Sin" gamemode is an idea that was spawned in an IRC channel (I can't remember who all was a part of it -- I know you were there, Seryder, help me remember! :P) and which I immediately began to work on.

Basically, it will work like this when it's finished:
  • There are two teams: the UAC, and the Legions of Hell.
  • There are 3 on-foot player classes per team and 1 special class for the Legions: the Icon of Sin.
  • The UAC's goal will possibly be to take control of a key point or to destroy the Icon of Sin. (Not implemented yet.)
  • The Legion's goal will be to take control of a key point or exhaust the UAC's resources. (Not implemented yet.)
  • At the start of each map, there is a "blackout" phase during which only the Icon of Sin can act. It lasts up to 3 minutes and is derived from the map's PAR time.
  • This is because the Icon of Sin places monsters on the map, which begins devoid of all monsters except bosses.
  • There should only be one Icon of Sin, if I can enforce it somehow. :P (Not implemented yet.)
  • The Icon of Sin receives spawning points at the outset based on the monsters that were originally present in the map.
  • The Icon of Sin receives spawning points for every UAC player killed.
  • The Icon of Sin also receives some points for each of its spawns that dies.
  • UAC marines receive credits for every monster killed. (Not implemented yet.)
  • UAC marines use these credits to purchase better gear on the field, a la Counter-Strike. (Not implemented yet.)
In the current prototype version, there is no victory condition, so basically it would be UAC trying to complete each map and the Legions of Hell doing their best to prevent them. A sort of simple coop-versus mode.
Spoiler: UAC Classes
Spoiler: Legion Classes
Spoiler: Credits
This will need balancing, balancing, and more balancing. I am not on a very friendly internet connection when it comes to real-time gaming, so I can't realistically partake in any test rounds unless I bring my computer out to a friend's place -- which does actually happen on occasion. That pretty much leaves me with only feedback (or even videos) to tweak this and make it more enjoyable.

Requires latest SVN build to run. Not compatible with Zandronum.
Download (1,934 KB)

Note: There are presently no enforced rules regarding "teams" or player class selection. The mod is designed to be run in deathmatch games, although coop of 3 UAC marines against 1 Icon of Sin is a viable way to play as well. Technically, you could have everyone playing as the Icon of Sin right now, but I don't think you'd find it very enjoyable that way.

My next order of business now will probably be to try and get the UAC credits system in place -- that, and I need to scrounge up some proper sprite credits for everything.
Last edited by Josh771 on Sat Nov 01, 2014 8:28 pm, edited 1 time in total.
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Unholypimpin
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Re: [WIP] (Early Prototype) Doomguy vs. Icon of Sin

Post by Unholypimpin »

Is this for zandronum? also I get this error when trying to launch the wad in either zdoom,zandronum or gzdoom.

Script error, "ios_gamemode.pk3:actors/tally.txt" line 7:
Invalid state parameter acs_namedexecutealways
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Josh771
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Re: [WIP] (Early Prototype) Doomguy vs. Icon of Sin

Post by Josh771 »

This is not Zandronum compatible, which I understand is a little counter-intuitive for multiplayer-themed mods. As for it failing to run in zdoom and gzdoom, I totally forgot to mention that it needs the latest SVN build to run. :? I'll modify the OP and make that a little bit clearer.

I'd like to make this Zandronum compatible, but there are several action functions (and probably ACS functions) I've used which Zandronum most definitely does not have, since they're not even in the most recent stable release of GZDoom (and, as I understand it, Zandronum tends to lag behind ZDoom by about a century, which is rather unfortunate given its ease of use for multiplayer matchmaking).
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Unholypimpin
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Re: [WIP] (Early Prototype) Doomguy vs. Icon of Sin

Post by Unholypimpin »

Well idk how to get the latest SVN build, i'm using the most recent update which is 2.7.1.
Blue Shadow
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Re: [WIP] (Early Prototype) Doomguy vs. Icon of Sin

Post by Blue Shadow »

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