AEODLite V1.3 (update 5/16/16)

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PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

AEODLite V1.3 (update 5/16/16)

Post by PLA »

Image



This mod, at the very beginning, was a submod for my dark tartarus maps (tartaru3.wad), it's some sort of custom content randomizer. since almost nobody like custom content in a 32 level replacement wad (it actually has 45 maps), so I removed the custom content completely and made a new version of my maps.

However, the randomize mod always lives, I add stuff and change things from time to time and it grow bigger and bigger, becomed 75MB mod. Because it was made based on the concept of AEOD and I am not sure how to name it, so I just call it "AEODLite".

This mod was released about a year ago on idgames, back then it wasn't very polished, later I spent a lot of extra hour working on it, and I think the current one is much better than that release.

My goal is to put all the best looking sprite, and some of my(other mod's) favorite weapon/monster concept in a single mod, to create a rougelike kind of game experience.

Some Screenshot (V1.2)
http://postimg.org/image/401xmr9z5/
http://postimg.org/image/cxee7jhir/
http://postimg.org/image/mcwqjzcdz/
http://postimg.org/image/ett0kexp7/
http://postimg.org/image/b7m01yh2r/
http://postimg.org/image/7rgvs975b/
http://postimg.org/image/wlw3s6xal/
http://postimg.org/image/jkr1rbb8h/

Some features highlight:
Randomized monsters healths.

There are 3 classes with their unique arsenal, over 40 selection of weapons, 150 different monsters.

Monsters behaves much more unperdicable: for example, they may decide to throw a lot of fireballs at the place you were last seen, or may wander around aimlessly, camping at a spot to ambush you, escape when their health gets low, or just "strike a missile", which means they fire their range weapon without aiming or anything...

A recoil and accuracy powerup system: weapons with high recoil are much harder to control when you are not stand still, your aim will also "swinging" when you are running and shake violently when you are hurt, However, you can conter those effect by collect accuracy powerup dropped by monsters. at 100% accuracy, all "screen shake" effect are eliminated.
If you feel headache about the camera swing effect, try not to run only when abosulutely necessary, or you can just type in the console "summon acc100", IDFA cheat also works, note that it takes a while for accuracy powerup to kick-in.

A sort of bullet sponge setting, many of the zombie and small monsters have this "bullet sponge" ability, simply put, they are somewhat more resilient to small weapons, but if you put enough bullet through them in a short time, they'll explode.

Very messy gore combined of other's work

Most weapon have altfire attack, try it. also make sure you bind the default zdoom reload key... to reload.

A alternative gamemode that include interesting monsters only (though not necessary powerful) , the game also feels more survival-horrorish.

Upgradable Weapons! (New in 1.2)

Max.Health Regen Bonus: Collect these powerup to increase the limit which your health can naturally regenerate. (New in 1.2)

Use Upgrade Crate on your standard issue weapon to get a set of items (New in 1.3)


DOWNLOAD Link (1.3)
http://www.mediafire.com/download/41wpj ... LITE13.rar

Credits comming soon.
I Remove DD_Flashlight and FootSteps mod from the main files, In case future updates of these mod, However it's recommanded to play with those mods, You should get them here:
http://www.moddb.com/games/doom/addons/dark-doom ( for the beam flashlight )
http://forum.zdoom.org/viewtopic.php?f= ... t=footstep

You probably need that latest GZDoom to run this, get it here
http://devbuilds.drdteam.org/gzdoom/

If you have a slow computer, type in the console "sv_aeodlitefx 0" to disable some of the laggy effects.


ChangeLog V1.30
+ Fixed "Corrupt zlib stream" with the newer version engine. ( You get this error when you have more than 9000 files in the same folder in your archive, seriously )
+ Map07 Specials are now working properly under all game mode. please load the hotfix after the main files
+ Monster classes are back, and enchanced.
+ Added some new weapons and monsters.
+ Balance adjustment.


Problems/ Thing will get fixed in the future:
Coop/Deathmatch is untested, also I believe balance in deathmatch is nonexistent.

The Pain Elemental and Bosses roster is pretty boring and lack of variety.

Monsters many get stucked due to acceleration used in movement.

There are still a lot things that are directly stolen from other's work, I am not even sure that I even have permission to use them :oops: ,and a lot of them lack proper credits. I am really sorry for that. But please understand I already spent more than a hundred hours working on this thing, and I don't really have much free time, I simply wish that people could enjoy this mod.

The files in the PK3 package is a total freaking mess.
You do not have the required permissions to view the files attached to this post.
Last edited by PLA on Mon May 16, 2016 11:46 pm, edited 11 times in total.
User avatar
Raziel236
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Re: AEODLite V1.1

Post by Raziel236 »

Your english is actually very good.
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magmus
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Location: United Kingdom

Re: AEODLite V1.1

Post by magmus »

Being a fan of randomisation mods, I tried this straight away. All in all I had to say I thought this was fun and I enjoyed the unpredictable AI behaviour. The weapons are fun and the monsters are great as well.

Here's some of my feedback, although they are a bit nitpicky if anything:

1. The chaingun is only a reskin and something could be done to make it more unique.

2. The gatling gun firing sound is rather generic and unsuiting.

3. Is the flare gun supposed to be dropped after you fire with it?

Otherwise this is great and I plan to play this more.
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-Ghost-
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Re: AEODLite V1.1

Post by -Ghost- »

I like what I've played so far, it's a more sane version of AEOD that doesn't go completely overboard on everything, though there are still a ton of mostly the same shotguns. The powerup system is cool as well, you should continue to expand it for other stats like health/armor cap, ammo, etc. I got in some pretty cool fights with tougher enemies that were almost like minibosses and then got some accuracy upgrades as a reward, which was nice.
PLA
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Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.1

Post by PLA »

Raziel236 wrote:Your english is actually very good.
uh... thanks.

magmus wrote:Being a fan of randomisation mods, I tried this straight away. All in all I had to say I thought this was fun and I enjoyed the unpredictable AI behaviour. The weapons are fun and the monsters are great as well.

Here's some of my feedback, although they are a bit nitpicky if anything:

1. The chaingun is only a reskin and something could be done to make it more unique.

2. The gatling gun firing sound is rather generic and unsuiting.

3. Is the flare gun supposed to be dropped after you fire with it?

Otherwise this is great and I plan to play this more.
Thanks!
1,2: currently slot4 weapons are lack of something, I am planning to add altfire attack to all weapons in the next release.
3: Yes, because it looks cool, or you can choose not to drop it by altfire attack, the reload is rather slow however.


-Ghost- wrote:I like what I've played so far, it's a more sane version of AEOD that doesn't go completely overboard on everything, though there are still a ton of mostly the same shotguns. The powerup system is cool as well, you should continue to expand it for other stats like health/armor cap, ammo, etc. I got in some pretty cool fights with tougher enemies that were almost like minibosses and then got some accuracy upgrades as a reward, which was nice.
Yeah I know it's pretty dumb to carry a bunch of same weapons around. Perhaps I'll make the shotguns upgradeable, or reloadable so you can quick switch to another one in some tight situations. Just in case you don't know, Every berserk pack actually add 5 point to your maxium healths.
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-Ghost-
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Re: AEODLite V1.1

Post by -Ghost- »

An upgrade tree for the shotguns would work well. Start with the riot or standard shotgun, then work your way up, not sure what the ultimate pump shotty would be though, since they all handle pretty similarly at the moment.
ArchXeno
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Re: AEODLite V1.1

Post by ArchXeno »

I think the problem of having too many of the same weapon type could be solved by having the 3 (or more) classes only take one "version' of the weapon. e.g the Marine holds the tactical shotgun only, while Sickle holds the riot shotgun only.
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HorrorMovieRei
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Re: AEODLite V1.1

Post by HorrorMovieRei »

You had me at "rougelike experience"
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-Ghost-
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Re: AEODLite V1.1

Post by -Ghost- »

ArchXeno wrote:I think the problem of having too many of the same weapon type could be solved by having the 3 (or more) classes only take one "version' of the weapon. e.g the Marine holds the tactical shotgun only, while Sickle holds the riot shotgun only.
Yeah, that could work too, though I'd love to see the upgrade system expanded. Currently I don't think the classes carry many different weapons, though I was messing around with IDFA so maybe that just gives you everything regardless.
PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.1

Post by PLA »

Here is some statistic about the shotguns to those who interested:

Hunting Shotgun:
fire 7-10 pellet, each doing 5x(1-3) damage

Riot Shotgun: 7 pellet, 5x(1-3) damage, plus point-blank damage 8x(1-8)

Standard Shotgun: 7 pellet, 6x(1-3) damage, point-blank damage 8x(1-8)
/ Altfire: 13 fragments, 4x(1-5) damage

Tactical Shotgun: 7 pellet, 8x(1-3) damage
/ Altfire: 10x(1-8)x(1-3) damage

Double Shotgun:
14 pellet, 8x(1-3) damage, point-blank damage 4x8x(1-8)
/ Altfire: 7 pellet, 8x(1-3) damage, point-blank damage 8x(1-8)

Auto Shotgun:
7 pellet, 5x(1-3) damage

Quad shotgun: 28 pellet, 10*(1-3) damage, plus fragments damage (very low, about 0-12)
/ Altfire: 7 pellet, 5x(1-3) damage, + fragments damage (0-3)

I also did a little calculating about the damage range (+point blank bonus):
Hunting (35 - 150)
Riot (43 - 169)
Standard (50 - 190) / Alt (52 - 260)
Tactical (56 - 168) / Alt (10 - 240) unlikely to get high damage, average about 100
Double (144 - 592) / Alt (64 - 232)
Auto (35 - 105)
Quad (280 - 852) / Alt (35 - 108)

Damage per ammo efficiency
Hunting 92.5
Riot 106
Standard 120 / Alt 157
Tactical 112 / Alt 100
Double 184 / Alt 148
Auto 70
Quad 141.5 / Alt 71.5

The result even surprised me a little, I always thought the Quad shotgun is overpowered and made it uses a different kind of shells, looks like not.
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RastaManGames
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Re: AEODLite V1.1

Post by RastaManGames »

Dear PLA, maybe you can make this sound for using medical charge?

https://drive.google.com/file/d/0B8Qr5O ... sp=sharing (Goole Drive)

It's from old game Gunman Chronicles. I not very like, when player using medical charge with silent and every time, when i using my medical charge, i hear in head this nice sound! Sound may be looped from start using charge to end using charge for better effect.
PLA
Posts: 23
Joined: Tue Dec 30, 2014 10:48 am

Re: AEODLite V1.1

Post by PLA »

RastaManGames wrote:Dear PLA, maybe you can make this sound for using medical charge?

https://drive.google.com/file/d/0B8Qr5O ... sp=sharing (Goole Drive)

It's from old game Gunman Chronicles. I not very like, when player using medical charge with silent and every time, when i using my medical charge, i hear in head this nice sound! Sound may be looped from start using charge to end using charge for better effect.
I had the idea of looping "medical " sound in the beginning, but didn't implemented it because that would require a bit of ACS scripting, which I am really sucks at. Nonetheless I like the sound you provided, the beep and heartbeat is just what I needed, the breathing sound is a bit annoying though, I might have to edit it a bit. I'll see if I can put it in the game once I start work on the next version.
Also note that the medical charge (Portable Rejuvenation Unit) is mostly taken from http://www.realm667.com/index.php/en/it ... 27#info-13
I somehow deleted the source ACS file in my mod.
AdmiralAjax
Posts: 89
Joined: Sat Nov 27, 2010 6:47 pm

Re: AEODLite V1.1

Post by AdmiralAjax »

The flare gun has a problem where the primary fire makes it drop after firing. I don't know if the secondary and primary got switched, but it just dropping like that seems like a bug.
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Slax
... in rememberance ...
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Re: AEODLite V1.1

Post by Slax »

Don't have any neighbors at the moment so I'm free to scream OOOOOOOAAAAAATTAAAAAAAAAAAAAAAAH after every nailgun volley.
(God damn it.)
PLA
Posts: 23
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Re: AEODLite V1.1

Post by PLA »

AdmiralAjax wrote:The flare gun has a problem where the primary fire makes it drop after firing. I don't know if the secondary and primary got switched, but it just dropping like that seems like a bug.
It's a feature actually, for a quick switch to pistol, more importantly for the doomguy's devilish smile everytime he pickup the flare gun. However since this "issue" has been addressed 2 times already, and I did realized it's a bit odd. I think I am going to switch the primary/secondary.

Just some tips for the flare gun: If you keep your momentum, pickup the flare gun soon after you firing it, and shooting your pistol in-between to pain-lock enemies, you could pull off some cool flare/pistol combo.

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