- NEW: Kick sprites updated and translate based on players colour from @Dr_Cosmobyte and @Mr.Enchanter
- FIX: Grenade throwing sprites now use the new darker brown gloves
FEATURES
New monster behaviors, attacks, and sprites: Every monster is tweaked in some fashion to make them more dangerous and even more tweaks in the new Ultimate Agitation difficulty. Check out the Project Scope for more details in what the entails.
New weapon behaviors and sprites: Tweaked to perfection!
Pistol is replaced with a Rifle
Chainsaw needs to be started up when switched to
Fists have a hold attack for a harder smack
SSG gibs!
Minigun has a separate ammo pool and no reload - unless you run through the previous ammo and need to feed it a new belt
Rocket Launcher is now mag based
BFG has charge up states like Doom 3
Kicking all around: Your legs are no longer attached to a weapon. You want to kick then you are reloading? Go ahead, it won't stop the animation! You want to kick when switching weapons? No problem! Finally a dream come true for your leg 1 and leg 2! Other player actions are also independent from the weapons so say hello to more fluid gameplay.
Compatible with Heritic, Hexen, and Chex Quest: If you want a bit of different scenery, no worries!
Compatible with monster packs: Love the Faspon weapons but want fight something with bigger teeth and claws like Legion, Dark Doom Creatures, or the other hundreds of choices? Go ahead! You still get access to the Iron Mode, options menu, and other features Faspons has to offer! (Faspons must be loaded before the monster replacement pack)
Details, details: Many weapons, monsters, and actions in the game have been tweaked to provide a more smooth and detailed experience. You rifle is fully out of ammo? Need to reload and make sure you get a round in the chamber. Minigun running low on ammo, watch the belt get eat up as your last bullets go flying by! If you ever have suggestions on how to make things look every cooler or consistent, let me know!
New difficulty - Ultimate Agitation: Monsters projectiles are always faster, no vanilla behaviors, and each enemy has a few new attacks or tricks that make them a bit more difficult to deal with.
"Iron Man" modes: One life - if you die, that is it. Your prior saves will not work if you try to reload them. You have to start a new game. Available in Ultra-Violence and Ultimate Agitation flavours.
Gameplay toggles: Not everyone likes change. You can toggle some features on/off like gibs, the HUD visor, reloading, key saves, etc., to customize the experience.
Goal: Faster, harder DOOM experience with a focus on gunplay, monster relationships, and their behaviour.
And please, if you have any feedback around balance, features, or bugs; let me know and my army of small chimps will be happy to respond.
PROJECT SCOPE
Spoiler:
MOD LIMITS:
GAMEPLAY
Must still be skill based
Must still rely on movement dodging
Do not tip the scale in any one direction
Give people options to grab more of the player base:
E.G., turn off reloading. Not everyone likes this.
If you have an idea; try it, test it, play it. Doesn't work? Remove it. Don't leave in something not worth playing.
Gameplay always comes first
WEAPONS
Have no alternate fires to limit weapon complexity
Do not change the complete firing function of the weapon. It needs to stay true or improve what it already is.
The weapons need to feel punchy
MONSTERS
Keep the same monster HP limits for compatability sake.
Each monster will have at minimum, 1 new attack but no greater than 2
A modification of their current attack can count as a new attack
Do not add new monsters
You are not reinventing the monster, you are simply improving it
If a monster has projectiles, it uses projectiles. If the monster is hitscan, it uses hitscan. Do not mix and match.
Think about how each monster is unique to the universe and their behaviour
What kind of zombies are these? What do you think the Imps are? Are smaller monsters inherently afraid of bigger monsters? How do these monsters act in a group?
What subtle changes to their behaviour can be based on these questions
VISUALS
Takes a back-seat to gameplay
Monster deaths will only be sprite based, no flying gibs (has a toggle!). You have addons for that.
Needs to work in GZDOOM for newer PCs and ZDOOM for legacy players
You are not Brutal DOOM
There should be no issues with popular megawads such as "Going Down" in which other popular mods experience FPS drops with.
CREDITS
Lippeth - For the whole mod including coding, sprites, animations, and anything else I missed
Johnny - For grenades, sprites, sounds, and having an ape avatar
Somagu - For all suggestions, help, and memes
Sgt. Mark IV - Brutal DOOM sounds, sprites, and anything else I missed
saegiru - Ultimate DOOM Visor hud
TheUnbeholden - For testing, advice, and feature ideas
DabbingSquidward - For help with the Heretic, Hexen compatibility
Ac!d - For help with the Heretic, Hexen, Chex compatibility
DOOMRL Arsenal by Yholl, SoloSpaghetti and Sgt. Shivers
Killing Floor by Tripwire Interactive
Return To Castle Wolfenstein by Gray Matter Interactive
Doom 3 by id Software
Mom - For pushing me out. Also, happy mothers day
If I missed anyone else that has something in this mod, please tell me.
Re: Faspons [WoS Mod]
Posted: Fri Jul 03, 2015 4:35 pm
by Silentdarkness12
Forum protip: Try to avoid yellow text. MY EYES
Otherwise, this all looks good to me.
Re: Faspons [WoS Mod]
Posted: Fri Jul 03, 2015 4:45 pm
by faslrn
Silentdarkness12 wrote:Forum protip: Try to avoid yellow text. MY EYES
Otherwise, this all looks good to me.
Forgot I was using the dark theme for the boards. hueuhuehueuhue
Made it burnt orange which is probably 50% less worse.
Re: Faspons [WoS Mod]
Posted: Fri Jul 03, 2015 6:36 pm
by Silentdarkness12
Much better. Thankies.
Re: Faspons [WoS Mod] - July 3, 2015
Posted: Sat Jul 04, 2015 5:25 am
by cem26
simple:this wad featuring bunch of guns and new self funny times?
Re: Faspons [WoS Mod] - July 3, 2015
Posted: Sat Jul 04, 2015 8:38 am
by faslrn
cem26 wrote:simple:this wad featuring bunch of guns and new self funny times?
Well, the guns have a makeover to feel more punchy but I haven't added any additional weapons.
If you consider shooting, kicking, and sliding into monsters funny times, then yes, many funny times.
Re: Faspons [WoS Mod] - July 3, 2015
Posted: Sat Jul 04, 2015 10:02 am
by USSRBear
faslrn-love your reference to 5th Element =D
I like the mod, weapons feel nice, good sound effects. Any chance of some updated visual effects later on in this mod's life? Voxels, visual fluff like PFEH or BD...etc?
Re: Faspons [WoS Mod] - July 3, 2015
Posted: Sat Jul 04, 2015 10:09 am
by faslrn
USSRBear wrote:faslrn-love your reference to 5th Element =D
I like the mod, weapons feel nice, good sound effects. Any chance of some updated visual effects later on in this mod's life? Voxels, visual fluff like PFEH or BD...etc?
It's something I have in mind but I'm not 100% sure how much visual fluff I will be adding, gameplay will always be first. A goal of mine is being able to play with my mod with no slowdowns on any map pack. I used to play with BD and Smooth Doom but after getting drastic drops on a few map packs, I had to stop. It was some inspiration for making this.
As I stated in my original post, I will eventually replace everything in the mod with original assets as time goes on and have the ability to do so, but I will see what I can do without going to heavy on the visuals that it causes problems with FPS.
Re: Faspons [WoS Mod] - July 3, 2015
Posted: Sat Jul 04, 2015 11:18 am
by Lippeth
Cool! I love what you did with the BFG.
Re: Faspons [WoS Mod] - July 3, 2015
Posted: Sat Jul 04, 2015 1:38 pm
by faslrn
Lippeth wrote:Cool! I love what you did with the BFG.
Thanks Inspired by DOOM 3. Loved how it charged so I decided to replicate it here.
Also, uploaded a new version. Added new code to the soul (ghost) enemies spawn frames are the reverse of how they died. So if they got XDeath'd, their ghost spawn will be the reverse frames of that death. It looks hella cool.
Re: Faspons [WoS Mod] - July 4, 2015
Posted: Sun Jul 05, 2015 5:32 am
by Average
This mod is really good fun. It's a nice balance between the old and the new.
I've been playing Wonderful Doom with this mod along with njsplash and nashgore. I have issue with auto aim and hanging corpses (they become bullet sponges and are indestructible) but I can live with that.
Having said the positive, I have an issue with the controls. For some reason, the Faspons control mapping (reload etc) isn't remembered between loads and I have to input them every time I play. I'm using the latest SVN build of GZDoom...
I also have a couple of requests. I really like the 'breathing' animation of the enemies when they're standing still in Brutal Doom (among other mods). Secondly, (I always request this but with little success!) I'd love the chainsaw to be replaced with the Doom 64 sprites - It's just so cheesy and cool with its twin blades. Is there any chance you could add these to your mod?
Thanks for sharing and thanks for reading.
Re: Faspons [WoS Mod] - July 4, 2015
Posted: Sun Jul 05, 2015 8:51 am
by faslrn
Average wrote:This mod is really good fun. It's a nice balance between the old and the new.
I've been playing Wonderful Doom with this mod along with njsplash and nashgore. I have issue with auto aim and hanging corpses (they become bullet sponges and are indestructible) but I can live with that.
Having said the positive, I have an issue with the controls. For some reason, the Faspons control mapping (reload etc) isn't remembered between loads and I have to input them every time I play. I'm using the latest SVN build of GZDoom...
I also have a couple of requests. I really like the 'breathing' animation of the enemies when they're standing still in Brutal Doom (among other mods). Secondly, (I always request this but with little success!) I'd love the chainsaw to be replaced with the Doom 64 sprites - It's just so cheesy and cool with its twin blades. Is there any chance you could add these to your mod?
Thanks for sharing and thanks for reading.
Control issue fixed. Blam.
I'll see what I can do about the idle animations of the enemies.
I added the 64 chainsaw (just because it looks kind of cool) You can enable it through the options menu. It should also... feel a bit different because of how the offsets look. Should feel more badass.
Re: Faspons [WoS Mod] - July 4, 2015
Posted: Sun Jul 05, 2015 9:07 am
by Average
Thank you so much for your super quick reply and even more thanks for adding the chainsaw! It is cool, isn't it?
Looking forward to seeing if you can get the idle anims working.
Re: Faspons [WoS Mod] - July 4, 2015
Posted: Sun Jul 05, 2015 9:35 pm
by faslrn
Average wrote:Thank you so much for your super quick reply and even more thanks for adding the chainsaw! It is cool, isn't it?
Looking forward to seeing if you can get the idle anims working.
You're welcome
Also, fuck Zandronum and the pit it came from I got Zandronum compatibility back!
Worst time coding this ever. Essentially had to find a replacement for A_RadiusGive for the soul resurrections as Zand didn't support it. So, I used some ACS and struggled to figure out why it wasn't working properly. It isn't as pretty but it works.
Re: Faspons [WoS Mod] - July 5, 2015
Posted: Mon Jul 06, 2015 5:36 am
by Average
I'm not sure if the error is with Faspons or with Sunlust (it's still in beta). Map one plays fine. However, GZDoom (lastest SVN) freezes as soon as the player moves at the beginning of map two. The map does have new graphics but it is Boom compatible. Here's the link to the WAD if you're interested: