[WIP] Russian Nesting Dolls

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auratoostronk
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[WIP] Russian Nesting Dolls

Post by auratoostronk »


Image

My "First" mod. ("First" in quotes because this is my first mod I've made alone: I've actually had a decent amount of experience helping Seidolon with his projects.) Anyways, this mod does exactly what you people who know what Russian nesting dolls are would think it does; enemies spawn slightly weaker enemies upon death, over and over again until they reach the weakest enemy in vanilla Doom: the Zombieman. Then that dies and spawns another Zombieman that dies and turns into another Zombieman that dies and... just kidding. Zombiemen don't spawn anything, silly. :D

Filthy Pranks aside, this mod took me about 20 minutes of arranging enemies from stronkest to weakest (Thanks Seid!) and then copy and pasting the death states of vanilla enemies with one small change for each, all while having a short attention span. Then came the menu, which was a "bit" more challenging than that other stuff, which also took the rest of the weekend and the Monday afternoon that followed to finish.

With the backstory out of the way as well as another transition into another paragraph being finished right now, I think this mod is pretty good for how simple it is, as it makes Doom more challenging and interesting as well, adding in some twists to the game mechanics (think "Pain Elemental") in the process. It works with some other mods as well, usually only weapon or map mods however. But there is one mod I'd like to mention, when Seidolon gets around to posting it, but in the meantime enjoy this filler sentence that will be changed when Seid gets around to uploading said mod.

Shotscreens
Spoiler:
That's all I got, since it's hard to show a monster spawning out of a monster in a picture.

Known Issues
:wub: Because this mod is special :wub:
-Clicking the Heal button in the menu heals you, then tries to heal you again, resulting in the message "You already have full health!" being printed to the screen.
-Point values may need to be increased a bit, for fairness.

Planned Features
-More menu buttons

Let me know if you encounter any bugs, or if you have any feedback to give. T'would be appreciated.
In the meantime, here is the download link.


QUICK EDIT:
Fixed a bug where the heal button in the menu would not take points. Also fixed another bug with the heal bug, strike-throughed above.
RussianNestingDolls0.1.pk3
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Last edited by auratoostronk on Wed Apr 20, 2016 6:41 pm, edited 1 time in total.
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dljosef
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Re: [WIP] Russian Nesting Dolls

Post by dljosef »

Here are a few things I noticed:

1. If a Cyberdemon's killed in a place too small for the spider mastermind, he's stuck. The same goes with the arachnotron once the baron of hell goes down, as well as the mancubus.
2. It's actually possible for the pain elementals to spawn so much lost souls that it's very possible to rack up kills (and points, as well as shells and bullets) fairly quickly.
3. It is possible for the lost souls to fly too far away and drop the enemy in a place where the imp spawned can't be reached.

I won't complain about the Wolfenstein SS guard's exclusion, since he's more of a secret level-only enemy.
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Jaxxoon R
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Re: [WIP] Russian Nesting Dolls

Post by Jaxxoon R »

I'm kind of disappointed this isn't actual matryoshka dolls.
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Hege Cactus
 
 
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Re: [WIP] Russian Nesting Dolls

Post by Hege Cactus »

I think it would also be fun to have a variant where the new enemy is infact, smaller version of the enemy itself like the nesting doll usually are

But this is still a very fun concept.
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ZioMcCall
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Re: [WIP] Russian Nesting Dolls

Post by ZioMcCall »

No enemies spawn for SS?Why don't put custom officers,mutants,guards and dogs?The order can be:

SS-Mutant-Officer-Guard-Dog.
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Ethril
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Re: [WIP] Russian Nesting Dolls

Post by Ethril »

Hege Cactus wrote:I think it would also be fun to have a variant where the new enemy is infact, smaller version of the enemy itself like the nesting doll usually are
We have Fractal Doom for that.
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dljosef
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Re: [WIP] Russian Nesting Dolls

Post by dljosef »

ZioMcCall wrote:No enemies spawn for SS?Why don't put custom officers,mutants,guards and dogs?The order can be:

SS-Mutant-Officer-Guard-Dog.
I suppose that's to avoid breaking compatibility with megawads that replace the SS guards with custom monsters. See Scythe II, for instance.
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auratoostronk
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Re: [WIP] Russian Nesting Dolls

Post by auratoostronk »

ZioMcCall wrote:No enemies spawn for SS?Why don't put custom officers,mutants,guards and dogs?The order can be:

SS-Mutant-Officer-Guard-Dog.
My intention when making this mod was to use vanilla Doom enemies only; I never bothered with the easter egg enemies. However, it would be funny to make the Icon of Sin drop a Cyberdemon upon death. Heheh, you know...
dljosef wrote:Here are a few things I noticed:

1. If a Cyberdemon's killed in a place too small for the spider mastermind, he's stuck. The same goes with the arachnotron once the baron of hell goes down, as well as the mancubus.
2. It's actually possible for the pain elementals to spawn so much lost souls that it's very possible to rack up kills (and points, as well as shells and bullets) fairly quickly.
3. It is possible for the lost souls to fly too far away and drop the enemy in a place where the imp spawned can't be reached.

I won't complain about the Wolfenstein SS guard's exclusion, since he's more of a secret level-only enemy.
The mod is supposed to be more on the funny side, and to my horrible sense of humor, a Spider Mastermind erupting from a dying Cyberdemon getting stuck in a wall as it is first introduced into the world seems funny to me.

Same with run-on sentences, like the one above.

Anyways, thanks for the feedback yall. It helps to know that people are enjoying this mod, and I'm glad you all have something to say about it. Keep it coming!
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