Captain J wrote:And it's quite surprising that we actually can drink flechette to gain your damage power, not throwing as a weapon. Unconventional!
Originally it was going to be a friendly little turret you could place down, but I couldn't figure out how to make it disappear once it was done. I tried inventory-based timers, health-based timers... It just wouldn't go away. (If anyone can think up a good solution, please send me a hint!)
I figure the damage-boosting was probably a better idea. Not only is it vaguely humorous (I imagine Doomguy drinking it by accident and getting super angry because it tastes horrible XD) but it also brings to mind the Berserk packs from the original game.
I'll probably have to nerf some of the weapons to keep it in check, though. What do you guys think?
Captain J wrote:BUT, i've had issues;
- When doomguy lands, boots sound effect does not play. It just plays good ol' classic UNF. Intentional?
- BFG 9000's projectile does not plays explosion sound effect when crashes.
- Plasma Rifle's firing sound gets cut off when you keep firing.
- Am i seeing the 'this projectile and puff does not have decals' feature?
- When doomguy falls, he screams fighter's scream.
- Doomguy just screams when he got gibbed.
- I think his class screen should be UAC-tech style. Because he have been at the UAC facilities and he is not in hell anymore, i think.
Other than those, really good mod with good idea! people might have their own taste to play it with samsara or not, after all!

Excellent points - I'll try to fix most, if not all of them for the next release.
Some sound effects (like the scream and the boots sound) didn't occur in the original Doom I don't think, so I didn't know what to replace them with. If someone could point me towards some fan-made (or free) sounds, I'd appreciate it. I'd prefer to not just lift them from Samsara.