[WIP][Enhancer Mod] 64k + [1.2] we got a lot of stuff going on under the hood. updated 7/24
Posted: Sun Jul 24, 2016 5:10 pm
by zrrion the insect
64K+ Started out as an enhancer but has now grown to encompass some additional features and tweaks. Weapons have been rebalanced, the gore is gorier, you can't pick up health or ammo you don't have room for and when you pick anything up the pickup message tell you how much you received from the pickup, lots of things have particle effects, and there's a whole suite of mapping resources, new decorations, and a few new monsters. Movement is less slippery too which is nice, it can be disabled from the menu if you want but it doesn't work correctly ATM and why would you ever want to turn it off anyway?
Yer guns:
Spoiler:
Fists:
Fists are largely unchanged but are now available for every weapon as a quick melee.
Chainsaw:
Primary fire is unchanged, however the chainsaw now has fuel which is used for an alternate swipe attack. The swipe is very powerful, dealing a large amount of damage, and restores some health to the player. The chainsaw is generally a tool for when you are low on ammo and the swipe attack is for when you are low on health.
Pistol:
Slightly increased damage and absolutely no spread. It takes just as many shots to kill a zombieman but a shot or 2 less to kill an imp. It's not enough to effect balance much but it does make pistol starts a might less tedious.
Shotgun:
Spread is conical and has been tightened from vanilla giving the shotgun a longer effective range. The pump can be canceled to perform a chainsaw swipe attack.
Super Shotgun:
Spread is conical, increased slightly, and the pellet count has been reduced to 2x the shotgun. To compensate for the reduced damage the SSG now deals bonus damage at melee ranges. The melee damage and the increased spread should move the SSG a bit farther away from the shotgun's role in the arsenal and keep both weapons useful throughout a given playthrough. The reload can be canceled to perform a chainsaw swipe attack.
Chaingun:
Damage increased to match that of the pistol and chaingun sniping has been removed, spread now applies to every shot fired. This should help a bit to keep both the pistol and chaingun useful.
Rocket Launcher: -
It launches rockets. What else does it need to do ?
Plasma Rifle:
Mostly unchanged however the cooldown/recoil (honestly not sure what it is supposed to be) can be canceled to perform a chainsaw swipe attack. I'm tinkering though, maybe this will change later.
BFG 9000:
Like most of the larger weapons it hasn't been changed all that much. There's not a lot that needs to change really.
The Unmaker:
Consuming a whopping 20 cells per shot and dealing enough direct damage to kill a revanent the Unmaker is the least like it's retail counterpart of all the weapons and that's largely because the retail version outclasses like 3 other weapons. So instead of adding a 3rd rapid fire weapon that dealt more damage for less ammo than the BFG I've instead made the Unmaker into a sort of sniper which the weapon roster otherwise lacks. Unfortunately there's no way to get the Unmaker unless a mapper puts it in the map. Previous versions of the mod did have a system for adding it to megawads but I've ditched that for now. Maybe sometime down the road I'll revisit it.
Weapons are going to be where you feel the biggest changes as a player, everything has been adjusted so that all weapons have a role that they fill and stay useful no matter what other weapons you have, the pistol doesn't get outclassed by the chaingun, the shotgun doesn't get outclassed by the SSG, that sort of thing. Beyond rebalancing weapons also switch faster, some animations are smoother and there's a quick melee attack.
Yer (new) Enemies:
Spoiler:
Zombie dog:
This is just taken from the dog pack on R667, though it wasn't part of that pack when I downloaded it.
Retro Zombie:
It's just like the WolfSS, just zombie. Good for when you want something between a chaingunner and a zombieman and aren't making a Wolfenstein level.
Shadow:
Classic shadow. Fits perfectly in with the vanilla enemies IMO, health was reduced to the same as the imp. I'd link it on R667 but linking directly to stuff on R667 is annoying.
The Cacomera:
The cacomera is basically like a little cacodemon, about the same health, does the same damage, projectile is a bit faster. Where is differs significantly is that the cacomera can teleport around the arena. This means it can't be funneled through a door and will follow players if they try to flee from a fight. It won't telefrag other enemies (except lost souls, they hate lost souls) and won't telefrag the player either. They put pressure on the player and discourage trying to cheese enemy pathfinding and make for very hectic fights.
Enemy changes to retail enemies are pretty minor but I have added some new enemies to use in levels designed around this mod, I've resisted the temptation to add every enemy under the sun here and only included enemies that fill a niche in the enemy roster that isn't filled by another enemy. So yeah I could include all 10 flavors of dark imp and a new zombie for every weapon in the arsenal but those enemies don't let mappers do anything interesting when building encounters. Instead I've kept it to a handful of enemies that are all reasonable distinct from both each other and from vanilla enemies so that their inclusion has a meaningful and interesting impact on the flow of combat. There's a few more things I'd like to add eventually if I ever get around to it.
For the retail enemies there is a toggle in the menu for enabling tweaked behavior. Doing so will cause mancubi to randomize their firing pattern, the cyberdemon will shoot way more than 3 rockets at a time, and the spider mastermind shoots plasma instead of a hitscan attack. Other than that the only thing that has changed is the archvile who can now resurrect decorative enemy corpses and there's an XRaise state to go with the XDeath state which means the resurrection animation is now consistent w/ how the enemy died.
Props and tools:
Spoiler:
Gold Props:
An assortment of gold props designed to fit in with existing gold props, come in all sorts of flavors including torch, bunch of candles, and key gizmo.
Wood and Iron props:
Not a whole lot in this category, got some pillars big and small and a candelabra. The wooden sign prints a message to the screen when used and is a super handy way to include directions and hints for players.
Heretic and Hexen props:(and some from Blood and Duke too)
Altered to fit doom better, either edited the palette or adjusted materials so the sprites would match with vanilla assets.
Wolfenstein Props:
Same as above, props edited so they work better alongside doom's vanilla assets. (I'm not sure the source for the base of the bush sprite)
Items and Powerups:
Several new items and props have been added. The large health bonus and the armor boots are just 10 point health and armor bonuses respectively, the red armor converts existing armor to health before giving you more armor, and the double-jump boots let you double-jump until the end of the level (unless you use the orange version, which lasts forever). They don't shake things up too much, but they add just enough to be valuable inclusions.
Savepoints and Checkopints:
The savepoints save your game when you use them and the checkpoints move a teleport destination when you use them. Really handy functionality to have, especially the savepoints.
Doors:
Yep, doors. These doors are thing-based and as such you can see through them, but they still block sight and sound across them. They come in 3 flavors: 1) Standard door, needs a switch to toggle, does not close automatically by default but can be set to. 2) Proximity door, opens when you get close and closes again after a delay, the activation distance and the delay time can both be configured. And 3) Decorative door, doesn't do anything, can't be opened or closed, it's sometimes slightly less annoying than using a midtexture. I'm working on a version that animates instead of raising/lowering.
Enemy, Prop, and Item Spawners:
Just what it says, select a thing to spawn from the dropdown in doombuilder and when you activate the spawner it spawns something. Can be configured to call a special when you spawn something, when the spawned thing would normally call its special, and to call the special repeatedly instead of just for the first thing spawned.
Additionally the spawners support 3 spawn styles, Teleport Fog, Fake Floor Raise Trick, and Silent. I personally really like the fake floor raise trick style, it just feels more doomy than teleporting things in does.
Behavior Trees:
This isn't done yet but once I get it working it will allow you to drive level events with a behavior tree, allowing for you to create complex sequences easily right in doombuilder. So far the action nodes (which call a special when activated) and the proximity trigger (which calls a special when a player enters its hitbox) are complete but the system that links everything together is still incomplete and I'll probably scrap what I have and start over here before too long. Out of anything in this mod this is the single most useful tool added. It lets you very easily build complicated sequences with a lot of moving parts all moving at the same time without needing to code a bespoke solution in ACS for everything more complicated than a line trigger.
Pistol Starts:
I've added a type of inventory item that will cause the player to do a pistol start if you give it to them at the start of the level. This can be set to last for one level, where it will give the player anything they previously had back when the level ends, or it can be set to trigger on every level. They can also be configured to change what the player starts with, so if you wanted you could rocketlauncher start every level, or fist start every level.
You can use this for starting every level in a wad w/ whatever you want, or you can make a map that is fist-started but the rest of the wad is unaffected. This one is pretty fun to mess around with and it's nice to have single maps in a longer wad where you just start the player with a completely different set of things than normal.
In addition to adding particle effects and the like to existing props There's also a whole suite of new props and other assorted mapping tools which make decorating and structuring maps easier.
Changelog:
Spoiler:
oh boy. It's been a bit since the last update and I didn't keep track of what I did so here's what I remember:
HUD converted to zscript, everything should be zscript now
more blood added to gore effects, blood colour isn't respected sometimes, not sure why
added cacomera
added pistol start system
added large health and armor bonuses
added key pillars for purple card and green skull keys
added enemy/prop/item spawners
added proximity trigger
some sector action things can be assigned a sector tag and will apply their effect to all sectors with that tag, not just the sector they are in
skybox picker can be assigned a sector tag and it will change the skybox for all sectors with that tag, not just the sector it is in
better chainsaw swipe detection, dealing damage always uses fuel now
added thing doors
reworked thrifty health/ammo system, system is now independent of the pickups themselves
added message toast system, no toast queue but that would be easy to add if I ever needed more than one message on screen at once.
Download:
Het it here. It's Github so you can pull the source and load that into gzdoom directly or you can look at one of the releases but those won't necessarily be cutting edge.
Re: [WIP][Gameplay Mod] 64k +
Posted: Mon Jul 25, 2016 10:48 am
by Deii
Yeah, this is pretty good! Haven't had the chance to use it for a specifically long amount of time but so far, no complaints for me.
Also, any chance of implementing the unmaker in the future?
EDIT: What are the map packs used in the screenshots? They look a bit interesting.
Re: [WIP][Gameplay Mod] 64k +
Posted: Mon Jul 25, 2016 4:25 pm
by zrrion the insect
I would like to add an unmaker to this, but I haven't been able to get doom64s unmaker sprites to jive stylistically with vanilla dooms art style. If I can ever get those sprites to work I have an idea as to how I could add it.
The first 2 screenshots are of Perditions Gate, the 3rd is Nullspace, 4th is Vrack2b, and the last one is one of the maps from Alien Vendetta.
The link in the first post should be updated to include smart scavenger-esk ammo pickups that won't let you pick them up if you don't have room for them. This only applies to ammo, weapons, backpacks, and health will still be picked up like normal.
Re: [WIP][Gameplay Mod] 64k +
Posted: Mon Jul 25, 2016 4:37 pm
by JimpArgon
My only real complaint with this is the quick melee attack.
In my opinion, it takes too long to use. Like a .02 or 03 second delay. Basically you have to pre click and run up on someone to use it effectively. Also, I feel that the damage is rather low. 3 to 4 hits to bring down a zombie gunner.
I know its a situational use sort of thing... But I feel it should pack more of a punch, and if the delay is intentional. At least have some sort of push back. Like keeping Pinkies from cornering you and giving you just enough room after the punch to squeeze out to safety.
Other then the melee thing, I really like the feel of the rest of the weps. The chaingun animation and the Doom 64 shotguns are a nice touch.
Re: [WIP][Gameplay Mod] 64k +
Posted: Mon Jul 25, 2016 5:33 pm
by zrrion the insect
The quick melee is about the same as the vanilla fist in terms of speed and damage, but a little push-back would probably be something that would work. I'll have to mess around with it.
Re: [WIP][Gameplay Mod] 64k +
Posted: Tue Jul 26, 2016 11:16 am
by dljosef
I noticed that the berserk fist can practically one shot every enemy, though it's very risky in the case of cyberdemons.
Re: [WIP][Gameplay Mod] 64k +
Posted: Tue Jul 26, 2016 12:04 pm
by zrrion the insect
That doesn't sound like intended behaviour. I'll have to check that out when I get to my PC.
EDIT: It was not intended, I left a line in from a test of the glorykill stuff. Re-download and it should be fixed.
Re: [WIP][Gameplay Mod] 64k +
Posted: Tue Aug 02, 2016 11:58 pm
by zrrion the insect
The smart ammo system has been implemented and now I'm working on a doom-alpha/beta inspired HUD.
Re: [WIP][Gameplay Mod] 64k +
Posted: Wed Aug 03, 2016 8:23 am
by SuperSomariDX
I loooooove that hud. Please tell me there will be a standalone version as well. ;w;
Re: [WIP][Gameplay Mod] 64k +
Posted: Wed Aug 03, 2016 9:52 pm
by zrrion the insect
The weapon indicator in the middle is done in a way that makes it a little difficult to make standalone, but when I get the next update out people are free to do whatever with it.
Re: [WIP][Gameplay Mod] 64k +
Posted: Thu Aug 04, 2016 9:56 pm
by Captain J
Looks very. VERY interesting! Gonna play and prepare some feedback!
EDIT: I see no problems, i guess. Nevermind!
Re: [WIP][Gameplay Mod] 64k +
Posted: Sun Aug 07, 2016 4:47 am
by Captain J
Oh wait and wait, it actually has some problems...
Spoiler: And the good thing is i'm already prepared for some feedback!
- I'm seeing it-has-no-decals™ cliche on every weapons except rocket launcher and plasma rifle.
- Zombieman's clip gives you 10 bullets, intentional?
- Any reason why Super shotgun plays pump-action shotgun sound effect?
- I don't know, but plasma rifle seems held up A LOT unlike other weapons.
There you go!
Re: [WIP][Gameplay Mod] 64k +
Posted: Sun Aug 07, 2016 6:34 pm
by zrrion the insect
* The no decals thing is an oversight as I play with decals off. I can fix that pretty easily.
* The clip thing is something that I'm working on, but I currently hit a roadblock where a clip cannot tell that it was dropped, so I can't do anything about that when it is picked up. I can make a temp fix in the mean time.
* I fixed that, whoops.
* I moved it down.
* also fixed keys not being multiplayer friendly.
Re: [WIP][Gameplay Mod] 64k + [0.2]
Posted: Sun Aug 28, 2016 6:39 am
by zrrion the insect
I've been working pretty hard at this the past few days and I have added a few things in this update, namely:
*I've added cool smoke effects that only show up if the player has the Rocket trails setting set to Sprites or Sprites & Particles.
*Quite a few effects have their sprites rotated randomly every frame to add a bit of cheap visual variety
*Extra frames for the bullet puff and explosive barrel
*A handful of miscellaneous new sprites
*More XDeath gore
*Tweaked quick melee timing. It is now much easier to use effectively
*I think I messed with the SSG, but cannot recall how
*zombiemen drop clips with appropriate amount of ammo
Known Issues with 0.2:
*XDeath gore does not match monster blood color. I am stumped as to why this is. *Message for opening a large container of ammo is shown after the first ammo pickup you get from the container. (not a bug, just annoying to me) fixed now
*nazis do drop too much ammo (this won't change as the nazis are being left alone for dehacked reasons)
Planned non-cosmetic features:
*Make bullet weapons fire in a circular spread pattern *Add small display to plasmagun and make it track plasma ammo (the display on the bfg would also track ammo) this looked bad, not happening
*Miscellaneous tweaks
*Toggleable Enemy behavior changes