Squid's Mod

Projects that alter game functions but do not include new maps belong here.
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Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

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Retraux Squid
Posts: 230
Joined: Sat Aug 13, 2016 8:41 pm
Location: E1M1

Squid's Mod

Post by Retraux Squid »

Hello all! This here's my first mod for GZDoom. Fairly simple, just some sprites, DECORATE, and a few new weapons, but it's meant to be close to vanilla anyway. Here's a list of some of the weapon and monster changes:
Zombieman
- Health increased to 30
- Speed increased to 12
- Now fires 3-round bursts to make it a more dangerous opponent
- Significantly more accurate, slightly less damage.
- Custom obituary
- Chance of replacement with a stealth zombie, with the same effect as the Spectre
- Chance of replacement with a flamethrower zombie, firing a barrage of fireballs (think like the Fake Hitlers in Wolf3D)
Sergeant
- Health increased to 35
- Speed increased to 12
- No longer quicker on the draw, but now fires 5 pellets at a time instead of 3
- Custom obituary
Chaingunner
- Speed increased to 10
- Custom obituary
- Chance of replacement with plasma gunner, firing 3 round bursts of plasma fire and dropping a plasma gun, and with custom spriting
Imp
- Speed increased to 14
- Custom obituary
Pinky
- Speed increased to 14
- Custom obituary
Lost Soul
- Health decreased to 50
- Speed increased to 12
- Custom obituary
Cacodemon
- Health decreased to 300
- Speed increased to 12
Hell Knight
- Now throws 3 fireballs one after the other
- Custom obituary
Baron of Hell
- Now throws 3 fireballs one after the other
- Custom obituary
Wolfenstein SS
- Now fires in fully-automatic
- Custom obituary
And some new weapons:
Pistol
- Consumes no bullets; it's in a different caliber anyway
Assault Rifle
- Credit to Captain Toenail for the sprite-rips on Realm667
- Fires 3 round bursts, highly accurate
- You start with one of these, a pistol, and your fists
Fists
- Silent.
----------
EDIT NOTES (v1.6)
-Removed the selector for flame/stealth zombies; they still exist, but don't naturally occur anymore
-Plasma gun zombies now have a new sprite set. I'm working on giving them full firing rotations; for now they have the same single-rotation as the WolfSS
https://www.mediafire.com/?dpbg4gxe5sprarq
Feedback is always welcome.
Last edited by Retraux Squid on Tue Aug 23, 2016 4:59 pm, edited 5 times in total.
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ZioMcCall
Posts: 574
Joined: Fri Dec 05, 2014 3:05 pm
Location: Senigallia,Italy

Re: Squid's Mod

Post by ZioMcCall »

Hmm,this look good for players like me who want play Doom 2 with an hard skill but no so hard like Nightmare skill :)
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-Ghost-
Posts: 1783
Joined: Wed Sep 08, 2010 4:58 pm

Re: Squid's Mod

Post by -Ghost- »

Cool idea, seems like a nice way to mix things up a bit but still feel vanilla.
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Retraux Squid
Posts: 230
Joined: Sat Aug 13, 2016 8:41 pm
Location: E1M1

Re: Squid's Mod

Post by Retraux Squid »

-Ghost- wrote:Cool idea, seems like a nice way to mix things up a bit but still feel vanilla.
It's kind of meant as a vanilla supplement. I originally made it as a DECORATE exercise (and to make the Zombieman a bit stronger- I never did like how weak they were), then I expanded it. Once I figure out the business of making custom sprites, I'll apply those to the custom monsters. Later I might also see if I can get permission to use full SS Trooper firing rotations, so they don't always face you even when infighting. I won't be adding any new weapons (or if I do, they'll be in a separated .pk3), so you can use this with any nice-looking weapons mod without causing conflicts.

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