Vanilla Gunplay - v3.0 released!

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Retraux Squid
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Vanilla Gunplay - v3.0 released!

Post by Retraux Squid »

Hello all! I'm Retraux Squid, and this is Vanilla Gunplay.
imageedit_1_9912886597.png
What is this?
It's a gameplay enhancer for vanilla Doom, Doom 2, and other Doom IWADs, built upon the bones of my older project, Squid's Mod Redux. It brings enhanced, faster-paced gunplay to the table, with better weapons, better graphics (including Perkristan's vanilla weapon spritage), more intelligent and powerful enemies, and an overall enhanced experience, as well as being essentially an "ultimate" version of the Squid's Mod design, which had branched into multiple versions of debatable support at this point.

What should I expect out of it?
For one, the experience is faster-paced and more tactical. Some of your weapons (and some monsters) must reload, your weapons all behave differently (and generally have defined niches), and monsters are more powerful to compensate for your stronger weaponry. There are also some small visual improvements; namely, corrected blood colors, full-brighted sprites where they should be on some monsters, and bullet puffs sparking on impact, as well as expanded spriting for most weapons. Casings will fly from both your weapons and your enemies'.

Here's the download link:
http://www.mediafire.com/file/e97888v7d ... ayv3.0.zip

List of Changes
Spoiler:
Changelogs:
Spoiler:
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Last edited by Retraux Squid on Thu Dec 22, 2016 4:45 pm, edited 24 times in total.
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Overlord
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Overlord »

spider mastermind is a girl :c
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Overlord wrote:spider mastermind is a girl :c
It's a genderless brain on a robot seat, IMO. Apparently the entire "hi, mom" thing was a joke in the manual, and in-universe the Spider Mastermind didn't actually give birth to the Arachnotrons or anything. (Now I have very disgusting mental images... going to grab the brain bleach)
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Overlord
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Overlord »

Retraux Squid wrote:
Overlord wrote:spider mastermind is a girl :c
It's a genderless brain on a robot seat, IMO. Apparently the entire "hi, mom" thing was a joke in the manual, and in-universe the Spider Mastermind didn't actually give birth to the Arachnotrons or anything. (Now I have very disgusting mental images... going to grab the brain bleach)
The Spider Mastermind (a.k.a. the Spiderdemon) is the endboss of Doom. Although with 3000 HPs, she (yes, that demon is a she) doesn't have as much health as the Cyberdemon... but her weapon of choice is the super-chaingun (which is more lethal than your own chaingun), making her a particularly dangerous foe at close range.

https://zdoom.org/wiki/Classes:SpiderMastermind

and the DOOM 2k16 mastermind is a girl too lol
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Overlord wrote:
Retraux Squid wrote:
Overlord wrote:spider mastermind is a girl :c
It's a genderless brain on a robot seat, IMO. Apparently the entire "hi, mom" thing was a joke in the manual, and in-universe the Spider Mastermind didn't actually give birth to the Arachnotrons or anything. (Now I have very disgusting mental images... going to grab the brain bleach)
The Spider Mastermind (a.k.a. the Spiderdemon) is the endboss of Doom. Although with 3000 HPs, she (yes, that demon is a she) doesn't have as much health as the Cyberdemon... but her weapon of choice is the super-chaingun (which is more lethal than your own chaingun), making her a particularly dangerous foe at close range.

https://zdoom.org/wiki/Classes:SpiderMastermind

and the DOOM 2k16 mastermind is a girl too lol
I don't want to be needlessly nitpicking, but that description wasn't written by id, it was written by whomever did the page on the Spider Mastermind, and as such likely was reading off the humorous description in the manual. Well, whatever way you want to interpret the Spider Mastermind is free, I'm not forcing you to look at it a particular way.
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Overlord
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Overlord »

well talking about the mod, the animation of the baron throwing fireballs looks too rough and the cyberdemon is 2 op lol
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Overlord wrote:well talking about the mod, the animation of the baron throwing fireballs looks too rough and the cyberdemon is 2 op lol
I agree- the stock cyberdemon rockets are far too powerful. Here's a quick hotfix that halves their damage (still massive, but less "instant kill every time with 200 armor".
http://www.mediafire.com/file/0f8xeuiow ... ayv1.1.zip
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

Changelog 11/19/16 v1.2:
-Full firing rotations on the SS Nazi
-Bullets now spark as they hit walls
-Corrected some typos in the readme
http://www.mediafire.com/file/9emhe175p ... ayv1.2.zip
JohnnyTheWolf
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by JohnnyTheWolf »

When I pick a weapon that requires reloading for the first time, it does not seem to ever be loaded.

Also, when it runs out of ammunition, it does not switch to a different weapon.

As for the Demon, I would suggest you give them more HP rather than making them faster.
Last edited by JohnnyTheWolf on Sun Nov 20, 2016 12:12 pm, edited 1 time in total.
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

JohnnyTheWolf wrote:When I pick a shotgun for the first time, it does not seem to ever be loaded.

Also, when it runs out of ammunition, it does not switch to a different weapon.
You do have to manually load the shotgun when you pick it up. I've tried working around this before, but if you get a picked up shotgun with full ammo, any other pick-up shotguns will magically refill your current clip. The non-switching is intentional: it's meant to provide a more tactical experience (as you're supposed to keep track of how much ammo you have left), and in a future version I'll be adding a clicking noise to the weapon when empty to signify this.

As for the Demon's health increase, I guess that's a good idea. I'll up their health in the next version.
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by JohnnyTheWolf »

That is odd: there are many gameplay mods out there that feature a reload mechanic, yet they do not seem to have the issue you are mentioning.

Not a fan of the Cacodemon's random strafing: it makes it look more like the Hellish relative of the Butabi Brothers and less like an intelligent foe capable of dodging your shots. If anything, it tends to be strafing before I actually start shooting at it.
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Josh771
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Josh771 »

Retraux Squid wrote:
JohnnyTheWolf wrote:When I pick a shotgun for the first time, it does not seem to ever be loaded.

Also, when it runs out of ammunition, it does not switch to a different weapon.
You do have to manually load the shotgun when you pick it up. I've tried working around this before, but if you get a picked up shotgun with full ammo, any other pick-up shotguns will magically refill your current clip. The non-switching is intentional: it's meant to provide a more tactical experience (as you're supposed to keep track of how much ammo you have left), and in a future version I'll be adding a clicking noise to the weapon when empty to signify this.

As for the Demon's health increase, I guess that's a good idea. I'll up their health in the next version.
If you'd like the shotgun to have a (partially) full magazine the first time the player grabs one, just make sure the player pawn begins with that ammo explicitly. For instance, even if the player starts with 0 shells, they could start with 8 loaded_shell (or whatever you've named the actor). This is how mods give the player a starting portion of ammo for newly acquired weapons without magically refilling their current magazine every time they pick up an extra weapon.
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

SidDoyle wrote:
Retraux Squid wrote:
JohnnyTheWolf wrote:When I pick a shotgun for the first time, it does not seem to ever be loaded.

Also, when it runs out of ammunition, it does not switch to a different weapon.
You do have to manually load the shotgun when you pick it up. I've tried working around this before, but if you get a picked up shotgun with full ammo, any other pick-up shotguns will magically refill your current clip. The non-switching is intentional: it's meant to provide a more tactical experience (as you're supposed to keep track of how much ammo you have left), and in a future version I'll be adding a clicking noise to the weapon when empty to signify this.

As for the Demon's health increase, I guess that's a good idea. I'll up their health in the next version.
If you'd like the shotgun to have a (partially) full magazine the first time the player grabs one, just make sure the player pawn begins with that ammo explicitly. For instance, even if the player starts with 0 shells, they could start with 8 loaded_shell (or whatever you've named the actor). This is how mods give the player a starting portion of ammo for newly acquired weapons without magically refilling their current magazine every time they pick up an extra weapon.
Thank you! I'm about to upload the next patch, featuring a few fixes and changes, including the fix you described.
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Retraux Squid
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by Retraux Squid »

v1.3 Changelog:
-Cacodemon no longer strafes, instead uses tri-ball spread attack like the Hell Knight
-Shotgun, rifle, and plasma rifle are now loaded when you pick them up. No more dying instantly to a shotgunguy because you were trying to reload after picking up his buddy's gun.
-Imp no longer fireball-spams. Instead, it has a 25% chance of using a "charge" attack in which it winds up and then tosses a faster, 2x size-and-damage fireball.
-Demon now has 200 health. Spectre has 175.
http://www.mediafire.com/file/dijf9y98s ... ayv1.3.zip
JohnnyTheWolf
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Re: Vanilla Gunplay [Tactical Gameplay Enhancer]

Post by JohnnyTheWolf »

Are you sure you uploaded the right file? I still get strafing Cacodemons and empty dropped weapons.

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