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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:
Weapons:
- All weapons save rocket launcher/BFG now lower/raise 2x as fast.
- Some weapons utilize Perk's weapon-spriting mod
- All cased-ammo weapons (rifle, shotgun, SSG, chaingun) now emit bullet/shell casings
- All bullet and shell-firing weapons now create sparks when the bullet hits the wall. This applies to monsters, too.
- Fists are much faster-swinging, and are silent.
- Pistol replaced by assault rifle
- Assault Rifle: 30 round magazine, fast firing, accurate, picked up loaded. Credit to Mike12 for sprites! New reload animation.
- Shotgun: fires 9 pellets, 8-round tube magazine, increased fire rate, picked up loaded, has a new reload animation. More sprites.
- Super Shotgun: Reloads faster. More sprites. Slightly less pellets (18 instead of 20).
- Chaingun: Improved rate of fire to outpace assault rifle, no longer has first-shot accuracy. More sprites. Smoothed-out firing animation.
- Rocket Launcher: Faster rate of fire. More sprites.
- Plasma Rifle: Overheat mechanic, removed cooling animation on every single trigger release. More sprites.
- BFG-9000: Alternate "billion fireballs" firing mode from Beta. Shoots 40 plasma balls rapidly on a right-click.
- Hand Grenade (slot 8) - Throw it, it bounces and either explodes on hitting a target or on a timer.
Monsters:
- Former humans: Improved AI (reloads when weapon empty, backpedals at melee range). Weapons shoot much more, but do less damage to compensate. Improved HP to compensate for stronger weaponry. Emit bullet casings when shooting. 25% of dropping a fragmentation grenade. New demonic-sounding voicelines.
- Zombieman: 50 HP, shoots accurate single-shot at range, vanilla-accuracy burst at close range. Reloads after 20 shots.
- Sergeant: 50 HP, 4 pellets per shot. Reloads after 6 shots.
- Commando: 100 HP, Infinite stream of bullets as standard. Fire-rate increased to match your chaingun.
- Imp: Speed slightly increased, has 25% of using a "charged" attack
- Demon: 200 HP, Custom obituary, slightly faster
- Spectre: 175 HP, slightly faster
- Lost Soul: 40 HP.
- Cacodemon: Three fireballs in a spread fired at once, blood is blue as well
- Pain Elemental: no changes
- Revenant: Fires 2 rockets in a row, drops rockets upon death
- Hell Knight: Faster, green blood, Throws a 3-ball spread
- Mancubus: Fires a rapid stream of two balls instead of a pattern
- Arachnotron: Fires a long stream of plasma at your fire-rate instead of slowly and continually.
- Baron of Hell: Faster, green blood, endlessly throws fireballs.
- Cyberdemon: 5000 HP, fires 6-round rapid salvo of rockets (half damage compared to vanilla cyber-rockets)
- Spider Mastermind: 4000 HP, uses highly accurate autocannon
- Nazis: Generally more difficult, have bullet casings as well
- Nazi Guard: Brown-coat Wolf3D soldier, uses highly-accurate Wolfenstein-style bullet attack
- SS: Randomly replaces regular Nazi Guard, uses barrage of Wolfenstein-style bullets. Full firing rotations!
Spoiler:
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
Changelog 11/19/16 v1.3:
-Cacodemon no longer strafes, uses tri-ball attack
-Imp no longer fireball-spams, uses charge attack (25% chance)
-Shotgun, rifle, and plasma rifle are now loaded upon pickup
-Demon has 200 health, Spectre has 175
Changelog 11/19/16 v1.3.5:
-Re-uploaded
-Fixed bug in which Zombiemen would infinitely reload their weapons while idle
Changelog 11/19/16 v1.4:
-Fixed bug in which bullets would float to ceiling after hitting explosive barrels
-New shotgun reload animation on-screen
-Plasma rifle and assault rifle reload animations are now more realistic
Changelog 11/19/16 v2.0:
-New sprites for shotgun, supershotgun, chaingun, rocketlauncher, plasmagun
-Reduced chance of Zombieman firing another burst
-Added changes for rocket launcher, changed those of super shotgun and plasma gun
-Added weapon designations in pickup messages for all weaponry
-Rewrote parts of the readme to be less needlessly expository (especially on unchanged monsters)
Changelog 11/23/16 v2.1:
- Added shell and bullet casings to shotgun, SSG, rifle, and chaingun, along with monsters
- Fixed plasma gun being able to fire on empty battery
- Fixed plasma gun's cooldown not clearing its overheat
- Removed auto-aim on all weapons
Changelog 11/23/16 v2.1.5:
-Changed the casings of players to have a much less violent trajectory
-Credit to Sergeant_Mark_IV for some =casing coding, they don't look so [censored word] now in 3rd person (spawning 5 feet in front of you).
-Chaingun casing fly leftwards to imply a belt-feed on the right
-Monster casings now originate from them instead of infront of them, they look better infighting now
-SS trooper and Guard now illuminate while firing
-SS trooper and Guard now emit bullet casings
-Fixed slight typo in .readme and added to the Credits section
Changelog 11/25/16 v2.1.6:
-Chaingun now has a much smoother firing animation
Changelog 12/13/16 v2.3 (oh hey I skipped 2.2, hue):
The Extremely Overdue and Belated Update:
-New Assault Rifle sprites (credit to Mike12)
-Assault Rifle now has a reload animation proper, instead of GoldenEye style
-All guns now fullbright on firing (fixes the sudden-cutoff flash on the Super Shotgun)
-Super Shotgun now has the proper bullet-puff effect on all shots
-And a host of other improvements from 2.2 that I forgot to jot down (:P).
Changelog 12/14/16 v2.4:
- Made the assault rifle reload both slightly longer and smoother (it now doesn't look nearly as janky).
- Zombieman HP reduced to 40.
- New obituaries on all former humans.
- Arachnotrons now fire at the same rate as you, but only fire a long burst instead of continually.
Changelog 12/17/16 v2.5:
- Hell Knight now uses regular attack- 25% of charging up the "triple bolt".
- Cacodemon is less active missile-wise (removed +MISSILEMORE) and slightly wider accuracy cone on its triple fireball attack.
- Added the Hand Grenade (credit to neoworm), in slot 8.
- Former humans now rarely drop grenades (25% chance).
- Nazis now have their "achtung" sound from Wolfenstein.
- SS and Nazis now use their proper Wolfenstein firing noises instead of the DOOM pistol's.
- Shotgun's vertical accuracy is slightly improved.
Changelog 12/17/16 v2.5.5:
- Fists are now silent
- Frag behavior is slightly tweaked to be slightly easier to use
- Frag ammo limit is now 10; 20 with backpack
Changelog 12/20/16 v2.6:
- Added Trent Reznor-created zombieman sounds: they'll now scream and threaten you in a language you can understand
- Added vanilla-style muzzle flashes to the assault rifle (credit to DoomRL Arsenal's creators)
- Added back the pistol- it's now an emergency gun found in Slot 1, that loads 12 bullets but has an infinite supply of reserve ammo, also a bit more accurate and shoots quicker.
- Former humans of all types now only chase the player for a limited period of time; eventually they'll break pursuit and go back to standing in place.
Version 3.0 Changelog - 12/22/16
- Rifle ammo drop reduced to 10 bullets instead of 15.
- Added the pistol zombieman- small chance of replacing regular trooper, attacks very frequently with single shots, drops clip upon death.
- Added the super shotgunner- small chance of replacing sergeant, attacks with a wide-angle spread of pellets, must reload after every shot. Drops a super-shotgun.
- Added the former marine- small chance of replacing chaingunner, attacks with a 5-bolt burst of plasma, drops a plasma rifle on death.
- Massively improved the frag grenade's physics, and it no longer explodes on hitting a target. It no longer auto-aims toward a target.
- Fixed the bug in which chaingunners would stop at the wrong sprite in their death animation, leading to floating gibs.