Shades of Doom v4.0 - Flippin' Cool (06-01-21)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

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.

Please read the full rules for more details.
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: [WIP] 50,9 Quadrillion Shades of Doom v0.6

Post by Cyanide »

New version up. See the changelog for new stuff.
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: [WIP] 50,9 Quadrillion Shades of Doom v0.7

Post by dljosef »

Ah, nice to see the roster growing so far.

Any possible chances to have some possible soundpacks for some of the enemy reskins? (SS replacements for instance) I do have another suggestion as well: an option to have up to three different reskin types available on the enemies per level. Particularly for those shorter mapsets.
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: [WIP] 50,9 Quadrillion Shades of Doom v0.7

Post by Cyanide »

dljosef wrote:Any possible chances to have some possible soundpacks for some of the enemy reskins?


Yes. This is one of the next steps.
dljosef wrote:I do have another suggestion as well: an option to have up to three different reskin types available on the enemies per level. Particularly for those shorter mapsets.
Hmmm. I don't know how that would be coded. Also, it kinda defeats the purpose of doing the randomizer this way in the first place.
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: [WIP] 50,9 Quadrillion Shades of Doom v0.7

Post by Cyanide »

So of course I had to go ahead and completely destroy map07 and all ExM8. 'Couse you know, that's a lot of fun... Should be fixed now. On a brighter note, I've added the option to pair/unpair demons and specters. Seems there was a need for it.
User avatar
dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: [WIP] 815 Quadrillion Shades of Doom v0.8

Post by dljosef »

Well, I kinda figured demons and spectres were basically the same thing.

Oh, and there should be some more archvile variants among others.
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: [WIP] 815 Quadrillion Shades of Doom v0.8

Post by Cyanide »

dljosef wrote:Oh, and there should be some more archvile variants among others.
I've been looking, but can't seem to find any good ones. The main problem is the need for frames of both the attack and the raise states (which is why I haven't added the Flesh Wizard from Realm667). Also, I've tried not to include too many recolorings of monsters, since they are not that interesting when stripped of new attacks or other mechanics in the decorate.

There's a flying, green archvile in scoredoom, but it's missing some sprites that make it work as a vanilla archvile. I also found a variant called a "Pain Vile" but it was unfinished. If you find any variants, please share here or in a message. I feel Arachnotrons, Mancubi, Archviles, Spider Masterminds and Keens (lol) are hard to find, though...
User avatar
SiFi270
Posts: 442
Joined: Tue Feb 10, 2015 2:51 am
Location: Does anyone put a serious answer here?

Re: [WIP] 815 Quadrillion Shades of Doom v0.8

Post by SiFi270 »

A good Keen replacement I think would be Melvin from those comics John Romero used to make. I read about him in Masters of Doom but couldn't find much on Google afterwards other than these two. As you can gather from those, he looks kind of like Keen, only he was actually made to be messed up in gruesome ways, so it'd be more fitting to find him hanging and shoot him to bits.
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: [WIP] Shades of Doom v0.9

Post by Cyanide »

New version is up. Changelog in OP has been updated.

EDIT: BTW, the number of variations broke 1 quintillion. :shock:
User avatar
Doctrine Gamer
Posts: 381
Joined: Wed Jan 30, 2013 1:22 pm

Re: [WIP] Shades of Doom v0.9

Post by Doctrine Gamer »

Fixed the initial issues I can ensure that Shades of Doom along with the Final Doomer makes Doom a pleasantly fun experience. :wub:

Just missing a mod to leave the songs random. :mrgreen:
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: [WIP] Shades of Doom v0.9

Post by Cyanide »

Doctrine Gamer wrote:Fixed the initial issues I can ensure that Shades of Doom along with the Final Doomer makes Doom a pleasantly fun experience. :wub:
Thanks, man! Glad you're having fun. :D
Doctrine Gamer wrote:Just missing a mod to leave the songs random. :mrgreen:
Maybe this is what you are looking for
User avatar
Doctrine Gamer
Posts: 381
Joined: Wed Jan 30, 2013 1:22 pm

Re: [WIP] Shades of Doom v0.9

Post by Doctrine Gamer »

Thank you! I will take a look. :thumb:
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: Shades of Doom v1.0

Post by Cyanide »

Version 1.0 is up. Biggest update to date. Compatibility, stealth monsters and in-game roster are some of the bigger additions. :)

Thanks to every one who gave feedback!
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: Shades of Doom v1.0

Post by Doomenator »

Cyanide wrote:Thanks to every one who gave feedback!
Make a mutators: medieval monsters only, creatures only, high-tech monsters only, medieval monsters + creatures, high-tech monsters + creatures. This will give more compatibility with various themed weapon mods. :wink:
User avatar
Cyanide
Spotlight Team
Posts: 317
Joined: Fri Feb 15, 2013 9:39 pm
Location: 6 ft. under

Re: Shades of Doom v1.0

Post by Cyanide »

Doomenator wrote:Make a mutators: medieval monsters only, creatures only, high-tech monsters only, medieval monsters + creatures, high-tech monsters + creatures. This will give more compatibility with various themed weapon mods. :wink:
I don't think i understand what you mean. :? Do you want to lock a specific monster combinations from the start, or do you want some of the monsters to be filtered out of the randomizer? Or something else entirely?
User avatar
Doomenator
Posts: 165
Joined: Tue Mar 31, 2015 10:16 pm

Re: Shades of Doom v1.0

Post by Doomenator »

Cyanide wrote:I don't think i understand what you mean. :? Do you want to lock a specific monster combinations from the start, or do you want some of the monsters to be filtered out of the randomizer? Or something else entirely?
No matter how it is will be implemented, with the filter, blocking or deletion. Make a few different mods without certain categories of monsters are generally the easiest way. That would not be certain monsters, which are not compatible with a certain weapon mod.

Return to “Gameplay Mods”