[v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

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Should I nerf fire based weapons like Dragon's Breath and Napalmkraftwerk?

Poll ended at Wed Oct 28, 2020 12:36 pm

Yes please, they're broken af
3
12%
Nah, they're fine
22
88%
 
Total votes: 25

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D3athStalker
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[v4.0.2] Doom Incarnate: A Tribute to Wolfenstein

Post by D3athStalker »

Image
Logo base made by LossForWords

Join the Discord: https://discord.gg/AXjUAub

ModDB Link: https://www.moddb.com/mods/doom-incarnate
Alternate link: https://mega.nz/file/V1AU0KjK#Pt_mTU318 ... XMFEoJKpSo


The title says itself. Doom Incarnate is a Doom mod which is heavily based the MachineGames' Wolfenstein series (The New Order, The Old Blood, The New Colossus).

Excluding melee weapons and the hand grenade, the game has 15 different weapons (plus 10 heavy weapons that BJ can carry, and a starting weapon exclusive to Rayne), with each of them having two different firemodes (cycle between them with the dedicated button, both left and right). They can also be upgraded via upgrade kits, having three separate upgrade choices (four in some cases, if you play as BJ), that being ammunition, internals and magazine.

Dual wielding is a thing for this mod, and the only penalty you get is a slight decrease in mobility, longer uninterruptable reload time and sometimes, less accuracy. Characters in this mod are quite flexible, so you will be able to perform other abilities such as using your melee weapon or throwing a grenade without any issue.

Cross-wielding is also an option, where you can dual-wield two different weapons. It's on the slot 9, equip left and right weapons for crossed wielding (bind keys for both left and right weapons and hold the buttons).

Armor pickups in this mod are stackable, where you can for instance pick up a kevlar vest (50 AP) and then pick up a ballistic armor (100 AP) on top of it. Armor has a 75% rate of damage absorption.

Health system in this mod works similar to the ones in the latest Wolfenstein games, where it will regenerate up to increments of 20, and the player can overcharge their health by using health items (by pressing the use button near them). Overcharged health will slowly decay back to its normal cap.

The mod offers lots of customization choices (Mod Options > Variables), so if the player is not fond of a gameplay element, the chances are they can change it to make it fit their choices more.

Being a weapons mod, this mod supports monster mods.

The mod features ZMovement as a separate addon. If you want better mobility for your experience with the mod, load the addon after the mod.

Character Information - BJ Blazkowicz
The notorious Terror-Billy himself, who seemingly has no trouble dealing with forces of Hell, considering he had his fair share of experiences against the supernatural in the past.

His new body allows him to be very resilient while also being able to carry things that an ordinary person can not, such as lots of armor (has a cap of 300) and a heavy weapon. Heavy weapons are dispensable weapons that can sometimes be found alongside high-tier energy weapons. They are not meant to be carried by an ordinary person on the run, and even when BJ does so, he gets a very noticable mobility penalty (and obviously, you can't dual wield them). Heavy weapons can be dismantled to further upgrade weapons (costs 5 upgrade kits).

He starts with a primary and a secondary weapon of player's choice (Mod Options > Variables (Character Specific) )

His choice of melee weapon is a hatchet, in which he uses to chop his enemies to little pieces, or just throw them to their faces as a stealthy ranged option.

Backpacks double his ammo capacity.


Character Information - Rayne
One of the key members of the mysterious Brimstone Society, along with being a half-vampire. Much like BJ, she had plenty of experience dealing with the Third Reich, along with the supernatural threats.

She starts with Sanguine Serpents, a pair of occult handguns that use blood as ammunition (details explained in the weapons section).

Her choice of melee weapon is a pair of long blades, which have higher range and damage potential than BJ's hatchets, but lack a projectile option (without Blood Rage anyway).

She cannot use health items like BJ can (Mega Health being an exception), but she has a higher cap than him, and can heal herself by feeding on her enemies instead (hold melee button near an enemy). This action is also used to replenish her energy to use her exclusive weapon and her abilities.

Rayne has three different abilities that can activate by her own will. Abilities can be activated by the dedicated ability wheel button. Alternatively (albeit archaic), they can press zoom button and direction buttons. Zoom+forward clears the current skill, zoom+left is Infrared Vision, zoom+right is Bullet Time, zoom+back is Blood Rage.

Infrared Vision completely negates her need to use a light visor in the darker areas. It doesn't use any energy.
Bullet Time allows her to slow down the time around her while she can move normally. This ability costs energy.
Blood Rage completely reddens her vision and drastically boosts her melee attacks by making her cast blade projectiles that can cut through anything. This ability costs even more energy. If this ability is performed while her energy capacity is full, Rayne will summon a shockwave that damages anything near her.

Picking up runes will increase her energy capacity, along with granting her small, various permanent buffs.

Backpacks increase her ammo capacity by 50%.

Older versions and addons
Spoiler:
Weapons
Spoiler:
Powerups
Spoiler:
Gameplay Videos (old)
Spoiler:
Credits
Spoiler:
Last edited by D3athStalker on Sat Mar 01, 2025 2:48 pm, edited 61 times in total.
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YukesVonFaust
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Re: Doom Incarnate: A Wolfenstein style mod

Post by YukesVonFaust »

Oh my god...
This is so cool. Downloading it now.
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DBThanatos
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Re: Doom Incarnate: A Wolfenstein style mod

Post by DBThanatos »

I just gave it a quick spin for the first few doom2 maps. I have a bit of feedback.

First: working great! I had no idea you could double weild weapons until i looked at the controls. The animations and all, are looking and feeling great.
Second: noice sounds for the weapons. They feel punchy.

But I do have a couple gripes:
-No menu cursor. I used GZD 3.2. I cant navigate the main menu with the keyboard because there's nothing indicating in which option I am, forcing me to use the mouse for that.
-The HUD ends up looking too small in some resolutions
Spoiler:
-The weapon on the screenshot, the firing sound are quieter than other weapons. Not sure if this is by design or the waveform just isnt as loud.
-That same weapon, i thought it'd have some sort of scope mode or something like that, but I couldn't figure out how if it actually does.

Then I went "give all" to have a look at the weapons. Mighty nice. Railgun effects are cool AF.

However, my usual grip that is stopping me from playing this (and any mod that does this) further: pitch changing recoil. I do play with a mouse, but I dont like having to pull the mouse downwards constantly while using rapid fire weapons. Any chance to make them restore the pitch? as in "A_SetPich(pitch+3)" then a few calls of "A_SetPich(pitch-1)"?

But in general, this is one mighty-feeling weapon pack.

(also, nice use of the DMG shot sprites i made! thanks for the credits!)
erni945
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Re: Doom Incarnate: A Wolfenstein style mod

Post by erni945 »

interesting modification :) , do you plan to add wolfenstein weapons?
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D3athStalker
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Re: Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

-No menu cursor. I used GZD 3.2. I cant navigate the main menu with the keyboard because there's nothing indicating in which option I am, forcing me to use the mouse for that.
I noticed, I'll set a flashy triangle pointing at the text when I update the mod.
-The HUD ends up looking too small in some resolutions
I use the HUD scale in "scale to fullscreen" where the health and armor indicators are close to each other (TNO style) My screen resolution is 1360x768, by the way. I'll most likely revamp the HUD, make it focus in the center rather than the corners.
-The weapon on the screenshot, the firing sound are quieter than other weapons. Not sure if this is by design or the waveform just isnt as loud.
Yeah, the original sound of the weapon (from Insanity's Brutality) was very loud, so I turned it down a little bit, probably made it too quiet :P
-That same weapon, i thought it'd have some sort of scope mode or something like that, but I couldn't figure out how if it actually does.
The red-dot sight is not functional. It's a shotgun, after all. Thought it looked cool, so I kept it like that :mrgreen:
do you plan to add wolfenstein weapons?
Some weapons are based on weapons in Wolfenstein (at least the way they work):
- Sub-Machine Gun > Maschinenpistole
- Assault Rifle > Sturmgewehr
- Laser Rifle > AR Marksman (alt mode)
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D3athStalker
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Re: Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

However, my usual grip that is stopping me from playing this (and any mod that does this) further: pitch changing recoil. I do play with a mouse, but I dont like having to pull the mouse downwards constantly while using rapid fire weapons. Any chance to make them restore the pitch? as in "A_SetPich(pitch+3)" then a few calls of "A_SetPich(pitch-1)"?
Sure thing. I can add a cvar which makes the player automatically pull down the weapon after firing.
erni945
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Re: Doom Incarnate: A Wolfenstein style mod

Post by erni945 »

ok but I was more concerned about whether you plan to transfer weapons from the wolfenstein series to your modification, including their original appearance

EDIT:this modification has a very high potential, so I think it would be the best modification of the gameplay with wolfenstein theme :)
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D3athStalker
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Re: Doom Incarnate: A Wolfenstein style mod

Post by D3athStalker »

erni945 wrote:ok but I was more concerned about whether you plan to transfer weapons from the wolfenstein series to your modification, including their original appearance

EDIT:this modification has a very high potential, so I think it would be the best modification of the gameplay with wolfenstein theme :)
Thanks, I'm thinking to add more things related to Wolfenstein (heavy weapons, weapon modifications etc.) in the future :)
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Dr_Cosmobyte
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Re: Doom Incarnate: A Wolfenstein style mod

Post by Dr_Cosmobyte »

Hey, you've included the Kriegsland Enemies Pack in the screenshots. Thank you, i am flattered!

As soon as i download it and get to play, i'll post feedback, this seems really good.
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chronoteeth
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Re: Doom Incarnate: A Wolfenstein style mod

Post by chronoteeth »

how the guns animate and reload/feel remind me a lot of my mods and i like that al ot

good job dude
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mutator
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Re: Doom Incarnate: A Wolfenstein style mod

Post by mutator »

I have played this mod for few days nonstop now and I really loved the way this mod was made...although I love it a lot there will be something I had like to report to you. When you fire cannon launcher (slot5) you get a bug that is on firing state of weapon...also in slot 3 there is a sprite cut on the gun...not the one with 24 shells...the one that replace single barrel shotgun slot...but I'm glad those 2 are the only things I could find..you probably noticed the things I said already but in case if you didn't I want to report them so you can do more improvement in next update
Chloroxite
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Re: Doom Incarnate: A Wolfenstein style mod

Post by Chloroxite »

It seems the Doom community has become oddly fascinated with Nazis recently.

That said, this mod sounds cool and I will give it a shot.

EDIT: Oh wait there aren't any Nazis.
Unicornpooper777
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Re: Doom Incarnate: A Wolfenstein style mod

Post by Unicornpooper777 »

This looks pretty cool, I'm going to check it out.
DanTheHedgefox
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Re: Doom Incarnate: A Wolfenstein style mod

Post by DanTheHedgefox »

Every time I fire a gun the screen is covered in smoke that halves the frame-rate, though it might be because I'm in software mode.
Gideon020
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Re: Doom Incarnate: A Wolfenstein style mod

Post by Gideon020 »

Ooh, any chance to have the Battlesuit be it's own inventory activated powerup like the one in Guncaster?

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