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THIS PAGE WILL NO LONGER HOST UP-TO-DATE CONTENT FOR GUNCASTER VINDICATED!!!
For the current working version of Guncaster Vindicated and all related content, please see the forums post located on Doomworld, or find us on the GCV Discord Server!
"The dragon homeworld, your homeworld, has been destroyed by a greedy and powerful wizard named D'Sparil, and now this pocket of the multiverse is crawling with his looting and pillaging goons. His dark mentor Korax has enslaved neighboring magic-laden dimensions and flooded them with his monstrous minions and devoted bishops. The unstable influence of the Chaos Sphere has awakened ancient evils even in the most distant corners of the multiverse, prompting the actions of demonic cults to seek dominion over their own sections of the cosmos. It's up to you, brave fire-breather, to put these goons in their place, and return the balance of power of magic in multiverse. You're going to need your wits about you, lots of heavy firepower and the force of arcane might to achieve your goals. Will you succeed in your quest, or will you wind up as just another lost name in the wind? Good luck scaled hero, you're going to need it!"
Welcome back to the Second Installment of Guncaster Vindicated! I'm very excited to see what you guys will do with the new amazing content produced by pillowblaster with the Vindicated challenge.
An Introduction for Guncaster fans and newcomers:
Spoiler:
The Rules:
For those of you unfamiliar with Guncaster, there are a few things to keep in mind. As a dragon you have some special powers that may be a bit different than what you are used to in other Doom mods:
-You can fly by pressing jump multiple times, and glide by holding the jump key after flying.
-You have the ability to cast magical spells. These spells are very powerful, but your mana is limited and precious. You regenerate mana naturally, but it will not be fast, collect mana potions to quickly recover your mana.
-You are athletic and can climb onto ledges if you are facing the ledge and jump onto it, or by pressing the "Use" key while facing a ledge, and moving towards it. You can also climb into spaces that you would normally only be able to enter by crouching.
-While you are very tough and can take a few bullets and keep fighting (honestly so can doomguy...) try to avoid getting hit as much as possible. This mod is designed to punish you for being hit by projectiles of any kind. Hitscanning enemies do not exist (aside from archvile) so you are completely responsible any time you take damage. High skilled players with good reflexes will be very rewarded for playing well, while players that are used to being "Bullet Sponges" will have serious difficulty completing the higher skill levels of this mod.
-Enemies have a memory system, and will hunt you so long as they can see you. Once you are out of sight they will try to find you based on where they think you are, but after a bit of time without actually seeing you, they will forget where you are and wader around aimlessly looking for you.
-Many enemies will respond differently to certain attacks. Some enemies are stunned by being kicked, others are easily electrocuted, others are vulnerable to explosives and resistant to everything else. Try many things out and find the best solution to the problem at hand!
-Don't underestimate your melee prowess. Your player character is very strong and can stand toe to toe with many enemies in hand to hand combat, especially if you know how to fight dirty. Abuse your ability to breathe fire and manhandle your opponents by either brute force or cheeky exploitation of weak spots. You are also strong enough to carry and throw the barrels of green slime found around the Doom universe, making good use of these is a recipe for success in early levels.
-MAKE USE OF YOUR ITEMS AND THE SHOP!!! This is paramount to success in this mod. Don't be greedy! Sometimes an investment in Berserk, Envirosuit, or Tank armor is more important for completing the level than another stimulant or stratocaster might be once you've actually managed to conquer the level in question. Once you've bought or collected an item, don't hoard it... find the right time, and USE IT!
-You have nightvision. You can toggle your nightvision on or off, but be aware that it is limited and must recharge if you keep it active for too long. Your nightvision also allows you to detect gold and jewels you might have missed around the level.
-More info to come in the future, stay tuned!
What's new?!?!
-Monsters are faster, smarter, and more deadly than ever before! If you thought this was going to be a casual slaughterfest, be on your guard or you'll be the one getting slaughtered!
-Mini-bosses for DOOM! : These new enemies will show up randomly in the later levels and sport some tremendous firepower and special abilities. They'll show no mercy so be on your game.
-Full new monster pack for heretic and Hexen! : Ready to get Medieval? New monsters for heretic/hexen to include dynamic progression in the same style that is applied to doom. Monsters are quicker, smarter, and more powerful than the old school monsters. New bosses are included for the original heretic/hexen missions.
-Choose your path! DraughSuit and Powersuit are now exclusive powerups that give their own unique feel to the game, with powersuit being more about brute force and playing like a walking tank, Draughsuit is more about quick reflexes and mana/cooldown management to completely avoid damage and slowly scale in power to become a true riftwalking void monster.
-New Abilities : Execute mechanic! When fighting in melee, dropping tougher enemies (more than 200HP) below a certain threshold will trigger a true executing uppercut that will deal tremendously more damage than your basic attacks or non-executing uppercuts. Shockwave: Your stomp with the heavy duty Stompers will now send a bone shattering wall of concussive force at your enemies, the more stompers you have collected, the farther the shockwave will travel! (performing a stomp attack from the air will still trigger the impalers)
-Fight Dirty! : Knock your weaker foes to the ground and give them a beatdown! Uppercuts and kicks will send most human-sized enemies onto their butts. When fighting burlier enemies, launch a well placed kick into their nether regions to leave them writhing in pain while you pound them to mush!
-Dynamic Progession superweapons: Your superweapons (powersuits and BFGs) are contained in a large black weapons case that selects your weapon based on what you already have. No more hoping for a powersuit when you've already collected old dreadful for the 4th time! This new chest will make sure you are granted something that will help you toward your goal of ultimate power every time.
-New special Item effects: Some items have been changed to perform new functions. Try everything out, and check the shop descriptions if you are confused.
-Punching speed re-tuned: base melee seemed too fast and silly to me, so I slowed it down, powersuit melee felt slow and clunky, so I sped it up. Powersuit also features a new style of charged punch that fires an air ripping blast that will tear through enemies.
-Bosses that are vulnerable to certain damage types: Use heavy duty weapons to take down big enemies. When fighting the biggest ugliest smelliest nasties, bring out your Matriarch, Ironblast, and Augur to give them some munitions fit for their size.
-ALL teh immersions!!! : New barrel wielding animations for when you feel the need to fling acid at your foes. Unleash your inner Edgy Boi and taunt your enemies (This has the bonus effect of drawing attention away from vulnerable allies)! Climb into crouchable spaces (cmon... how could I make this compatible with Mark's maps and not let you climb into ventillation ducts ;p). New Dynamically animated player sprites that include sprites for Crouching, Jumping, and even walking while firing your weapon! (holy shit I spent wayyy too much time on these... )
P.S. Whatever you do, don't look down.
-Random Damage be damned : All randomized damage has been removed to allow maximum control of difficulty. Now getting hit still feels like a punishment for screwing up, but doesn't feel like you're being cheated. Now you'll be able to accurately calculate how much damage you can or cannot take.
-Spells Balanced around low mana recovery : New spells will cause HUGE damage, but your mana recovery is slow, so use them wisely.
-Full Dynamic Progression : You will face stronger and naster enemies the further you progress through your favorite map packs! Recurring Nightmare is now fully supported with dynamic progression!
-Monster Customization : New switch in gameplay options to allow you to choose which monsters you'll face if you don't like dynamic progresssion. You can pick all weak monsters if you'd like to just smash everything once you get a powersuit, or all high level monsters if you really really just "Wanna be the Guy". I've even included a setting to play against the OldSchool monsters if you're really into that sort of thing, I took the liberty of re-balancing their attacks as well, so you can get a proper Vindicated experience even from them.
-Fully faithful to Strife : You can still play these other games freely with Guncaster Vindicated, Your weapons and spells should still be able to handle these monsters and their damage shouldn't be too unbearable to play.
-Quick Use Items : Toggleable Riftwalking, quick activation Berserk/Gunzerk/IronlizardPot and much more! just check the Mod controls section!
-Unique Endings for Official Games, Extermination Day, and Pirate Doom!!! Make sure to defeat the final bosses to see them!
GAMEPLAY VIDEOS!!!
Archived Videos
Spoiler:
1.0 trailer
beta trailer
beta gameplay
Weapons Guide:
Spoiler:
Melee Stuff
Punching - Beat things (and people) up by swingin' your fists at them. This is the quickest way to output damage in melee against your enemies while fighting unarmed.
Uppercut - When crouching, you can send your smaller foes flying onto their butts with a powerful uppercut. These punches take a bit more of a wind-up and are slower than your normal melee attacks.
Kicking - You can launch kicks at your foes even while wielding a weapon. With kicks you can knock down most human sized enemies, rendering them unable to fight until they can pick themselves up. You can also stun some larger enemies who have, ahem, vulnerable parts with a swift kick between their legs. Fighting dirty like this will obviously make them very angry once they're done nursing their... pride. If you press kick while moving forward, you will perform a dash kick.
Spin kick - While fighting unarmed, you can deliver a spin kick by pressing the strafe key while pressing the kick button. A spin kick will affect all enemies in a circle around you, however with a bit less damage than a direct kick.
Aerial Stomp - Press crouch while flying to perform an aerial stomp attack. This will do heavy damage in the area of impact directly below wherever you land. This ability is powerful, but has a long cooldown.
Execution - While fighting Unarmed, if your target's health drops below a certain threshold (based on their maximum health) you will deliver a powerful uppercut that will instantly kill your foe. Your ability to execute enemies is empowered during berserk and greatly so when you have the powersuit. When you have Draughsuit and VoidWalkers Touch your executes grant you a permanent increase to many of your stats.
Ground Stomp - While crouching you can perform a stomp that will deal damage to enemies all around you, knocking human sized foes off their feet and stunning some larger enemies. With the heavy duty stompers, your stomp will launch a shockwave that travels very quickly across the ground, shredding enemies unfortunate enough to be caught in the blast.
Being an Edgy Boi - While technically not fighting, you can perform an offensive taunt that will enrage your enemies into focusing all their efforts on shutting you up. This can be very useful when you need to bait your enemies into a trap, or draw attention away from vulnerable allies.
Dynamite
Grenades? Get that mess outta here, we need a bigger bang! With fire! And Cygnis is his own ignition source, bwahahaha! Light these suckers up and throw them in the general direction of the mountain of baddies you want to move somewhere else... like into orbit. If you take your time and cook the dynamite it will always explode on contact with the first surface it meets and you can send it flying far and away into the wild boom yonder!
If the dynamite doesn't happen to land where you wanted it, you can take the opportunity to practice your striker technique by running over the dynamite and you will kick it in the direction you are facing, or just into some fools face, whichever works.
Longhorn Revolver
This heavy duty little hand cannon is going to be your best friend. Accurate, powerful and with practice, a long range sniper weapon. Normally, you are able to quickly pick off targets with your shots, as this revolver packs a hefty punch and can pierce through some softer targets. Alternatively you can aim down the sights to snipe distant enemies.
Strucker Auto-Shotgun
A devastating weapon that some of your human adversaries will attempt to employ against you with painful results. Hah! No Cultist mercenary is going to take you out so easily though! Stomp their guts out and pinch this amazing shrapnel spitter to deliver the pain right back at them.
Primary fire delivers controlled choked spread pellets that are surprisingly accurate for a shotgun. How do those jerks make it fire full auto though? Eh... I'll figure it out later.
Ironblast Super Shotgun
Rather than firing traditional pellets, this bad boy dispenses high impact Nails that will reduce your more hardy opponents to a pile of red goo in no time flat. Beware the recoil... this weapon was not made for soft shouldered sissies. Use it to dispatch Tougher opponents and bosses, as its fire rate (being a pump action weapon) is too slow to deal with swarms of less significant goons.
Pulverizer handheld MiniGun
Everybody wants their own personal cloud of hot lead, and Cygnis is no exception. This little beast will gladly share copious amounts of ammunition with whatever you so desire to point those spinning barrels at, leaving them writhing in a world of blood and pain.
When swapping to alternate fire with the stratocaster, hold on tight, it's about to get messy! Alternate fire delivers Fragmenting hollow-point shells that will shred your foes into angry red clouds of bloody mist.
(Secret Weapon)
Spoiler:
STG-44 Battle Rifle
The legendary great grand-daddy of all modern assault rifles. Stolen from the hands of the filthy Nazis, this weapon can deliver ultra precise fully-automatic fire at long distance. Normally Cygnis would shy away from such a weapon, but who could pass up the opportunity to go full retro with such a hard to find piece of heat. For extra accuracy you can switch to alternate fire to aim down those sights.
While aiming down the sights, the weapon can be empowered to launch piercing fire bullets if you have the necessary stratocaster.
Matriarch Auto-Cannon
Your trusty, monster explodin', automatic, Anti-Tank rifle. This weapon is your go-to catch all obliterator of all things living and un-living. The explosive blasts of the shells it spits will put smaller enemies on their butts, and even knock some of your beefier opponents off their feet. If you're looking to cause absolute chaos, this is the weapon for you, just hold down the trigger, and let the big badass bullets fly!
Alternate fire mode lets you chain-load up to 10 shells and unleash a burst of homing rockets that will seek out the first unfortunate they can latch onto. This is THE weapon for killing the biggest fattest nastiest enemies you can find (I'm lookin' at YOU cyberdemon).
Augur Rail Gun
When you're in need of a little space, look no further than the Augur. This amazing piece of heavy artillery is ready and able to deliver a lightning powered slug that will tear through all but the sturdiest of materials at distances where the poor sods won't even be able to hear the shot before the bullet blows their whole body off. As an added bonus, the shells fired from this weapon still carry the electric charge that powers their egress and sets enemies in its wake shaking with energy.
With alternate fire, you can use the powerful scope on this weapon to take careful aim at distant enemies and send them a shocking surprise.
Old Dreadful Tiberium Cannon
Well folks, it's been fun, but now that you're packing this baby, it's time to send the entire Cult and Demon army packing when you melt them all into insignificant pools of green slime. One pulse from this bad boy has been known to sweep entire platoons from the face of the planet.
Your worst enemies:
Spoiler:
Cultist Soldiers
Greedy cynical mercenaries willing to sell out their race for a quick buck and a promise to be on the winning side. They're nothing special, human soldiers with some basic training on how to point their boomsticks at you and pull the trigger. Don't underestimate their rifles or automatic shotguns, just put the hurt on them and their bodies will buckle quickly when faced with the power of a dragon.
Cult Operatives
Hmm... These guys are tough and agressive. Their intense training has hardened them into aggressive lethal killers. They are much more accurate than the basic grunts and will relentlessly seek to put you down. They're still very susceptible to pain, and any bullet is good enough to double them over, you're also still plenty strong enough to knock them to their knees with a swift boot to the head... after all, they're only human.
Cult NailGunner
Cult Operatives armed with deadly, high-impact, Nail-Shotguns. Their weapons will shred your body to bloody ribbons in a single blast if you're not careful, stomp them into the dirt before they can even finish taking aim. The spread of their weapons makes these guys terribly ineffective at long distance.
Cult Rail-Sniper
Oh boy... if this guy draws a bead on you from far away, his rail gun can be a force of sheer terror. It fires a dense depleted uranium shell that can cut a gaping hole right through you no matter how armored you think you are. His green laser sight will give you a bit of a warning before he fires. His weapon takes about a second to charge before he can fire, kill him before he gets the chance.
Cult Officer
Is that a wazard?! I HATE WAZARDS!!! Well... he kinda looks like one, but he isn't. These guys are responsible for summoning all these demons, they've also used their demonic magic to bolster their physical bodies and empower their rifles to launch fire bullets that would instantly reduce any normal humans to piles of ash, good thing you're pretty resistant to fire, they still hurt though. They may be tougher than normal humans, but you can still kick them to the floor, and if you make use of fire resistant armor, like the Asbestosuit, you'll be extremely resistant to their nasty weapons.
Imp
A basic demon soldier. These guys can fling fireballs at you that somehow actually hurt pretty badly when they hit you. Be quick on your feet and you should be able to dodge them. They're much better at fighting in close quarters than your human opponents, but they're still not necessarily heavy-weights, and can be knocked down with your kicks. They're very athletic and can leap to attack you or cling to the ceiling if they want to try to escape your reach.
Dark Imp
This edgy jerk loves to throw balls of magical energy your way. It's a good thing they're easily avoided... as the magic they let fly is extremely painful. They aren't as athletic as their brown counterparts and can't seem to climb on the ceilings. Run circles around them and send them back to the hell they came from.
Savage Imp
These mini-monsters are on a whole different level from the other Imps. They hurl green fire that can send you packing very quickly if you fail to avoid it. They're super athletic like the Brown Imps, and cling to the ceiling to get a better angle to try and drop fireballs on your head or pounce on you. They're still lightweights and can be sent to the floor with a swift kick.
Demons
Didn't anyone teach these guys not to bite in a fair fight? They'll run up to you and try to eat your face off, put the stopping power of your revolver to use and land a few big slugs right in their brains. Be careful, the big horned and mechanized versions of these guys have a nasty habbit of launching themselves at you when they think they're close enough to catch you.
Cacodemon
Is that a floating meatball? These things will shoot lightning blasts at you that will really sting, and if they get close, be careful, they bite. They are easiest to dispatch using the Longhorn or Ironblast.
Mancubus
A great big fat guy who wants to kill you with fire. Don't these fools know that's a stupid idea yet? Whatever... if you get close to them they'll just try to spray napalm all over you, which can actually make it really hard to see. If you can punch or kick him hard enough, you can knock him on his fat ass, if you don't have berserk powers or a little Cyborg force behind your blows, a Matriarch Rocket to the chest is exactly what the doctor ordered for these future heart attack victims.
Revenant
Annoying walking skeletons that love to send seeker missiles flying after you. The laser targeting system on their missile launchers will give them away, put a wall between you and their missiles, then pop out and riddle them with bullets. Their lanky bodies are very susceptible to pain, and a hail of bullets from the pulverizer or strucker will render them helpless.
Arachnotrons
Brainball aliens who ride on their arachnoid vehicles and fire plasma bullets at you. Their shots are pretty easy to dodge, just don't hold still for too long and you shouldn't have to worry. Pummel them with bullets and they will die quickly. They should have invested in some armor to cover up their exposed brains, dummies. The red ones that shoot fire bullets can be tough to dodge, but their damage can be severely reduced with the Asbestosuit.
Lost Soul
Burning flying skulls that launch themselves at you. They look kinda cool I guess, but it's probably in your best interest to shoot them until they explode. Pretty much any weapon will do the trick.
Pain Elemental
Words cannot describe just how much I hate these things... They must have some kind of dimensional rift inside them that lets them endlessly vomit lost souls at you. Augur is the best option to blast these things, as its shots will pierce through the lost souls and go right for the source. Whatever you do... don't get mad and try to put your fist into their face, they explode when they die and will try to take you with them if you're too close.
Hell Knight
These goat headed devils are strong brutes that throw nasty green fire at you, and if they are angry enough, will try to rush you and smash you into the dirt. Muscle heads like these guys might be tough, but they still have a weak spot, right in the nuts... ouch.
Baron of Hell
Ugh... this guy thinks he's so great he calls himself a baron. Time to take him down a peg, just watch out for when he charges up his fireballs to send 5 of them at once toward you, he's still easy to incapacitate by deftly kicking him in his manhood.
Archvile
A demon wazard who summons fire to kill you. It must be a special type of fire because it hurts, a lot. You can reduce the damage it causes with fire resistant armors. It's really hard to stop him from casting his spell, but if you put a wall between you and him before he can finish, his spell will fizzle out. He also has another spell that brings demons back to life, better kill him quick.
Infernal Cacodemon
How annoying... He shoots fireballs at you, and tries to breath fire on you when you're close, and what's worse, sometimes he'll spawn baby cacodemons that attack you. Wait.. if it's a he, then how is he spawning babies, ugh, I don't wanna think about it, just kill this ugly thing already!
Undead Mancubus
Okay, now that's just disgusting. A fat naked undead monstrocity that blasts acid at you. He is still stunnable if you can kick him hard enough or pummel him with Matriarch shells.
Mechanized Revenant
Someone gave these skeletons armor? and more powerful rocket launchers? I'm too old for this... They're nasty but still suffer the same flaws as their weaker versions, just pummel them with a hail of bullets to keep them writhing in pain until they die.
Phantasm
The only thing worse than a flying burning skull, is an exploding burning flying skull. Keep your distance from these things and let fly with the bullets, kill them and stay away from the explosion. One good thing is that their explosions can also kill their allies.
Suffering Elemental
Flying ugly green monster that shoots explosive skulls at you, give him the same treatment as his lookalike. Send augur slugs through his ugly face.
Cyber Knight
Hey that's kinda cool, it's like a hell knight terminator. Now it's time to kill him. He has a plasma gun, Missiles, and a chaingun that he is all too glad to deploy against you. He's a lot tougher than his non-cybernetic versions, but if you can kick him hard enough you can still knock his balls up into his chest. All the circuitry is very vulnerable to electrical overload, it'd be a shame if something bad like that happened.
Cyber Baron
Oh man... That guy looks pretty tough. He's got a seeker missile launcher and a flamethrower, he also likes to throw green fire at you. He's still weak to electric shock, so make use of that and send him to the junkyard.
CyberDemon
A towering cybernetic monster with a rocket launcher and laser cannon. Don't get too close to him or he'll try to stomp on you. His rockets and lasers are powerful enough to send you to an early grave in one or two shots depending on how tough you might be. His body is heavily reinforced with steel everywhere and insulated against elemental damage. Best to hammer your point home using the Matriarch, Ironblast, or Augur.
Spider Mastermind
I guess this is the king of those spider aliens. He has a large chaingun that fires explosive rounds. It shouldn't be too difficult for you to circle strafe his gunfire and send him packing with the Matriarch, Ironblast or Augur.
Annihilator
A dual rocket launcher wielding mechanical nightmare on stilts. Avoid his storm of rockets and send your own storm of shells right back at him. He's vulnerable to Matriarch, Ironblast and Augur shots.
probably FAQs:
Q: How does I run this ting?!?!
A: You'll need to download GZDoom 3.7.2 and you'll need DOOM2.wad to play the included content. You can of course run this using DOOM.wad, Freedoom.wad or any other variant, but to play the included campaign, some flavor of DOOM2 is required. Once you have those files, put them and Guncaster_Vindicated.pk3 into the same folder together, and drag the Guncaster_Vindicated.pk3 onto the GZDoom executable and off you go. You can also set up a batch file or use the command line to do this.
These methods are described here: https://zdoom.org/wiki/How_to_autoload_files
Q: Do I need the official Guncaster to run this mod?
A: Nope! Guncaster Vindicated is a standalone mod that can be run without any mutators or addons of any sort, and I highly recommend that you don't attempt to run any additional mods alongside this one unless you are certain there will be no conflicts. Most map packs will work fine unless they modify weapons or the player character.
Q: It didn't start! HELP!
A: Run this mod BY ITSELF!!! Do not use mutators or addons (Don't worry, zEpisodic is included), or try disabling them one at a time to find the culprit. If you're still having trouble, try deleting your .ini file in the GZDoom folder.
Q: What if Pillowblaster finds out about this?!?!!
A: He already knows! I've been in close communication with pillowblaster and have his blessing to produce this mod. Pillowblaster if you're out there, I hope you'll give my mod a go and let me know what you think! Someday I hope to be able to produce original content as amazing as yours, Rock on! \m/
Q: I found a bug!
A: Post it here! I can't fix it if I don't know about it. Be very specific, try to give a method on how to reproduce the bug. If it can't be reproduced, it might have been a fluke, or might be very very difficult to find. So please help me help you and give me as many details as possible on any bugs/glitches you find. I am very dedicated to keeping this mod in tip top shape.
Q: I want a switch in the menu to turn off the new monsters!
A: You can find it under there "Here Be Dragons" menu under "Gameplay Options"
Q: You've done something bad and haven't addressed it here! I'm telling on you!
A: If I have failed to credit someone or missed some comment in any mod where you asked me to contact you, forgive me I missed it. Please reach out to me and I will be glad to resolve the issue post-haste. I am not here to step on anyone's toes.
Q: I want to modify your mod and post my results!
A: You need to contact Pillowblaster for permission to make any modification in any way shape or form to this mod or any mod that is derived from Guncaster. That's just common courtesy and if you go rambo and post modifications without asking first, I won't invite you to my birthday party.
You should ask me about making changes as well, further details regarding large parts of new code I've added can usually be found in the corresponding files. Please take a moment to read the following if you're serious about making modifications.
Q: You removed/nerfed X and I want it back! GRRRRRRRRRRR
A: Many things have been changed in this mod to make it much more challenging. I hope you enjoy the skill curve required to tackle this mod! If you're having trouble beating a level/boss, try using powerups like Gunzerk, Berserk, Wyvern Idol, and the Envirosuit... Asbestosuit... Radsuit thing... They will usually help! Don't forget to upgrade yourself using the Red/Green/Blue Syringes and the Tiberium Core. If all else fails, try the game on a lower difficulty setting, I tuned the maximum difficulty setting to be very very hard for me to be able to win.
Q: There are missing spells and I'm super mad at you for removing them!
A: You can cheat to enable the missing spells in the shop. Be aware, I have not balanced the unintended spells in any way whatsoever and they will destroy game balance, and ruin the difficulty I intended this mod to have. If you insist on using the full Official Guncaster spell list anyway, you can enter the following cheat in the console:
Spoiler:
To cheat on higher difficulties you will need to set SV_Cheats true BEFORE starting the game. Why you would want to play on a high difficulty and cheat is beyond my comprehension, but the option is there anyway.
Once this cheat is entered, the missing spells will be available in the shop.
Q: This mod is too hard! I don't have enough mana! I wanna kill ALL ur monsters in one big shot! (kinda already addressed this... but I'll explain moar)
A: This mod is not supposed to be easy or a Power-Fantasy. I have deliberately made this mod difficult and tuned the numbers and timers to make the player think about everything they do, and consider the costs of using that item, or BFG shot, or 200 mana cost spell. You'll be much more proud of that Victory screen if you actually... y'know... worked for it.
Q: Why Can't I have infinite BFG and Dynamite ammo?
A: BFG and Dynamite have their ammo capped at low numbers for balance reasons. I've played through this mod (Guncaster, Project555, Brutal Guncaster, and Guncaster_Vindicated) through DOOM2 enough times to send any sane person to therapy, and in those very early playthroughs, my games effectively ended at MAP08, when I had 90+ Dynamite and 70+ Dreadful shots. At this point in the game, the "game" is over, and you are just going to BFG and Dynamite your way through everything else, breaking any notion of challenge with an audible crack. Sorry, if it bothers you, I have found that this is the most reasonable way to manage these weapons and preserve their power.
big thanks to all the giants whose shoulders I stood on to make this happen!!!
Pillowblaster and the Guncaster Crew
PA1NKI113R and SGT_Mark_IV
LoisMustDie555 and DoomKrakken
MagSigmaX - Author of ProjectMSX: ProjectMSX
Happy hunting,
-Dino
Last edited by Dinosaur_Nerd on Wed Apr 19, 2023 3:22 pm, edited 128 times in total.
Kyotra wrote:Wait, I thought Black Mass was the map pack coming with Project Brutality?
Thanks for catching that, I wasn't aware of Black Mass and was going with what I found in the PB 3.0 beta.
This mod (Guncaster_Vindicated) will be made compatible with Extermination Day.
Black Mass will require a few more textures and probably some ACS tweaks to make it work properly. I'm not 100% sure about black mass at the moment, it feels very much like Playing DOOM2016, and it would be very well within the power of this mod to be able to complete the campaign, as climbing is a thing in my mod. The feeling I get from Black Mass is very much jump-scare action survival horror and I'm not sure it fits the wild adrenaline junkie feel of Guncaster.
I will think hard about this and maybe make it at least work with Black Mass, no promises on story or anything like that for Black Mass.
I played your mod for several hours, and I think it's quite good!
I especially liked new enemies, because they are adding a fair amount of challenge to the game!
I miss that murderous crow magic from original Guncaster, though... That magic was my favorite.
However... It's a secret. SHHHHHHHHHHHHH!
You should play through and find it!!!
If you're a filthy cheater and would just look anyway... you can see it here:
Spoiler:
EDIT:
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////// EVERYTHING BELOW THIS LINE IS DEPRECIATED!!! NEW DYNAMIC PLAYER SPRITES HAVE BEEN ADDED AS OF Guncaster Vindicated 1.0 [Release] //////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Also, I have updated the player base sprites to a touched up version for testing. Be aware, this is absolutely a quick and dirty patch fix, this is not at all the quality the sprites should be at in ideal circumstances. I am not much of a spriter, but I am trying to improve bit by bit. Consider these a rough draft for future improvement.
//////Old one on the left/////////////////////////New one on the right//////////
These are animated .gif images btw, you can open them in a new tab to see them move.
P.S.
OH SHIT! I totally forgot about the brightmaps on the eyes, fixing. will patch later today. Fixed and uploaded!
Last edited by Dinosaur_Nerd on Wed Jul 25, 2018 1:29 pm, edited 1 time in total.
Dino is quite determined to make this mod the best he can and from what ive seen its been great. Ive done a fair amount of play testing and have found myself consistently entertained despite my very real issue of growing bored easily with stuff. im rather impressed with it.
I've been playing it for a few hours and I'm really enjoying it!
I love Guncaster but hate how easy it is, anything that makes it harder is welcome for me. I think I've played most of the mods that make it harder (Project Brutality Guncaster or DoomKraken's Monster Randomizer) but I always got bored quickly, somehow they didn't feel right, this is the first one I really enjoy!
You can tell a lot of love went it rebalancing everything, it's very well executed. I find the "hitscanners" a bit too strong though... Slowing down their tracer projectiles might be a good idea.
I like the movement changes and the ledge grabbing surprisingly fits pretty well. Personally, I don't think the cracking knuckles and middle finger animations fit very well with Guncaster though, feels too much like a copy of Brutal Doom. For example something like sharping his claws instead of cracking his knuckles, or his spell-casting hand burning with magic instead of the middle finger, would be more fitting and unique. Also, the voice taunts don't fit well with the middle finger, in my opinion they should probably be separated, the same way BD has "offend" and "one-liners" on different keys.
Anyway, I'll have some more feedback once I've played it more thoroughly, keep up the good work!
This is really good! and i hope that you update the mode when Guncaster finally gets updated too. Also try to give the new weapon a better alt fire, iron sights just don't fir the playstyle for guncaster
iVoid wrote:PS: I think GZdoom 3.4 broke your titlepic.
Yes it did, I am aware of this. GZDoom 3.4 currently seems to have many bugs. I checked on some forums posts in the technical issues board and the new post for GZDoom 3.4 and found several complaints to go with my own frustrations on the titlepic breaking. I already have a partial fix for the titlepic, as well as some ideas on how to correct it properly from the folks on Project Brutality's discord. However, this fix is still not perfect and causes incompatability with GZDoom 3.3.2.
I will be working diligently to properly resolve this issue, but for now stick to GZDoom 3.3.2 for playing this mod and use GZDoom 3.4 to test for bugs in GZDoom 3.4 itself.
I will likely be designing the next version of this mod specifically for GZDoom 3.4, hopefully the bugs will be gone by then.
iVoid wrote:I find the "hitscanners" a bit too strong though... Slowing down their tracer projectiles might be a good idea.
I may do that, however any reduction in difficulty on these guys will be very very minor. The human enemies are supposed to be very threatening with their guns because they are fragile and die very easily.
iVoid wrote: Personally, I don't think the cracking knuckles and middle finger animations fit very well with Guncaster though, feels too much like a copy of Brutal Doom. For example something like sharping his claws instead of cracking his knuckles, or his spell-casting hand burning with magic instead of the middle finger, would be more fitting and unique. Also, the voice taunts don't fit well with the middle finger, in my opinion they should probably be separated, the same way BD has "offend" and "one-liners" on different keys.
You know what, you're absolutely right! I took some inspiration from Project Brutality while making this. I emulated some things that I liked and ignored things I didn't.
However, I hope to provide some more unique sassy behavior for Cygnis with the release of Guncaster 3.0, and I already have some ideas. These things (like the taunt and knuckle crack) will likely be different (and probably unique to guncaster) when I update this mod to its new fresh 3.0 self.
Oh and I might separate the actual Taunt ability from just being a braggin' dragin'. No promises though.
Ts879 wrote:Also try to give the new weapon a better alt fire, iron sights just don't fir the playstyle for guncaster
Eh... I'm not so sure about that (although Pillowblaster would probably agree with you). Just because Guncaster has a wild and rampaging feel doesn't mean you shouldn't be able to aim and pick off distant enemies on the go. I have some other players who were desperate for some sort of longer distance solution (Longhorn feels eye-squintingly painful to try to snipe with) and this weapon does the trick... for now.
I have a philosophy centered on "is it fun" and I personally have fun with a weapon for every occasion. There are plenty of weapons in the guncaster arsenal for being a bull in a china shop and just breaking everything, this weapon fills a niche for those of us who want to be a little more precise.
Either way its still a secret weapon... not a part of the main line-up, and you probably can't even get this on level packs that don't include a certain enemy.
Ts879 wrote:This is really good! and i hope that you update the mode when Guncaster finally gets updated too.
iVoid wrote:I've been playing it for a few hours and I'm really enjoying it!
I love Guncaster but hate how easy it is, anything that makes it harder is welcome for me. I think I've played most of the mods that make it harder (Project Brutality Guncaster or DoomKraken's Monster Randomizer) but I always got bored quickly, somehow they didn't feel right, this is the first one I really enjoy!
You can tell a lot of love went it rebalancing everything, it's very well executed.
I like the movement changes and the ledge grabbing surprisingly fits pretty well.
Anyway, I'll have some more feedback once I've played it more thoroughly, keep up the good work!
I'm just as excited about Guncaster 3.0 as you guys are and yes this mod will be updated rebuilt around Guncaster 3.0.
I'm glad you folks like it! Your feedback and support is greatly appreciated.
Keep fighting the good fight!!!
-Dino
P.S.
I update this mod frequently, if anything behaves strangely or just if you feel like it, Update to the latest version by clicking the primary download link. I may have added something new without announcing it!
iVoid wrote:I find the "hitscanners" a bit too strong though... Slowing down their tracer projectiles might be a good idea.
I may do that, however any reduction in difficulty on these guys will be very very minor. The human enemies are supposed to be very threatening with their guns because they are fragile and die very easily.
Well, if that's what you were going for then I'd say they're not fragile enough xD For me they feel almost as durable as imps. I mean, when you're starting out you probably only have the Longhorn and the Strucker, and former humans can take a point-blank blast from the Strucker without dying, also they usually attack very fast after seeing you, so you always get some damage, unless you use the Longhorn, which is a precision weapon and I have to be really in the "zone" to get them without taking some damage. Everytime there's a former human around the corner it feels like a fast-draw duel xD and if I miss a single shot they attack so fast that I usually get some damage, and the damage from each former human keeps piling up, specially in higher difficulties. In the end it feels like I'm being encouraged to adopt cover tactics, which doesn't seem like what Guncaster is about. They even fire in bursts and take time to reload, which seems suited to that strategy.
Dinosaur_Nerd wrote:You know what, you're absolutely right! I took some inspiration from Project Brutality while making this. I emulated some things that I liked and ignored things I didn't.
However, I hope to provide some more unique sassy behavior for Cygnis with the release of Guncaster 3.0, and I already have some ideas. These things (like the taunt and knuckle crack) will likely be different (and probably unique to guncaster) when I update this mod to its new fresh 3.0 self.
Oh and I might separate the actual Taunt ability from just being a braggin' dragin'. No promises though.
Cool =) and who knows, there might even be new taunt animations in 3.0
Ts879 wrote:Also try to give the new weapon a better alt fire, iron sights just don't fir the playstyle for guncaster
I think I agree. Guncaster is meant to be played with crosshairs, which makes the iron sights a bit redundant in my opinion.
I took a look in the pk3, and it turns out that the strucker's damage has been reduced from 6.0*random(1.0, 3.0) to just 6.0. Just for anyone wondering why the shotgun is so weak.
Just tried this, and damn is this MOD hard... My only real gripe with this so far is I think the zombies need their damage toned down a bit, they tear me up more than the bigger enemies do, and there's so many of them.
Wivicer wrote:I took a look in the pk3, and it turns out that the strucker's damage has been reduced from 6.0*random(1.0, 3.0) to just 6.0. Just for anyone wondering why the shotgun is so weak.