Dusted's Pandemonia (v2.5.4) (+ Monsters-only) (Anarchy and Insurrection addons!)

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ddmeltzer8
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Re: [WIP] Dusted's Pandemonia (v1.0.1)

Post by ddmeltzer8 »

Hi.
Im sure its quite obvious but i have no idea how to run this in gzdoom.I looked around in the download but still couldnt figure it out.
Please help!
This looks awesome!!!
Thanks.
TaporGaming
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Re: [WIP] Dusted's Pandemonia (v1.0.1)

Post by TaporGaming »

ZDL is easy. use it
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wildweasel
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Re: [WIP] Dusted's Pandemonia (v1.0.1)

Post by wildweasel »

TaporGaming wrote:ZDL is easy. use it
You could have done so much more for a poor newbie than just five words. For example, perhaps the how-to page on the ZDoom Wiki might be really useful to link, or perhaps the wiki page for ZDL so OP doesn't have to spend hours trying to figure out what it is.
ddmeltzer8
Posts: 20
Joined: Tue Apr 10, 2018 4:26 pm
Location: Norway

Re: [WIP] Dusted's Pandemonia (v1.0.1)

Post by ddmeltzer8 »

wildweasel wrote:
TaporGaming wrote:ZDL is easy. use it
You could have done so much more for a poor newbie than just five words. For example, perhaps the how-to page on the ZDoom Wiki might be really useful to link, or perhaps the wiki page for ZDL so OP doesn't have to spend hours trying to figure out what it is.
Hi.
I know how to use zdl.The basics at least.
The problem was that i assumed too much and managed to unzip the pk3 file!And inside i couldt find the pk3 file!Im so used to mods being compressed that i just assumed this was also.
Thanks for respond,anyway.And thatnks for not assuming i was adeapth in zdl.I hate when ppl gives complicated answers in forums,before asking how knowledgeable the poster is!
Its all sorted now and i love Pandemonia!!!Im playing it with Brotherhood of the Ruins maps.And HQPSXMUS for atmospheric sound track.
BRILLIANT!

Cheers.
TaporGaming
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Re: [WIP] Dusted's Pandemonia (v1.0.1)

Post by TaporGaming »

Happy Birthday DustedPandemonic!
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DustedPandemonic
Posts: 79
Joined: Tue Nov 28, 2017 12:17 pm

Re: [WIP] Dusted's Pandemonia (v1.0.1)

Post by DustedPandemonic »

A public beta version of 1.1 is now released to the public! https://drive.google.com/open?id=1Dl-Bg ... Jz1zwm3mw-

Changelog is as follows:

Code: Select all

--1.1 beta 1--
Added a Terminator, cyberdemon class
Added Plamexis, cyberdemon class
Added a Cryptek, archvile class
Added a Spider Masterspark, mastermind class
Added a Demoliphyte, mastermind class
Added an Augmented Arachnotron, arachnotron class
Added an Augmented Cybruiser, baron class
Added a Dark Cybruiser, baron class
Added a Chaos Imp, imp class
Added a Hollow, revenant class
Added a Harvester, imp class
Added a Plagueling, imp class
Added a Darkbeast, spectre class
Added a Nailborg Commando, chaingunner class replacing the Minigunner
Added a Dual Missile Launcher, slot 5 weapon
Added a Nailgun, slot 4 weapon replacing the Minigun
Added the BFG 10,000, slot 7 weapon
Changed the Chaingun Arachnotron into a Nailgun Arachnotron
Added the Distortion Mark, inventory item dropped by the Distortionist
Added strong and greater versions of health and armor bonuses (+3 and +8 respectively)
Added an Armor Boost, inventory item dropped by various zombies
Changed the way the Distortionist gives the distortion effect
Distortion can now affect monsters with a 30 second, non-stackable duration
Completely redid the HUD
Added a M_DOOM logo
Added GLDefs for the Distortionist
Added more sounds for gibs
Added various damagetypes to enemy attacks
Added weapon spawner options
Added a BFG10k attack to the Dark Cardinal
Dark Cardinal can now drop the BFG10k
Nerfed the Ghoul's projectile speeds
Nerfed the Nightmare Demon
Nerfed all Shotgun zombies
Nerfed all Revenant projectile damage
Nerfed Cybruiser's homing missile attack (only shoots 1 missile)
Replaced the Railgun sprites
Buffed the Railgun's damage to 350
Added some particle effects to Railgun attacks
Assault Rifle now "double taps" like the vanilla chaingun
Slightly decreased the SSG's reload time
Slightly buffed the Plasma Rifle's damage
Added unique sounds for the Cardinal
Radiation Suit no longer "leaks"
Made the Distortionist attack faster
Made the Dark Blaster cooldown slightly slower
Made BFG explosions bigger
Fixed the Salvation Sphere activation sound
Buffed ammo drops for several enemies
Revamped Assault Rifle firing sprites
Replaced default XDeath sound
Replaced the skull key indicators in the HUD
Increased Diabolist and Distortionist spawn rate
Decreased Dark Revenant health to 375
Decreased Ghoul health to 425
Decreased Dark Cacodemon health to 400
Decreased Crackodemon health to 700
Decreased Agathodemon health to 550
Decreased Afrit health to 1000
Decreased Cybruiser health to 1300
Increased Bruiser Demon health to 1500
Decreased spawn rate for the Rocket Zombie
Changed the Mech Demon's arm gib to be a rollsprite
Changed up the HUD, armor and inventory icons should "blend in" more with the HUD
Annihilator and Missile Revenant missiles are less aggressively homing
Changed the renderstyle on various smoke effects
Expanded the right part of the HUD to make room for a slot 8 weapon
Fixed tags for various enemies
Flipped Dark Blaster's pickup sprite
Things will most likely change, but this is to give a sneak peek as to what I've been working on, and also so you guys can help find bugs and stuff before the main version releases.
Note, do not use GZDoom 3.7.2 for the time being, otherwise some of the monsters' attack pitches will be inverted. I do plan to fix this before I release the next version.
Beezle
Posts: 139
Joined: Thu Aug 16, 2018 6:48 pm

Re: [WIP] Dusted's Pandemonia (v1.0.1) (v1.1 beta pg. 3)

Post by Beezle »

Found a bug where if you already have the hazmat suit equipped and pick up another, it won't extend the duration of the hazmat suit. Playing this with ALT on GZDoom 3.4.1 and picked up suit right before current one expired. So far love all the new monsters added.
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DustedPandemonic
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by DustedPandemonic »

Version 1.1 is here! Check the changelog on the original post for more details.

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namsan
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by namsan »

Hey I have played the new version of your mod for roughly 4 hours.
I like weapons of this mod. They are fun to use, look cool, and have distinct traits.
Enemies are fun to fight against because they have many interesting attacks.
Effects of this mod are so beautiful, especially projectiles from enemies and spark effects.

Suggestions:
Can you make stronger variants of enemies drop something nice (like health bonuses) when they die? Because they have much more dangerous and complex attacks compared to original ones, I found the late-game of this mod quite hard. Additional health items from their death will ease the difficulty.

I think the Nailgun has too much DPS for a weapon uses bullet ammo. I know it's somewhat inaccurate and fires slow projectiles unlike the Assault rifle, but I think it's too powerful. I suggest nerfing damage of nails a bit.

The DarkBlaster using Cell ammo is kind of weird for me because it's slot 5 weapon and fires explosive projectiles. I think rocket ammo is more fitting for it.

I would like to turn off Easter egg that replaces Commander Keen from option screen because some mapwads have unique enemies that uses Commander keen. I was amused by the said easter egg though. :D
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DustedPandemonic
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by DustedPandemonic »

namsan wrote:Hey I have played the new version of your mod for roughly 4 hours.
Thanks! Some of the stronger bosses can drop some health and armor, like the Terminator dropping a Megasphere and Plamexis dropping a Crimson armor. I'll definitely think about letting stronger variants of non-bosses drop some type of health items.

Nailgun is pretty strong, it's probably one of the most efficient weapons in the game next to the Auto shotgun. One thing that the nailgun can do which sets it apart from the assault rifle is that it can occasionally pierce enemies, but not in the traditional sense by a ripper. I'll most likely decrease the damage a bit.

Dark Blaster will eventually get a different ammo type after I introduce more demonic weapons, but for right now it uses cell ammo so there's not just one weapon that uses a custom ammo type.

I'm not too sure how I'll do the commander keen replacements yet, but I'm thinking of doing something that let's you select between unedited commander keens (for dehacked wads), Pandemonia's easter egg replacements, and some existing spawns for wads like Scythe 2 (to have modified Marines and afrits to fit Pandemonia's style).
Warrex
Posts: 78
Joined: Thu Aug 08, 2013 2:00 pm

Re: [WIP] Dusted's Pandemonia (v1.1)

Post by Warrex »

Just found your Mod. I am quite new to randomizers as I had only tried Scalliano's 667 Shuffle and Æons of Death which I did not like.

But this is REALLY fun, artisically nice and I also prefer it to Hard Doom and Complex Doom which I now also took a look at! So thank you for all your work!

PS. I am missing a chain gun.
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DustedPandemonic
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by DustedPandemonic »

Warrex wrote:Just found your Mod.
Thanks! I also contributed a bit to some Complex Doom addons as well, which there are some references to in this mod.
There was a minigun in the previous update, but was scrapped and replaced with the nailgun instead, since I want most weapons to be different in some way.
TaporGaming
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by TaporGaming »

The Clusterfuck 3.1 will be updated soon the date of Clusterfuck's Release Date will be?

I don't know Clusterfuck 3.1 will be released as a Clusterfuck's Release Date.
TurokiChicken
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by TurokiChicken »

Any chance for a compatible zandronum release???? I love these guns :D
Beezle
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Re: [WIP] Dusted's Pandemonia (v1.1)

Post by Beezle »

TurokiChicken wrote:Any chance for a compatible zandronum release???? I love these guns :D
I MAY be wrong here but I believe I remember this exact question being asked on one of Dusted's streams and he said no plans for Zandronum cuz of Pandemonia utilizing a lot of GZDoom specific features.

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