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Okay, to explain this in more depth, assuming that you know what Touhou Doom is:
This mod started with U_TouhouDoomMonsters_Gensokyo.pk3, a gameplay mod by ZikShadow with the following description:
This mod replaces most of Doom's enemies to those of Untitled's Touhou Doom, particularly the Gensokyoan ones. Others to come later. Maybe.
I really liked the original mod and was interested in trying out fighting the enemies in custom levels.
It took me a while, but I managed to cobble up this clumsily made addon to do exactly that.
I wasn't exactly going to release this as I thought Untitled was going to make a separate monster mod, and well,
knowing my poor coding skills, I might as well wait until the spiffy neat release before pointing everyone down that direction.
However, as I upload the video below, I acquired a message from Untitled informing me that the planned monster addon is actually only for the Danmaku Demons,
ignoring the others for balance reasons.
So I went back and made ANOTHER monster mod, called Danmaku Demons which did exactly that - replaced all demons with their danmaku variants.
At the point, that meant there was only one thing left to do, at this point: Merge the two entities into a single gameplay mod with BOTH halves of the Touhou Doom beastiary.
ON CONTROLLING THE SPAWNERS:
The CVars touhou_gensokyofairychance and touhou_gensokyobosschance both use a value from 0-256.
The first controls the chances that normal doom danmaku demons are replaced with Fairies.
The second controls the chances that boss danmaku demons are replaced with Touhou Bosses.
SCREENSHOTS OF DEMONSTRATING THE CVARS: https://imgur.com/a/TtoGe8T
Spoiler: Some Warnings
- Unlike Zombies, fairies don't drop weapons! They do however drop ammo. Nevertheless, choose your monster settings carefully - some mapsets may be slightly less than playable with maximum touhou enemies. Not that the Danmaku Demons always play fair, but at least they will fit the slot well - you can guess roughly what you're getting yourself into whenever you see a given demon.
- As in Touhou Doom, many attacks (especially from Touhou bosses) work best on flat surfaces (i.e. they have problems aiming up or down). Use it to your advantage or disadvantage (if you like to play fair)!
- Fairies can fly, for the most part, even when they're replacing non-flying enemies. Expect encounters to play out quite differently if fairy spawn rates are high.
- ZikShadow: I've had to modify some map specific spellcards to allow "in-the-field" use on the respective enemy actors, which means that they're no longer accurate to the source.
^ Some spellcards (particularly survival ones) are straight up gone from the roster. Sorry for that.
- Touhou Doom's HUD boss life bars are straight-up removed. Having multiple bosses at once (Cyberdemons aren't THAT rare) broke a lot of things.
^ But for the moment use stuff like m8f's Target Spy or other such similar enemy health registering display addons if you really want to have indicators.
- If you play this with Ultimate Doom, the Cyberdemon / Spider Mastermind triggers at the end of E[2-4]M8 WILL break if a Touhou Boss spawns there. This is unavoidable; the multiphase nature breaks the A_BossDeath detection.
Credits are pretty much the same as in the original Touhou Doom, though I try to isolate ones to those still being included in the archive.
Spoiler: Credits
Scripts
- ZikShadow: Made U_TouhouDoomMonsters_Gensokyo.pk3, which inspired me to continue working on this.
- Untitled: Main scripter of Touhou Doom itself and all of the original boss entities. Combined the two to make this mod work. Uncertified Madman. Graphics and Sounds
- ZUN: Touhou Project.
- Touhou games of which resources were taken from: TH6:EOSD, TH10.5:SWR, TH11:SA, TH12.3:H, TH13:TD.
- Ghouls' World V10 (Unreleased): Fire sprites used in death animations, mist for Suika.
- GMOTA: The base for Sakuya's Knives.
- DarkOverlord: Sprite ripper.
- a1337spy: Rice and kunai sprites.
- Ghastly_dragon: Rain generator, spark generator.
- Tormentor667: Rain generator, spark generator.
- Solarsnowfall: Spark generator.
So the problem with Touhou Doom Enemies (well, one of MANY problems) is that most of the beastiary wasn't balanced around vanilla weapons.
So I made a full weapon set themed around Touhou that will make them a lot more approachable.
This isn't a very in-depth weapon mod; it's a pretty simple replacement of weapons.
While this IS playable as a standalone mod, it will make the game significantly easier, as it was balanced for dealing with Touhou Doom's enemy set.
Spoiler: Weapon Guide
Sapphire Staff: Replacing the pistol, this is effectively like either Touhou Doom's danmaku weapons at zero power. Slightly weaker than vanilla Doom's chaingun, though it's not hitscan. Still WAY better than the vanilla pistol, obviously.
- Fire: Fires a pair of very weak projectiles. Roukanken Replica: Don't worry, Youmu's still got her original swords. The chainsaw is somewhat useless against danmaku enemies, so it's replaced by this absolute powerhouse of a weapon; in melee range it can absolutely shred demons, and the altfire can be charged to release a VERY powerful wave of magic that can even block bullets (though, not that effectively, so you block with this at your own risk).
- Fire: Fires a pair of very weak projectiles.
- Altfire: Charges a powerful, but limited range slash. The longer you hold, the more powerful the charged slash. At maximum power it can take out mancubi and arachnotrons in one shot; but the limited range against danmaku-shooters makes this a risky maneuver. Icicle Bow: Powered by the local Ice Fairy, this thing replaces the shotgun. This, alongside the next four weapons, has multiple fire modes. This weapon uses "Elemental Bolts" as ammo, and watch out; these are less plentiful than shells.
- Fire: Uses whichever shot type is currently selected:
^ - "Icicle Shotgun" fires a spread of 21 icicles, each doing 9 damage.
^ - "Freeze Ballista" fires a singular, long range freeze blast, that explodes, but does less damage than Icicle Shotgun. Still, it's better at long distance.
- Altfire: Switches between the two shot types. Arbalest of the Wind: Sanae is a good girl who decided to contribute to strange danmaku-powered weapon science. It shares ammo with the Icicle Bow, so keep a look if you rely on this weapon commonly. It replaces the super shotgun, and has two shot types.
- Fire: Uses whichever shot type is currently selected:
^ - "Cobalt Spread" fires a combination of amulets and explosive wind blasts. Pretty powerful if it all connects, and the splash is nothing to laugh at against weaker enemies; this can take out loads of weak fairies in close quarters.
^ - "Sky Serpent" fires a combination of amulets and snake projectiles. The snakes can re-angle to home-in on enemies, but it's laggy and not completely reliable, especially at close range. Still, at long range this is quite a powerful tool.
- Altfire: Switches between the two shot types. Knife Machinegun: And you thought that nails were an impractical ammo supply. Replaces the chaingun, has three shot types:
- Fire: Uses whichever shot type is currently selected:
^ - "Jack the Ripper" auto-aims a stream of red knives to the nearest target.
^ - "Power Direction" will fire a stream of green knives in the direction you're pointing at.
^ - "Jack the Ludo Bile" fires a spread of knives. While these do more damage, hitting with all of them at once is generally impractical.
- Altfire: Cycles between the three shot types. Hakkero Star Cannon: Marisa never did get her Hakkero back. Thanks to some experimentation, it's been made into a high-powered plasma cannon that uses Hakkero batteries as ammo. It burns through ammo VERY quickly, so keep an eye out on that counter while using this. Replaces the rocket launcher.
- Fire: Uses whichever shot type is currently selected:
^ - "Illusion Laser" fires a singular laser beam that can pierce enemies. Uses 3 ammo per laser.
^ - "Magic Missile" fires a set of explosive star-shaped projectiles; this is your rocket launcher. 12 ammo per 4-missile salvo.
^ - "Hakkero Fire" spits out a stream of fire. Fires once per tic, so be aware that it will use a LOT of ammo very quickly.
- Altfire: Cycles between the three shot types. Hakurei Amulet Rifle: Don't ask how Yukari made this weapon. Just be thankful she let us use it. Uses Hakurei runes for ammo, and is overall pretty damn reliable. Replaces the plasma rifle.
- Fire: Uses whichever shot type is currently selected:
^ - "Homing Amulet" fires amulets that home in on enemies. Annoying flyers at long distances? Sorry lost souls, you ain't getting away from this one.
^ - "Persuasion Needle" fires a stream of precise needles that do considerable damage if you can land all of them. This is your plasma rifle, folks; it's a simple and practical forward-focus shot type.
^ - "Hakurei Amulet" fires sets of six homing amulets that do a LOT more damage than homing amulet; nail all of these and you are keeping up damage with Persuasion Needle. The weakness to this shot type is that these ones can't home in until they spread out; meaning that you need LOTS of space to actually use this.
- Altfire: Cycles between the three shot types. Fantasy Wand: Not much is known about this mysterious artifact, other than the fact it replaces the BFG and shares ammo with the Hakurei Amulet Rifle.
- Fire: Fires a fantasy seal orb.
- Altfire: Fires six fantasy seal orbs in a circle around the player. Extra Life: Replaces the berserk. Does exactly what the name implies.
Spoiler: Credits
All weapons are edited from Realm 667 weapons, except for Sapphire Staff - I don't know where that one actually comes from.
Otherwise, the weapons are from:
Katana is unknown, but ZikShadow supplied me with the sprites for it.
(Previously Shadow Warrior Katana, this looks MUCH better, so thanks!)
Icicle Bow is Cryo Bow:
ZZrionTheInsect - Base Sprite/Design/Idea, Final Crossbow head Design/Animation, cool "string" frames, being a pretty cool guy.
Implementation tweaks that I may not know of, came up with a way to shatter frozen corpses with a freezing weapon.
Bloax - Shading tweaks, firing animation/design (this took some serious thinking), Additional firing animation tweak(, apparently made this thing go out of control)
Impact animation, Small implementation modifications. (Why is my list this big?)
Xaser - Implementation, Palette modifications (see: CryoPal.wad), Smoke (And probably more but Bloax is ignorant yes.)
Sound effects.
Ethril - Coming up with the insane idea that is called a "railgun crossbow", he should be put into a mental institution or somethin-
OH WAIT NO THAT'S COMPLETELY AWESOME YES
Arbalest of the Wind is Arbalest of the Ancients:
Submitted: Xaser
Decorate: Xaser
Sounds: Raven Software & Saber Interactive (from Will Rock)
Sprites: LilWhiteMouse (base), Neoworm (resprite), Xaser (arrow anim)
Idea Base: Various "Super Crossbow" ideas -- inspirateion for a true Heretic SSG.
Knife Machinegun is Pulse Nailgun:
Submitted: zrrion the insect
Decorate: zrrion the insect
Sounds: id Software, Raven Software, Astro Rock
Sprites: id Software, Midway, Eriance, Logan MTM, Lazureus, Scuba Steve, Paul_NMN
Sprite Edit: zrrion the insect
Idea Base: The bullet effect from The Matrix
Hakkero Star Cannon is the UAC Plasmatic Rifle, edited by Smashhacker.
Submitted: Fuzzyblaze, Infirnex
Decorate: Fuzzyblaze, Infirnex
GLDefs: Infirnex
Sounds: Fuzzyblaze
Sprites: Fuzzyblaze, id Software, FreeDoom Team
Sprite Edit: Infirnex
Idea Base: Doom 3 Plasma Rifle
I honestly forget where I got the Hakurei Amulet Rifle sprites from, other than the fact that the sprite edit was made by ZikShadow.
In addition to that, the sounds are from FinalDoomer's JPCP weaponset, so thank Yholl for that.
Fantasy Wand is the Lightbringer, with the weapon sprites recoloured by DustedPandemonic.
Decorate: Ghastly_dragon, Xaser, Zero Prophet
GLDefs: Ghastly_dragon, Xaser
Sprites: Neoworm, Raven Software, Eriance (Explosion), NeuralStunner (Ammo)
Sounds: Capcom, Runic Games
Idea Base: Hexen 2's Lightbringer
I recoloured the ammo.
The Extra Life's resources are taken directly from Touhou.
The functionality is from Samsara; TerminusEst13 is the one to thank here.
All other projectile sprites are taken directly from Touhou Doom.
In addition to that, it also provides the player with extra lives (default is 2, but can be set in the menu to be from 0 to 8), and if you are playing with Touhou Doom Enemies (if and only if, for you logic pedants out there), you can also adjust how many bombs you start with (0-8).
CREDITS: Same as Touhou Doom Enemies, not gonna bother copying all of that down.
You get a beacon each level that will summon a Touhou Character at random when used. Or you can check the options menu, adjust some CVars, and spawn with 12 beacons, because sometimes you just want to watch bullets fly in a direction that's not your face. Or adjust the character so it always spawns Reimu, or Marisa. Or just play with all 16 enabled.
Inspired by Cactus Hege's LTG Standalone Follower.
Technically works with Touhou Doom Enemies, but it will cause a lot of confusion to who's on your side if you use them against Touhou characters. Great for clearing up danmaku demons, though!
Also works with Touhou Doom Monsters, as well as most other things; it is solely making the game easier, though.
Allies now follow behind the player pretty damn aggressively when they lose line of sight of them.
Any chance you might add a rare random chance for some of the stronger demons to be replaced by one of the touhou characters from touhou doom? I know there is Zikshadow´s version of the "monsters" but that version doesnt use the regular danmaku demons except as replacements for the nazis. Loved your Touhou Doom mod by the way i sincerely hope that one day there might be more, i wasnt sure at first if the concept of touhou would even be possible in doom or if doom players would even be interested in it but what you created is one of the most fun doom mods i have played thus far and i think everyone can get into it. Thank you so much for making it!
I have some bad news. Danmaku Demons is no longer a gameplay mod.
I also have some good news: It's been entirely obsoleted.
I've made a newer Touhou Doom themed mod that obsoletes both Danmaku Demons AND ZikShadow's Touhou Doom monsters. Check OP for details; this is now a real thing.
Grumpy Tengu wrote:Any chance you might add a rare random chance for some of the stronger demons to be replaced by one of the touhou characters from touhou doom? I know there is Zikshadow´s version of the "monsters" but that version doesnt use the regular danmaku demons except as replacements for the nazis. Loved your Touhou Doom mod by the way i sincerely hope that one day there might be more, i wasnt sure at first if the concept of touhou would even be possible in doom or if doom players would even be interested in it but what you created is one of the most fun doom mods i have played thus far and i think everyone can get into it. Thank you so much for making it!
touhou_gensokyofairychance 0 + touhou_gensokyobosschance 256 will make the all of the top tier monsters be Touhou Bosses with no fairies. You can do the reverse, or some combination thereof!
And now I've made my first revision - r1, as I'm going to just release these whenever I make fixes.
FIXES:
-The Danmaku Demon side of the monster roster is now significantly less random; Most significantly is that Bruiser Demons and Cybruisers now only spawn in the Cyberdemon slot, and have their health increased to compensate for this fact. They're bosses, folks.
-As a result of de-randoming a lot of this, the Danmaku Demon side of the roster (not the Gensokyo side) SHOULD now respect Ambush settings. I'll work on getting the Gensokyo Side to work when I have more time.
Great mod. I don't like how Gensoyoko bosses can die without you fighting them if the map has them behind a gate or something. An option to stop non-survival spell cards from running out would be cool. I've tried to do it myself but I wasn't able to compile the ACS.
Okay, that's been added - the new CVar touhou_bosstimers (default is 1) will control whether or not boss phases have a timeout at all.
The timeout, originally from Touhou Doom (in reference to the original, well, Touhou) was kept in because touhou bosses tend to have a lot more health than normal enemies, and we wanted to ensure an out if a map ends with a spider mastermind fight you lack the ammo for.
So I made a custom Touhou-themed weapon set. It's pretty simplistic, but if you wanted a weapon set that can actually go toe-to-toe with Touhou Doom's bosses, here you go!
Download is in the OP, as well as the actual guide on the weapons.
Also, r5 of enemies is out. It's literally just a MENUDEF change to link Touhou Doom Enemies with Touhou Doom Weapons.
EDIT: ZikShadow supplied me with a widescreen-supporting sprite for the Katana that also looks more like a Katana, so we're now at r2 for weapons.
EDIT #2: r3 for weapons, as I have new fantasy wand sprites, thanks again to DustedPandemonic.
EDIT #3: r4, this one fixes a bug where on many wads the starting lives/bombs didn't work. Also a new sprite, but that's a minor edit.
There's ANOTHER minimod - Touhou Doom Allies, for those who liked the MAP27 Gensokyo vs. Hell sequence.
You get a beacon each level that will summon a Touhou Character at random when used. Or you can check the options menu, adjust some CVars, and spawn with 12 beacons, because sometimes you just want to watch bullets fly in a direction that's not your face. Or adjust the character so it always spawns Reimu, or Marisa. Or just play with all 12 enabled.
Inspired by Cactus Hege's LTG Standalone Follower.
Technically works with Touhou Doom Enemies, but it will cause a lot of confusion to who's on your side if you use them against Touhou characters. Great for clearing up danmaku demons, though!
Also works with Touhou Doom Monsters, as well as most other things; it is solely making the game easier, though.
Download's in the OP, as well as a MENUDEF update for Enemies and Weapons (and one sprite fix for Weapons).
EDIT: r7 for Enemies, r2 for Allies - cleaned up some unused actors and DECORATE scripts, as well as fixed some compatibility options so all three mods can be run at the same time.
The Allies addon are super-saver, really enjoyed that a lot
If i may ask, could you make the Ally to be teleported to you once they stray too far? Like Ralsei companion and Onna Shinka companion?
If I can figure out how to implement it entirely in DECORATE, sure (both of the mods you listed use ZScript, which I haven't learned).
ANYWAYS:
Enemies r8 is out. The +AMBUSH flag should now properly apply to all enemies except Touhou bosses. In addition to that, a new CVar, touhou_fairypickups, allows you to decide what things you want fairies to drops - ammo, health, health + armor, some combination thereof, or nothing at all!
(Also: Weapons r6 is out. This adds a new sprite for 1ups, taken directly from the games.)
EDIT: Weapons r7 - the Sapphire Wand now fires a completely silent hitscan attack so attack-activated switches can still be hit as consistently as with a pistol, as pointed out by ZikShadow.
EDIT #2: Enemies r9:
> Fixed Patchouli's Royal Flare and Philosopher's Stone (Royal Flare has a slightly different pattern as a result, and it's centered on Patchouli).
> Utsuho's Heaven and Hell Meltdown is entirely replaced with a brand-new spellcard from Touhou 12.3, Yatagarasu Dive.
> Reimu's Fantasy Seal -Blink- is replaced with Fantasy Seal -Circle- in her normal fight, meaning she's back up to 7 spell cards on Hard/Lunatic.
EDIT #3: Enemies r10:
> Danmaku Bombers now actually spawn, sharing a slot with the Chaingunguy, Demon, and Spectre, spawning with roughly a 10% chance.
> ExFairy8, part of the DoomImp spawner, was accidentally removed from it. This has been rectified.
Could you make a standalone Touhou Music soundtrack rip from your Touhou Doom?
Trying to find some good original Touhou music but only found those that had been remixed to metal stuff (still liked it tho)
Anyway would be a big thanks for that
slyrboi wrote:Could you make a standalone Touhou Music soundtrack rip from your Touhou Doom?
Trying to find some good original Touhou music but only found those that had been remixed to metal stuff (still liked it tho)
Anyway would be a big thanks for that
Double post to say that both Enemies and and Weapons have been updated once again.
Weapons r8:
- To help out with the weapon balance between the Hakkero and Amulet guns, the amount of Hakurei ammo has been upped from cells / cell packs has been upped from 20/100 to 30/120, and the maximum ammo has been upped from 300/600 (normal/backpack) to 480/960, same as the hakkero gun, while using ammo far more slowly.
- To compensate for this (and because it really needed the nerf anyway), the Fantasy Wand has been nerfed pretty hard - the direct hit has been nerfed from 112 down to 90, and the splash damage and radius have been nerfed from (224, 256) to (160, 192). The altfire uses 30 ammo instead of 40, rendering it more efficient, but only at long range.
- Quivers of Elemental Bolt ammo (the ammo type both crossbows use, replacing shell ammo) have been upped from 8 ammo per to 10 ammo per.
Enemies r11:
- So it turns out certain spells use a different timer script to get their timeout phase working. This meant that touhou_bosstimers didn't actually work on certain spellcards. This has since been rectified.
EDIT: Enemies r12 - in r9 or r10 I replaced a few spellcards outright due to placement issues. Utsuho's 4th spellcard was one of them. This spellcard *also* had the ability to somehow break out of an invulnerable state without making Utsuho vulnerable again. This is not a good thing if you play with boss timers off. Or in general.
The mod of Touhou Allies is great with being functional in Zandronum !, the problem is that many times the companions get stuck on the maps where the stair structure or one less floor level is, causing them to get stuck in one part of level and the help is not more than a place of area, the only one capable of overcoming this problem is Reimu since it usually gives its jump attack, hence a good pack of mods from Touhou although there are missing companions of the mod to make the package full.
apart from the problem and recommendation to the companion mod, it could help with the music package that randomly plays one each level even if you repeat it from 0 with an IDCLEV or new game, but of course I will take your permission since I suppose they are the soundtracks of most of Touhou's deliveries.