Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

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Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

At some point I plan to make it so allies can silently (or possibly not silently) teleport to you if you are out of their line of sight - though I haven't really given much thought to how I want to implement this.

In other words, r13 enemies and r9 weapons:

Enemies:
- Okay, THIS time the Mancubi/Arachnotron MAP07 special should work properly. Sometimes. I hate this thing.
- Fairies that replace shotgunners have significantly less health.
- Fairies that replace Hell Knights and Barons have significantly more health.
- The Scarlet Devil enemies, replacing Mancubi and Arachnotrons, also have more health, but less significantly.
- Enemy drops are reconfigured somewhat. Cyberdemons and Spider Masterminds have a chance to drop system cards.
- Due to a bug, Dark Imps could not actually spawn. This has been rectified.
- Ex-Reimu has a few nerfs because she was goddamn impossible. She's still nearly impossible, just less completely so.
- Squashed more bugs related to Utsuho's 4th spellcard. Why is making enemies charge at the player so hard?
- (Post-release patch): Bruiser Demons and Cybruisers, on the cyberdemon slot, were kind of rare given that they aren't actually that much more threatening. They've been made more common as a result.

Weapons:
- Nerfed the health/armor bonuses from between 1 and 5 health/armor (depending on how much health you have picking them up) to 1 and 4, and the maximum is now 200 (instead of 250).
- Health Bonuses no longer have +COUNTITEM, so item counts should be far less inflated.

EDIT: Allies r3 has been released! Here's the changes:
- Allies now follow the player by teleporting behind them whenever they lose line of sight of the player. This is quite aggressive, so be somewhat careful here!
- This teleport can be either a teleport with fog or a completely silent teleport. Your choice! Recommended is silent if you spawn a lot of them.
- Allies can now be made to be solid or un-solid, depending on player preference - check the options!
- (Post-Release) Allies teleport to the floor behind you, meaning no more getting randomly ported into midair and then awkwardly falling down. Similarly, allies in motion will lose their motion, so, say, Youmu teleporting mid-charge will no longer cause her to fly forward from behind you out of nowhere.

EDIT #2: Allies r4:
- The teleport-to-the-floor thing now applies to all 12 allies, not just Reimu.
- Made the teleport-behind-you behavior slightly less aggressive so that you aren't constantly hearing teleport noises if you play with the noise on. And because it was pretty silly to have them chase you to the ridiculously absurd extent that they chased you.
Last edited by Untitled on Tue Jun 02, 2020 3:10 pm, edited 1 time in total.
slyrboi
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by slyrboi »

This notified on my email, and i now clicked as fast as eminem could rap to download the update
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

Allies r5.
- Allies follow less aggressively again - they should now more consistently finish most fights they are in before deciding to rejoin you.
- Four new allies have joined the roster, brining the total up to 16 - Cirno, Meiling, Komachi, and Utsuho!
- Due to the change, you WILL need to go to the menu and set the touhou_singlecharacter CVar to "all allies enabled" again; I was bad the first time, so in r5 by default it will make every beacon spawn Tenshi.

EDIT: Allies r6.
- Meiling no longer has a reaction to playing on Hard Mode left over from her boss behavior. Also made one of her attacks have less spread since there's less reason to attack in that wide a spread.
- Komachi no longer attempts to engage boss-like Spellcard behavior unsuccessfully.
- Flames from allies disappear correctly, meaning they shouldn't lag as much.
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

Enemies r14:
- A whole bunch of enemies had full volume attack sounds (as in you'd hear them no matter where on the map they were). This was because of context induced in the original Touhou Doom, but without that context, there's no reason to make them blast your ears off, so this has been rectified.
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TheNightATK300
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by TheNightATK300 »

Any idea how to use the Touhou Doom music?
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

It's not actually a music replacing mod; it's just a collection of all of the tracks I used in Touhou Doom.

EDIT: Allies r7:
- As funny as it was that Marisa could use Master Spark when Spellcards were disabled, it has the nasty property of being able to friendly fire if you stand directly in the center of the beam. This has been rectified because of that. No, I'm not fixing the beam friendly fire because it's a very Marisa thing to do that.
- For consistency's sake, turning off ally spellcards also now works on Reimu.
- Touhou allies are immune from damage from any of the following mods: Veronica's Deltarune companions, the same modder's Isabelle companion, Skelegant's GHOLAZON X, and Substance20's DoomGal's. In the case of that least one, they can even be healed...?
slyrboi
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by slyrboi »

TheNightATK300 wrote:Any idea how to use the Touhou Doom music?
You have to rename it to vanilla tracks or you can make a music randomizer code, i have yet to know any about the code though, but i plan to learn it.
You can also use an existing music randomizer mod and replace the existing tracks with this. Either by renaming them then replacing it, or via the acs file
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Linz
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Linz »

Now all we need is some good mapsets to play this with
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

I'd personally recommend Touhou Doom: viewtopic.php?f=19&t=57817

Also, it doesn't need the gameplay mods because it's the original source for the enemies. And it's balanced around that enemy set.
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

r15 Enemies.
- The biggest change BY FAR is the fact that Pattern difficulty has been separated from the actual difficulty selection. Make sure to go to the menu to select this! By default, it goes to Normal. Wanna play ITYTD with Lunatic patterns? Go right ahead. HNTR with Lunatic patterns? Good to go.
- Changes from Touhou Doom's latest 1.23 have been merged into the enemy set.
- Enemies that go invulnerable ALSO now get +NOPAIN, so you can't accidentally softlock by flinching an invincible enemy back into its see state where they can't get back to being vulnerable again.

r8 Allies.
- Youmu, as dramatic as she was, had a tendency to die really quickly owing to ramming herself directly into enemy fire. Her health's been bumped up to 3000 health to compensate.
- Yuyuko's more chill, so I dropped her health to 2500.
- Allies are immune to player spellcards.
slyrboi
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by slyrboi »

Any plan you make some continuation for Touhou Doom? I actually got intrigued for the story you wrote
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

slyrboi wrote:Any plan you make some continuation for Touhou Doom? I actually got intrigued for the story you wrote
I think MAP29 and MAP30 tie up the plot well-enough to call it finished for now (also, this is a question that should probably be asked on the main Touhou Doom thread, this is for the gameplay mods).

Touhou Doom 2 is highly unlikely (at least as of right now), as Touhou Doom took enough out of me to finish. I don't really have much of a structure for where I'd go with a sequel; Touhou Doom ends on a pretty damn high note.

EDIT: I'm glad you enjoyed the writing, though! I had a lot of fun spending way more effort into the plot than most people would consider necessary given Touhou Doom's level of seriousness (this is a story that, at one point, quite literally has the line "You have the wrong Hell." and means it), but I really did enjoy the process of doing so. The cast is interesting, to say the least. That, and Touhou Doom isn't the only Doom mod I've had a hand in for which Mephistopheles is the final boss...but his return is for a more multiplayer-oriented scenario.

EDIT #2: Allies r10.
FIXES:
- Added immunity for my recently released 'D'-Radys Companion Mod.
- Fixed some flags:
^- +MISSILEMORE was dropped from canonically lazier characters, +MISSILEEVENMORE was dropped from Alice because otherwise her doll mechanic means that her attack should probably not be used continuously on repeat.
^- +DONTFALL was added to characters who can fly so that they explode in midair properly.
^- +QUICKTORETALIATE is removed from all allies. It looks pretty silly when a complex pattern breaks because the boss needed to re-aim the entire thing mid-attack due to a single zombieman hitting them.
^- +BOSS and +AMBUSH is removed from all bosses because why did they have this? They aren't the boss variants.
Netheritor
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Netheritor »

Any chance you can make the ally respawnable? Like the original ally of touhou doom. Make it as another option in the menu.
Untitled
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by Untitled »

Sure - Touhou Doom Allies r11 is released, which adds the ability to make them respawn.
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TheGrandGumby
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Re: Untitled's Touhou Doom Gameplay Mods (Yes, Plural)

Post by TheGrandGumby »

I love these allies!

I've made a wad version of the allies, which allows it to be nested into a pk3. (Many have told me this is considered bad practice, but the purpose is to be friendly to mod creators.)

https://www.dropbox.com/s/smy9z4ipyj2kp ... 1.wad?dl=0

I'm including these in my Oblige mod: https://github.com/mridlen/Oblige_Realm667 (default = turned off). Let me know if this is a problem, and I can remove them.

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