Doomreal is an "expansion" to Doom Tournament covering not just the base Unreal 1 arsenal, but also loads of dummied out content, some of which never really saw the light of day even in existing Unreal/UT mods. A lot of work has been done to remodel and reanimate unfinished weapons and provide new sounds and effects. Hopefully, all of this has been worth the wait™.
Obviously, the mod requires Doom Tournament.
You can download a prepackaged build here (last updated: December 1st 2022 10:34 CET) , or just head over to the GitHub repo.
It has its own add-ons too:
- DT Combiner Patch : Re-adds UT items back to the game. Compatible with most DT add-ons as long as they're loaded before Doomreal. (last updated: November 6th 2022 00:07 CET)
- Old sounds pack : Replaces various sounds with those of earlier Unreal versions, for those who prefer them. (last updated: November 6th 2022 00:07 CET)
- Unreal music playlist : Contains all map tracks from Unreal Gold, plus some beta stuff. Requires Doom Tournament's music add-on, but requires neither DT nor Doomreal themselves. (last updated: November 6th 2022 00:07 CET)
Spoiler: Features (many of them configurable)For more info you can read the Gun / Item lore documents.
Various restored weapon functions based on prototype builds and the Unreal Bible:
A couple extras because I felt something wasn't right:
- SPEEEEEEEEEN. You can hold the zoom button with the Automag to spin it 'round. Just giving some love to that unused animation.
- Stinger projectiles can bounce off surfaces at certain angles. Was a feature until 0.86, when it got removed in the transition to UnrealScript.
- Stinger projectiles can "pump" enemies with Tarydium radiation. This was described loosely in the Unreal Bible. Causes an explosion with fire from other weapons or when the target dies or falls from a great height.
- Rifle three-round burst. This altfire was in many versions of Unreal, and even shown in trailers, until it was replaced by first a flashlight and then a scope. When enabled you can still use the scope with the zoom button.
- Rifle flashlight. As mentioned above. Toggled with reload button.
- Razorjack blade charging. Described in the Unreal Bible, holding primary fire will gradually increase the spin of the blade, resulting in higher speed and damage when released.
- Biorifle and Eightball 2-second hold time. The Bible also mentions that these two can be held for that time after being fully loaded.
And a couple more just for kicks:
- Dispersion Pistol altfire also upgrades with powerups, instead of always staying the same lame ol' blue.
- The Power Shield has a unique look and sounds. Also it drains over time for balance reasons.
- Precise Razorjack altfire. Because the original kinda feels like a crappy gimmick, there's an option to make it fly towards whatever you're aiming at.
- Biorifle splash like in UT. Because otherwise the altfire feels kinda dull.
- Toggleable Automag dual-wielding. This is very OP.
- Improved Translator with extended UI, message history and hints display. Not going to get much use unless someone makes maps for this mod.
And now, the big thing, all the stuff that never made the cut into Unreal:
- SMP 7243. To fill in the BFG slot, here is that one weapon from the Oldskool mod. I gave it a nice shiny look and a very very long mag (since it holds 100 bullets).
- Minigun Sentry. Just an original thing I came up with because the beta Sentry Gun kinda sucks. You're going to love having this guy around.
- Like in Doom Tournament, a couple old music tracks can be heard if you switch intro styles. My personal fav is the 1995 one.
- Old HUD (0.83~0.868). While the modern Unreal HUD replaces the fullscreen one, this is the status bar. Icons for keys and various ammo types had to be freshly made, but other than that it's very much an authentic recreation.
- Minimal HUD (0.871~0.88). Replaces Unreal HUD mode 5. Just shows health/kills/ammo on the top of the screen.
- Teleport Capsules. "Teleport Gun" (0.867~0.871), "Translocator" (0.874~0.99), brought back in 227. Because the model used some unique hand mesh that clashed completely with other weapon hands, it had to be redone. Of course, I included the "flipping off" animation. Works exactly like its modern counterpart.
- Razorclaw. "Unnamed" (???). This is based on a model found in the old texturing tools distributed to licensees. It's a claw thingy that spins (at least that's what I think, since it had no animations or textures). The Unreal Bible describes a "Bonesaw", but this probably ain't it. It's likely that this isn't even really an Unreal weapon. Primary fire speeeeens, secondary fire chomps.
- Protomag. "AutoMag" (0.83~0.88). The grand-daddy of the modern Automag. This gun is somewhat slower and deals a bit less damage, but is more precise and never needs to reload. Has a melee attack when pressing reload, can also spin with zoom like the Automag. Model was remade to use the newer weapon hand, old one was crappo. There's an addon available for it to use an alternate skin from later versions.
- Quadshot. "QuadShot" (0.83~Final), brought back in 227. Of course it made it in, it's the obligatory beta weapon, that somehow still survived until the very end (sans scripts/sounds). Has been tuned up with a slightly more detailed model and completely redone animations.
- Stunner. "Stunner" (0.867, 0.871). A clam shell looking thingy that unfolds and releases a kinetic blast. Didn't have sounds or projectiles or anything and it was only partially implemented. Altfire pulls targets in. Not very damaging, but useful to knock enemies off ledges.
- Fireblaster. "Flame Gun" (0.83~0.866, 0.868). Its model wasn't even textured and it barely worked. I kinda just improvised most of this, loosely following the general idea of what it could have been. Shoots fireballs, with the altfire charging a big fat fireball that explodes into a cluster of small embers.
- Flamethrower. "flamet" (0.864~0.866, 0.868), "Flamethrower" (0.867), superseded by early Biorifle aka "NapalmGun" in 0.871. A gosh-darn Flamethrower, it throws flames. The Biorifle pretty much replaced it completely, even though all they have in common is the altfire. Model was, to be honest, cheap trash. Just a bunch of tubes with no animations. I salvaged most of it at least.
- Impaler. "Impaler" (0.867), projectile survived until 0.99, "bolt" still in the final game. What was seen in-game and what the Unreal Bible described were different things, so I decided on a hybrid of both. Primary fire shoots out the loaded gem, which will explode spectacularly on impact. The altfire is the real star here, it's a motherfuckin' heatseeking death laser, have fun. Can be used as a melee weapon when out of ammo, or by "unloading" it with reload. Alt melee is the same as primary for now, I'll need to work on a decent slash/slice animation later.
- Peacemaker. "Peacemaker" (0.871~0.99), projectiles still in the final game, brought back in 227. Opens up and releases 4 heatseeking rockets after a configured delay (by holding the fire button). Altfire makes it blow up dealing more damage.
- Demolisher. "Unnamed" (???). Another one of those rare models. It's a big gun, so I made it very boomy. Its penetrating explosive bullets should kill almost everything in a short time, if you can aim straight.
- Autocannon. "Minigun" (???), textures partially survived through the flak cannon. And another one. A four-barrel beast of a gun. Since there already is a minigun, this was turned into something else. Shoots very fast shells that have some drop to them. Altfire shoots four at a time, but they have more spread. Vents for a moment when you release the trigger.
- Light/Dark Flares. Described in the Unreal Bible, uses Flare model from 0.871, whose texture survived into the final game because it was shared with slime. "The player always has them". These were likely intended to show off dynamic lighting, so they're not very useful. Rather than making them infinitely spammable every second like they planned, I made them regenerate after use.
- Motion Detector. "Detector" (0.864~0.868). Was never functional, so behaviour is based loosely on Unreal Bible. When picked up acts like a typical map revealer, but in the inventory it can be toggled to show a display of nearby creatures.
- Light Sentry. "MiniGunSentry" (0.871~0.99), brought back in 227 still without appropriate textures. Kinda crappo model and not very fun to use. I made unique textures for it since it didn't have any.
Spoiler: Assorted screeniesIf you like my work, please consider supporting me on Patreon.
The good ol' Unreal main menu.
Guns blazin' with dual Protomags.
If you don't have a flashlight on you, flares can also work for lighting up dark areas.
Turning Imps into fine red mist with the Quadshot.
No health packs nearby? Just plant some of those fruit seeds and let them grow for a bit.
Hellknight gets slimed.
Using the Motion Detector you can check if an ambush is waiting around the corner.
Greeting the locals with a rocket to the face.
These powerups will upgrade your puny little Dispersion Pistol into a much mightier gun.
The Rifle can do a lot of damage if you aim for the head.
When in doubt, kill it with fire.
At long range, the rifle can also zoom. Time to snipe!
Frying some fools with the Impaler altfire.