- Added a new intro
- Added taunting after gibbing monsters (cl_ntm_taunt)
- Added falling scream
- Added portable medkits, can replace Soulspheres or Soulspheres outside secret areas (sv_ntm_soulsphere)
- Added toggleable inventory items by Ac!d
- Added fullscreen status bar by Ac!d
- Changed HUD border textures
- Changed berserk pack sprite
- Jumping/leaping monsters now drop off ledges to prevent them from being stuck
Nobody Told Me About id - We've Moved!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.1.5 - Build Engine-styled mod
VERSION 0.1.5 released
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RoastBeefo
- Posts: 11
- Joined: Sun Feb 09, 2020 10:43 pm
Re: Nobody Told Me About id v0.1.5 - Build Engine-styled mod
Any chance you'd be willing to put together a pack with just the modified monster behaviors? I really enjoy how dynamic they feel and would love to try them out with various weapon mods.
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Artman2004
- Posts: 197
- Joined: Sat Aug 31, 2019 11:59 pm
Re: Nobody Told Me About id v0.1.5 - Build Engine-styled mod
Suggestions:
Headshots
Enemies choking before they die, like the troopers in DN3D
Headshots
Enemies choking before they die, like the troopers in DN3D
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Smashhacker
- Posts: 42
- Joined: Tue May 31, 2016 2:49 pm
Re: Nobody Told Me About id v0.1.5 - Build Engine-styled mod
I noticed the berserk pack always stops at 2 after it finishes its timer, and whenever I use it again at 2 I regain full health without consequence.
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Craneo
- Posts: 248
- Joined: Sat Jun 22, 2019 9:12 am
- Graphics Processor: Intel (Modern GZDoom)
- Location: Gone.
Re: Nobody Told Me About id v0.1.5 - Build Engine-styled mod
I'm experiencing a bug with LZDoom, if I blow up a Cacodemon's body the game crashes, I don't know if anyone has experienced this before or if it's any file I'm loading aside from this mod causing it...
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Sure, it shouldn't be too hard to make. Noted.RoastBeefo wrote:Any chance you'd be willing to put together a pack with just the modified monster behaviors? I really enjoy how dynamic they feel and would love to try them out with various weapon mods.
Already noted.Artman2004 wrote:Enemies choking before they die, like the troopers in DN3D
Fixed, there was an oversight.Smashhacker wrote:I noticed the berserk pack always stops at 2 after it finishes its timer, and whenever I use it again at 2 I regain full health without consequence.
Fixed, apparently I forgot to leave out the part of the code that tries to change the gib sprite's translation to the Cacodemon's blood color.Craneo wrote:I'm experiencing a bug with LZDoom, if I blow up a Cacodemon's body the game crashes, I don't know if anyone has experienced this before or if it's any file I'm loading aside from this mod causing it...
VERSION 0.1.6 released
- Fixed Berserk Pack effect stopping at 2%
- Fixed a hard crash from gibbing a dead Cacodemon
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Ac!d
- Posts: 351
- Joined: Tue Apr 02, 2019 5:13 am
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
I have some ideas for the weapon altfires like the super shotgun, the rocket launcher and the plasma rifle. Sadly, I've seen that CantSleep removed the ironfeet powerup for the radsuit, which is useful in case of underwater sections (like the diving suit in Blood).
For the berserk, I should add the high jump powerup (high jump boots in Blood).
I'm also working for a special powerup (optional) for the weapons. I will not tell more about that, but maybe you have some ideas if you've played Blood and Guncaster.

For the berserk, I should add the high jump powerup (high jump boots in Blood).
I'm also working for a special powerup (optional) for the weapons. I will not tell more about that, but maybe you have some ideas if you've played Blood and Guncaster.
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Enjay
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- Posts: 27309
- Joined: Tue Jul 15, 2003 4:58 pm
- Location: Scotland
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Another Build-ish thing that might be cool to add is camera tilting when the player dies. TiltPlus does this if you want a reference.
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Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Impressive. Most impressive! Definitely feels like i'm playing Duke 3D on Doom. I actually saw such adaptations before, but this is the real deal, a piece of work! Weapons feel overall smooth and all, and the enemies are... Quite different than usual. Their sprites are high quality, and much more aggressive.
Spoiler: And here are some of my feedback.Oh, and lastly, i would like to see more of Duke 3D homages. Like the mighty foot, doomguy laughing after gibbing the enemy, squashed gibs stretching to a crusher... If possible, of course!
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Ac!d
- Posts: 351
- Joined: Tue Apr 02, 2019 5:13 am
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
@Captain J
It was intentional to refill your full health with the berserk pack. I wanted to make a fusion with the berserk of Doom and the steroïds of DukeNukem3D.
But about this bug, I have no idea, it's maybe a bug made by accident by CantSleep.

It was intentional to refill your full health with the berserk pack. I wanted to make a fusion with the berserk of Doom and the steroïds of DukeNukem3D.
But about this bug, I have no idea, it's maybe a bug made by accident by CantSleep.
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CantSleep
- Posts: 177
- Joined: Tue Jan 10, 2017 9:04 am
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Oh cool, I wouldn't mind with trying some new ideas. Also, what did I remove? RadSuit already has an Iron Feet powerup, I only combined the two separate powerups to one to save space.Ac!d wrote:I have some ideas for the weapon altfires like the super shotgun, the rocket launcher and the plasma rifle. Sadly, I've seen that CantSleep removed the ironfeet powerup for the radsuit, which is useful in case of underwater sections (like the diving suit in Blood).
For the berserk, I should add the high jump powerup (high jump boots in Blood).
I'm also working for a special powerup (optional) for the weapons. I will not tell more about that, but maybe you have some ideas if you've played Blood and Guncaster.
How lame of me to leave that outEnjay wrote:Another Build-ish thing that might be cool to add is camera tilting when the player dies. TiltPlus does this if you want a reference.
I appreciate the feedback. Anyways I'll answer your thoughts:Captain J wrote:Feedback
I am not too sure how to fix this problem. I've already noted this though.- Pistol's secondary fire alerts the enemies, despite nothing else happens if the mag is full.
I would go ahead and edit it to be less stiff, but I'm not very good at butchering large sprites. It'll end up as a mess.- Pump action Shotgun's reloading animation doesn't feel like doomguy is actually pumping the gun. Even the forend never moves at all.
They are a beauty indeed- Both Shotgun and Super Shotgun look crusty than usual. Have you seen the latest version of two weapons made by DenisBelmondo? I would like to recommend such beauties.
It just doesn't look right.. I'd rather stick with the current rocket launcher for now.- The Rocket Launcher looks drastically different than usual. Although it's absolutely old, i recommend this sprite regardless. It's from old version of Alandoguns.wad!
Noted. For the time being you can turn off "Pissed zombies" from NTMAI Options for zombiemen to have a slightly smaller attack chance.- Zombiemen are now a bit more challenging. And are they actually fire in 3 burst? Just like Assault Trooper of Duke3D, projectile based bullets would be kinda fair.
This is a nod to Build games that have recolored enemies with the same shtick except with different attacks.- Shotgun Guys are... For some reason, darker version of Zombieman. I guess the creator of the sprites couldn't make it?
Noted.- Another minor nitpick. Imps' attacks are separated like Revenant's. For example, if you get closer and fall back before they attack, they would do the melee attack instead of throwing fireball.
While this is just an inconsistency with the mod, even Blood and Shadow Warrior had the same thing. You would see high resolution effects and enemies, but things like objects and other stuff that don't catch an eye have crusty graphics.- Despite the enemies are now in HD, other sprites like weapon pickups and items are not. Oh, also the crushed corpse sprite as well.
I could recycled the crushed gib sprites for this occasion. The only problem is that I need to transfer the blood color to the gib sprite, which I can't figure out how to do it. Last time I tried doing that I hard crashed someone's LZDoom- I would like to see the big enemies leave big gib sprites when get gibbed. Small average cherry-pie-red gib sprites doesn't look so nice for Barons and Cacos.
Intentional, you get the idea after the last few answers- Speaking of Baron, Hell Knights would play Baron sound effect instead of their own. Intentional? Because it makes me confusing and they're actually different species.
Noted.- Chaingun with Classic Style mode is much better than faster as the vanilla counterpart. However i can't continue firing after winding off the barrel for some reason. So it's a bit faster.
I'm aware of this issue. I'll make a speed buff next update.- Is it me? Or Archviles move kinda slower than usual?
Also aware of this one, although I seem to have forgotten about it in this current version. Should be easy to fix.- Since you added the HD version of doomguy sprite. i would like to inform you that the crouching animation of him does not exist. So He becomes a midget when crouched.
It's more of a cheeky attack. You won't be too happy when you end up blowing yourself up from a charging Demon- I'm not saying that the mod should be even more difficult, but pinky's reaping attack does not hurt you. I found it strange because it looks quite destructive, which is not.
Personal preference. I didn't like the inconsistencies of the original Doom- Arachnotrons' Plasma projectile is colored blue, just like the Player's. Why not Green? It can be confusing if you have Plasma Rifle.
I couldn't find a fitting sound effect for that.- Portable Medkit plays average item pickup sound effect. Why not make it play doomguy's sighing or different sound effect?
I thought I fixed that already back when it stopped at 2%- Berserk Pack stops at 1 percent and you can refill your whole health with it. Intentional?
The mod already has those.. except for the mighty footOh, and lastly, i would like to see more of Duke 3D homages. Like the mighty foot, doomguy laughing after gibbing the enemy, squashed gibs stretching to a crusher... If possible, of course!
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Craneo
- Posts: 248
- Joined: Sat Jun 22, 2019 9:12 am
- Graphics Processor: Intel (Modern GZDoom)
- Location: Gone.
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
another bug I've just experienced is in the mapset Honte Remastered, some monsters seem to get stuck, do the monsters have the same height and radius as the original Doom ones?
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SanyaWaffles
- Posts: 886
- Joined: Thu Apr 25, 2013 12:21 pm
- Preferred Pronouns: They/Them
- Operating System Version (Optional): Windows 11 for the Motorola Powerstack II
- Graphics Processor: nVidia with Vulkan support
- Location: The Corn Fields
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Nice to see more efforts to bring Build like functionality to the Doom engine! This has a lot of promise!
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Captain J
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- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Thanks for all the detailed replies. But i mean the crushed gib sprites, being stretched by the floor. I guess make it invisible and spawn infinite number of missiles that use stretchy gib sprite? The gib sprites should go upward, crash to the ceiling and disappear. Harmless, might be impressive. And about the explosion, i would like to hear it echo throughout the map.
Oh, also about the HD item pickups, do you remember Skulltag and the HD pickup pack?
Oh, also about the HD item pickups, do you remember Skulltag and the HD pickup pack?
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Takuat
- Posts: 8
- Joined: Mon Feb 10, 2020 6:49 pm
Re: Nobody Told Me About id v0.1.6 - Build Engine-styled mod
Just to add to the recommended MapSets, RoastBeefo is also working on an NTMAi/Build-inspired Doom 2 remake
viewtopic.php?f=42&t=67485
viewtopic.php?f=42&t=67485