[V0.595c 9-28-23] Live Through DOOM: Survival Horror Gameplay

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-Ghost-
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[V0.595c 9-28-23] Live Through DOOM: Survival Horror Gameplay

Post by -Ghost- »




CURRENT VERSION: 0.595a as of 2-18-23

- ----------------------------------- -
- NOTE: REQUIRES GzDOOM 4.5 or higher -
- ----------------------------------- -


DOWNLOADS:

MEGA LINK:
https://mega.nz/file/0Op1gRqL#-1shAvAjF ... PLzps2Tz38
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GOOGLE DRIVE LINK:
https://drive.google.com/file/d/10riEqQ ... share_link

This is a STAND ALONE GZDOOM-only mod that merges Brutal Doom's modern gameplay with many new features that will make it closer to a survival horror game and give a sense of novelty and replayability to the good old games AND custom maps!

You'll be scavenging maps for equipment, slowly bleed to death with an open wound looking desperately for some bandages, and facing tough demons that can tear your body to shreds in mere seconds. Your flashlight battery can die out just when you hear a weird noise inside a completely dark room. We've been inspired by survival horror games of the past and present: Resident Evil, System Shock, Alien vs Predator/Isolation, Silent Hill, and more! We have an emphasis on horror, survival and realism, but only to the extent that it doesn't trump overall gameplay flow.

You are not walking in the park, Hell is not your playground anymore. You are Living Through Doom.


Reach us on discord: https://discord.gg/sAE7jDT
FULL CHANGELOG HERE https://pastebin.com/2fexMeE8


(uses SGT_Mark IV's Brutal Doom as a base):

- BRAND NEW CRAFTING SYSTEM:
Fully animated crafting station, immersive reagents combining system, and LOTS of craftable items. Full current recipes list HERE:

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- IMMERSIVE SURVIVAL EXPERIENCE:
Plenty of new atmospheric sounds to make your surroundings creepier, and new animations for performing a lot of actions like: bandaging yourself, injecting stimpacks, wearing gas masks, tripping on the ground due to severe wounds, coughing, checking your ammo, new sounds for simulating the player's reaction to different types of wounds, tiredness, etc.
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- HORROR ATMOSPHERE:
Customizable lighting settings to set your ideal mood; Creepy ambience sounds that play randomly during your playthroughs; A lot of new sounds for monsters, to make them more unsettling.
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- QUALITY OF LIFE IMPROVEMENTS:
You can assign weapons to a "favorite" slot, and link different throwable explosives to the "quick toss grenade" keybind. The custom HUD gives you all the information you need to play the mod without cluttering your visibility (useless elements of the HUD will disappear when you don't need them)
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-LOTS OF NEW WEAPONS:
Revolvers, claymore mines, unstable chemical vials etc. Most of old weapon have also been rebalanced, reskinned or overhauled with new fire modes and handling, for a more realistic and smart gameplay feel, where each weapon will have its own purpose in the game and the right situation to be used in.
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- BLEEDING WOUNDS, POISON, LACERATIONS:
You can now suffer from bleeding wounds inflicted by claws and bites, and you will also bleed to death if your health conditions deteriorate too far. Different items like bandages and medical supplies can stop the bleeding with a FULLY ANIMATED HEALING action. You can also be poisoned by certain enemies, poisonous gas and nukage (although the last one can be disabled from the options if some player thinks it's too much for them). This will lead to coughing blood, temporary blurred vision, loss of balance, etc.
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- AMMUNITION REBALANCE:
Ammo spawns completely overhauled to be more scarce on most difficulty levels, including the maximum you can carry. This can be adjusted by selected difficulty level.
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- REVAMPED GAMEPLAY BALANCE:
Most weapons now do more damage but ammo will be more scarce, or weapons will have a heavier recoil. Most mid-to-high tier monsters are generally more resistant, although they'll have weakpoints. Some of them will even have armor values, so be sure to pick the right weapon to dispose of them efficiently!
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-FUEL AND DURABILITY:
Melee weapons won't last forever: the chainsaw, the axe, and the new Knife will have durability and fuel. You can use FUEL TANKS to refill chainsaws, flamethrowers and napalm launchers, or carry them with you for when you actually need them... or you can just shoot them and watch the world burn.
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-SUPPLY CRATES:
Find keys on former humans' corpses and use them to get some useful equipment! (with a custom 3D voxel made from scratch)
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-SACRIFICIAL ALTARS:
Find a sacrificial dagger and then search for a beating demonic heart to sacrifice at an hell pillar to acquire demonic powers!
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-RANDOMIZED LOOT
Ammo, health, weapon and artifact spawn points are now randomized. You'll never find the same stuff in the same map, but you'll also never find a BFG instead of a Shotgun. I tried my best to make this partial randomization balanced.
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-RANDOMIZED MONSTERS:
Many enemies now have rarer variants, with the chance to spawn in place of the normal ones. Some monsters will also spawn under specific conditions. For example, be careful when venturing in dark areas or hellish/volcanic enviroments!
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-MANY NEW USEFUL ITEMS
Both in the form of istant pickups and items to be used from your inventory: flares, bandages, portable sentry turrets, night visors, armor moduels, experimental battle drugs, and many more!
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- MANY DIFFICULTY SETTINGS
Choose your ideal playstyle! This mod is NOT conceived to be played at normal difficulty settings (Hurt me plenty, Ultraviolence, etc.). You still can, but an experienced player will probably find them too easy, or with too much generous equipment spawns.
- If you're a newcomer to this kind of gameplay, I recommend you to play on "Lone Marine" or "Blood Marathon". If you're looking for a real survival horror experience, try "We Unhappy Few" or the easier (but still challenging) "Scavenger".
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- NEW PLAYER CLASSES:
Play as a revamped version of Brutal Doom's old classes, or search for a real challenge trying the "Survivalist" or "the Scientist"! Each own with their own gameplay style, pros and cons.
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- REWARD CRATE:
Kill every monster in a map to receive a crate full of useful items and/or ammo that you can carry around before opening! Can be a lifesaver when playing in Survivalist mode. This feature can also be turned off, for the most daring ones!
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- REBALANCED ARMOR:
New armor types, with different damage absorption percentages. The higher the tier, the less the pain! Also, armor has a crucial role in mitigating/nullifying the effects of bleeding wounds. You can even mount special modules on them to give them further special functionalities, like a portable life support module that will slowly heal your wounds, or a motion sensor to keep track of your enemies' position! Be aware though: if your armor breaks, so will the modules mounted on it. Craft some armor shards or scavenge for some armor bonuses to repair it!
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- MANAGE YOUR LIGHT SOURCES:
This mod is intended to be played with dark lighting settings. If you do this, you'll still find a couple of way to see where you're going: flashlight now consumes " energy cells" over time, or if you find some, you could recharge them with lithium batteris. Flares can be dropped on the ground or you can light one up and take it with you...and night vision goggles are finally useful! (Of course you can cheat with the gamma correction but... meh. Should you play this mod if you want to do that?)
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- MANY, MANY NEW 2D SPRITES AND SOUNDS
A lot of old sprites and sounds have been replaced, and there are also completely new ones fit the new items and ammunitions included in this mod.
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- REWORKED BERSERKER PACK:
You become a mindless and almost unstoppable beast for 40 seconds, then you'll start to feel dizzy... better find a place to catch your breath!
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- BUG FIXES
... lots of them. And still not enough. Oh no, no, very far from it.


- Collectable data logs that you can read from your personal in-game infopad, explaining the new implemented gameplay features of the mod in a very lore-friendly way.
- Difficulty settings rebalance (there are too many hard and unnecessary ones I use for experimenting).
- Better Hitboxes for some monsters.
- More items, more weapons, more mechanics, more monsters, MORE EVERYTHING!
- Bug fixes... yeah, more of them. They NEVER STOP.


- Your spooky ambient music of choice.
- ANY map pack that doesn't alter gameplay, monsters and stuff like that. You could try merging them, but expect difficulties.
- Most graphics, textures, and other visual mods and addon are completely compatible with this.


- Slaughterwads or other mapsets with very high enemy density.
- Other large gameplay mods, total conversions, etc.




Launch this with ZDL or another mod manager for Doom. Once the game is launched, there are some things I advise you to do before playing (In the future I plan to make most of these operations automatic):

- LIGHTING:
Go to the MOD OPTIONS, then from the LiTDOOM options, take advantage of the included light & fog mod to make your doom look perfect to you. The mod adds many items like flares and ACTUALLY USEFUL night vision goggles, so if you want to play the mod as intended, set your game to leave the dark areas of the levels actually dark... or not. Your choice.

- Personally, I adjust the lighting and fog levels depending on the mapset. There isn't really a one size fits all approach, so mix and match!

- CUSTOMIZE YOUR KEYBINDINGS:
There are some new commands from brutal doom and other ones that will cut some features out if you don't use them. Also remember to rebind inventory navigation keys.

- If you want to use the "full helmet" HUD (from the Brutal Doom's Player Options) you may have to scale it to fullscreen (from the hud scaling options). Visual how-to:
https://imgur.com/s0nivVC



Full credits can be viewed inside the mod's main menu. Let us know if we're missing anything and we can add it.


Feel free to post any bugs/feedback here, or you can also reach us on our Discord channel!



Spoiler:
---------------------------------------------------------------------------------------------------------------------

We're happy to receive whatever feedback, comments, bug reports, ideas, etc. you're willing to send us! We hope you enjoy our more survival horror take on Doom. As of this version not everything is quite implemented yet, but you can expect:

- Crafting recipes and logs, all of which will be viewable in the PDA.
- A full overhaul of monsters and weapons to make our mod even more unique!
- More crafting recipes and items.
- Potentially more classes, weapons, content, etc. down the road as the core of the mod is completed.

Expect this post/thread to get updated with future content. Stay safe out there, marines!

Last edited by -Ghost- on Thu Sep 28, 2023 4:48 pm, edited 37 times in total.
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Grey-Wolf
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Grey-Wolf »

Hello! I'm the lead developer of the mod.
I want to make clear that the mod is still in its beta state, so there's a lot of polishing that must be done before the mod can be really considered complete. Nevertheless, I hope some of you will find it interesting and check it out. Any feedback and even critics are gladly accepted!

Here's something more about the mod:
Spoiler:
I will edit this post from time to time to add more stuff.
Oniichangoddess
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Oniichangoddess »

Hello I am the lead sound designer for the mod.
If anyome has any questions or inquiries for the sound design or just would like to get into sound design please feel free to contact me on our discord server.
Valken
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Valken »

Very cool! Any chance to do an extended edition with the monsters from Project Brutality?

I like the survival horror aspects of this mod and would love to see it in PB.
bumfight
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by bumfight »

SSG is way too loud with reverb staying way too long
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Eggs
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Eggs »

I'd like to chuck in my two cents on a few things i've noticed or thought about

Anyway first things off, definitely love the mod, very good.
I'm just going to list off some random things i've noticed in my time playing the mod

First things first, Scientific supplies, are extremely rare, to the point where i can't actuaily do anything with all the monster parts,i find plenty of empty vials, but only one or two basic solutions, or acid solutions in an entire playthough. Maybe having a crate that can spawn scientific vials, or items could help? I went though around a 20 map playthough before quiting, and i only found around 3 vials with something useful in it.
Other thing of note i found pretty annoying, the losing gear mechanic can decide that you can't have this particular weapon, and attack it multiple times,i think I've had it attack a weapon up to 2-3 times, which resulted in me losing it and all my backpacks.

The only other thing i noticed that stuck out at me was that the revolver spits casings being re-reloaded after unloading it.
That's pretty much everything i've taken note of at the moment.
I still love the mod though, a survival horror set in doom is definitely a great idea.
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Grey-Wolf
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Grey-Wolf »

Thanks for your feedback!
Okay so, let's go in order:
-You can harvest chemical solutions by dropping empty vials on the "mutated" blood of specific monsters (yellow bone maw of mummies and revenants, brighter blood clots of cacodemons, bruisers etc.)
- The equipment loss mechanics only decides "how many times your weapons have been damaged", and it distributes it randomly around the weapons you currently own. This means that in your case, you just got unlucky because the same weapon risked to be damaged three times, but if that weren't the case, 3 different weapons would have been targeted. It's a matter of luck only.
- That revolver issue has been bothering me for quite some time, but since we're replacing that revolver completely with an original one in the next update, I'll probably also rescript the whole thing to have a realistic reload animation and system, so look forward to it!
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Eggs
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Eggs »

Grey-Wolf wrote:Thanks for your feedback!
Okay so, let's go in order:
-You can harvest chemical solutions by dropping empty vials on the "mutated" blood of specific monsters (yellow bone maw of mummies and revenants, brighter blood clots of cacodemons, bruisers etc.)
- The equipment loss mechanics only decides "how many times your weapons have been damaged", and it distributes it randomly around the weapons you currently own. This means that in your case, you just got unlucky because the same weapon risked to be damaged three times, but if that weren't the case, 3 different weapons would have been targeted. It's a matter of luck only.
- That revolver issue has been bothering me for quite some time, but since we're replacing that revolver completely with an original one in the next update, I'll probably also rescript the whole thing to have a realistic reload animation and system, so look forward to it!
Thanks for the info, would of never figured out dropping the vials on monster blood, i tried doing it with damaging floors, but to no effect.
I guess there should be a few pointers for mechanics that are more uh, hidden. anyway thanks for the help.
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Samarai1000 »

I gotta say, my initial expectations for this were rather low, I'm unfortunately biased against BD derivatives. But this is a really interesting and ambitious mod, and aside from the rocky foundation it's pretty fun and unique to play. My biggest issues with it have to do with sound design, some of the guns straight-up hurt my ears to use while others feel way too quiet. (Ex. Revolver/SMG) I'll provide some more in-depth feedback soon, hopefully!
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Grey-Wolf
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Grey-Wolf »

The sound for a couple of weapons seems to divide the community in half: some love them, some hate them. This makes us wonder if it's actually the case of reworking them or not. But there's a good chance they'll be tweaked in the future!
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will183
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by will183 »

How do I combine crafting agents to make stuff?
also it seems like the flashlight still functions even when it runs out of battery?
EDIT: NVM figured that all out.
Last edited by will183 on Thu May 21, 2020 9:49 pm, edited 1 time in total.
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Captain J »

Uh... Uhhhhh WOW. Those animations are super top-notch, and just flawless. I like them a lot! Let me play this and tell my thoughts later.

And here's my thoughts plus feedback on your mod!:

- Pistol has 16 rounds in the mag but if you reload, it only holds 15 rounds. Intentional?

The same thing goes to the Assault Rifle. Holds 31 mags, but 30 mags if you reload.

- It seems i actually get Two Shotgun if i pick up one. You have to unload your shotgun and then reload the another type of shell to use. But i thought it was broken at first when i pressed the weapon slot 3 key.

- For some reason if i reload my weapon, i spend my ammo with amount of current weapon's mag. Empty, barely spent, doesn't matter. It just automatically eats up my ammo. Do i really have to unload and reload my weapon?

Also just found this out: If you dual wield your weapon, the game let you spend the needed amount of ammo unlike when you wield a single weapon.

- Weapon Reload key already exists on GZDoom but this mod also has it... Strange! I wondered why reload key did not work at first.

- Landing sound effect is delayed, and grunt sound plays twice for some reason.

- Revolver's No-ammo animation flickers.

- Claymore mines are for some reason, are immune to your any kind of attack.

- At Customize Controls section, i see Survival Istinct. You mean "Survival Instinct"?

And that was it! Very cool and smooth mod overall.
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-Ghost-
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by -Ghost- »

Glad you're all enjoying it!

For the pistol, it has a special reload if you unload, then unload again, he'll load the 16th round in.
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by Captain J »

About that, i can see the realism and tactical maneuvering going on here. If that's intentional, would be reasonable if you also make the akimbo weapons act the same as well.
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-Ghost-
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Re: Live Through DOOM: Survival Horror Gameplay (V0.51 5-13-

Post by -Ghost- »

Captain J wrote:About that, i can see the realism and tactical maneuvering going on here. If that's intentional, would be reasonable if you also make the akimbo weapons act the same as well.
There's also a realistic reload option where you'll lose the entire mag. You can turn that off in the mod options, though. We have a bit more with the ammo system planned, so hat reload system is pretty much unload and reload for now.

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