Welcome to Siren, a mod built on ID's latest tech demo 'Doom 2'
This aims to be an experience closer to an 'Aliens' game but with the variety and gameplay benefits the rosta of Doom monsters brings
This is a slower, more perilous mod that aims to tell its story through its own set of levels.
Thanks for looking. Any feedback would be great.
Gzdoom Only
Mouse look: Yes
Crouch/Jump: Yes
Flashlight: Yes (included)
Keybinds Required:
Alt Fire
Grenade
Flashlight
Use Inventory Item (PDA)
Siren now has a 'mod only' version. This means it can be played with any mapset.
V0.7e Siren - Mod Only
https://drive.google.com/file/d/1w67yX3 ... sp=sharing
Download 0.6 - Campaign Demo
https://dithered-output.itch.io/siren-doom-ii-mod
Screens
Spoiler:Contributing Features
Spoiler:The weapons
'Siren'
By Dithered Output
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| BDLite chopped up and reassembled by DavidN from Sgt Mark IV's Brutal Doom v20 |
| VERSION 1.2 |
| http://teamouse.net/games/doom/bdlite/
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| BDLite was a great entry way into learning how to make a mod as it
| presented a few advanced features with easy to follow code.
|
| As this mod progesses there may be less and less of Brutal Doom and BDLite
| present but the recognition still stands that this wouldn't have been possible
| without using this as a base.
|
| Built on for 'Siren' by Dithered Output 2019
| |
|
| |
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WORK CITED
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Graf Zahl & GZDoom Devs
Team Trailblazer - Leather Jacket, a few of the ammo pickup sounds
- Most of the weapons use Doom Nukem's work as a base or for parts with
permission expressed here:
viewtopic.php?f=37&t=47894
Nash Muhandes
- PDA Starter Kit
- Nashmove
- Tilt++
- Weapon Sway
- SpriteShadow
- Corpse Sprites
- A lot of other help either directly or indirectly
Zirron the insect - Siren based on 'Smoke monster' from Realm 667
(based on Smoke Monster from 'Lost')
BlueShadow - NCHUD (The HUD)
Mikk - Headshots adapted from 'Critical Hits;
Dodopod - Ledge Grabbing
DenisBelmondo - Footsteps Code
Gutawer and phantombeta - ZForms
Doom Krakken - Small but crucial line of code,for passive pickups. Glowing bullet decals.
Textures from: 'AVP', 'CounterStrike', 'Doom 3', 'DiobolusEX', 'OTEX', HalfLife
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WEAPONS
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Using 'Brutal Hands' sprite sheet and Trailblazer sleaves.
Melee
Doom Nukem's unused kick sprites
Dithered Output
Pistol
DoomNukem
Team Project Brutality
Dithered Output
Assault Rifle
Team Project Brutality , Pa1nKill3r
(Small Edits for Siren)
Other parts struggling to source
Shotgun
DoomNukem
Dithered Output
Yellowboy Shotgun
Dithered Output
Uses 'Mare's Leg' Frames by Fistful of Frags Team, SomeOtherDoomGuy and JDRedAlert
Neccronixis' Doom 2016 weapons harvested for parts
Minigun Sprites
DoomNukem
Dithered Output
Neccronixis' Doom 2016 weapons harvested for parts
Plasma Gun
Dithered Output WIP
Sonicofan
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MONSTERS
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Zombie
Sprites: Ion Fury: Alexsander Kowalczyk, Arturo Pahua, Fox Martins,
Dithered Output
Sounds: COD (Elaboration needed)
Black-Ops
Sprites: Midway, Dithered Output
Decorate: TODM, Ghastly
Sounds: Unreal 2, Doom 3
Z-Sec
Sprites: Midway, Dithered Output
Sounds: Dithered Output
Imps
Sprites: Midway, Dithered Output
Egg:
Decorate: Neoworm
Sounds: Id Software
Sprites: 3DRealms
Sprite Edit: Neoworm
Octopus:
Decorate: Dithered Output
Sprites: Dithered Output, Cage
ChaingunBot:
Decorate: ProjectAngel
GLDefs: ProjectAngel
Sounds: Wirehead Studios, id Software, RavenSoftware, ProjectAngel
Sprites: Rogue Entertainment, Monolith, Id Software, 3d Realms, Ghastly_Dragon
Sprite Edit: Ichor, Ghastly_Dragon
Idea Base: Strife Inquisitor, Metroid Prime 2: Echoes Dark Pirate Commando
Pinky -
Sprites: NMN, Dithered Output
MotherDemon -
Decorate: Horror Movie Guy
Sprites: Cage
Sounds: by DeXiaZ and Mechadon
Uber Chaingunner
Code: TheDoomedArchvile
GLDefs: TheDoomedArchvile
Sounds: Doom, Bulletstorm
Sprites: HorrorMovieGuy, Touhou Hisouten - Scarlet Weather Rhapsody
Smoke Monster:
Decorate: ZirronTheInsect, Dithered Output
Sounds: 'Lost' TV show, (Regenerate and pain effects: Dithered Output)
Trite:
Decorate: Ghastly_dragon
Sprites: Monolith, Id Software
Sprite Edit: Captain Toenail
Sounds: Id Software
Idea Base: Trite from Doom 3
Imps:
Decorate: Team Project Brutality, edits and additions Dithered Output
Sprites: SavageImp by Merser
Sounds: Id Software
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PROPS
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Food.wad
Submitted: DavidRaven
Decorate: DavidRaven
GLDefs: none
Sounds: none
Sprites: 3D Realms, Dolphman (ripper)
Sprite Edit: -
Idea Base: 3D Realms
Spoiler:
- Titanium Ally.
This Sig Sauer uses hydrogen accelerators to deliver extreme velocity firepower without devastating recoil.
Since its introduction in 1994, it has been banned in every country on earth after several thousand users reported missing limbs as a by-product of using unstable hydrogen cells in a handgun.
Ripley M14B
Infiltration rifle. A heavily suppressed barrel and the use of caseless rounds means you can slaughter without a trace.
The 4 round burst can put most things down with one pull of the trigger.
A semi-automatic mode provides unrivaled accuracy for shooting tin cans at long range.
Standard issue for UAC marines. You also have one.
Combat Shotgun
Buck-shot bread and butter. A high rate-of-fire makes it a go-to for close-quarters combat. Uses 12 round magazines to ensure you don't get caught loading shells one-by-one like a complete jerk.
Concorde Minigun
After retiring from the aviation industry, Henry Concorde took all he had learned from aerospace engineering... and disregarded it as it had nothing to do with making guns.
He did produce this minigun, albeit in a limited batch as it was deemed too expensive, too impractical and too unreliable for most combat situations.
The perpetually spinning kinetic converter ensures a low-latency spin-up time. This means you can go from zero to bullets everywhere in the blink of a second.
The high-speed 8 round burst modes give you manageable murder with a higher accuracy.
Yellowboy shotgun
Back on earth, this shotgun shipped with a pair of Ray-Bans - that was before the sky went dark forever.
The YellowBoy lever shotgun has been retrofitted with a static ioniser that can manipulate the spread any buck shot ammo. Default fire binds the pellets to something with greater range and accuracy. Secondary fire...oh boy.
Plasma Rifle in the 40watt Range
The energy-saving energy weapon. Since the 100watt rifles were outlawed in the year 2000 the 40watt model became the green-earth favourite. This rifle allowed humans to exterminate each other without exterminating the ozone layer. Maybe we can make Mars last a little longer than earth.
Sadly the secondary-fire rail-attack is subject to an ongoing emissions scandal.
ChangeLog
Spoiler:Join in on Discord
Changelog 0.5
Movement code updated to introduce inertia/sway/roll
Massive 'Viewbob' reduced
Moved to 'Silicon' blood library to unify the design language of blood and gore.
Many effects improved to unify the art direction.
Flashlight is now 0.0001% brighter!
New textures, new elements to level 1 to set up level 2.
Updates to the Plasma rifle design (Still WIP)
Introduction of a conversation system to aid direction, fill in lore and expose secrets.
Fixed many bugs and unfair elements in level 1.
Scripted explosions can nolonger damage player.
Chaingun bot's heinous splash damage when destroyed removed.
Some balancing to Siren. Telegraphed attack. Increased pain state chance. Less of a 1 hit kill. You can shoot it to slow it down. You can. You can. You can. I promise.
A few classic Doom sounds replaced.
Customised Menu and skills menu.
Reskinned most monster sprites for a super hi-def 2x resolution.
Mod now has 2 maps.
New OST from PrimeEvil. (Level 2).
Imps have a new chase and jump logic that should enable them to get to your position more accurately. (Look out for bugs). They should no longer end up stood on top of each other.
Pistol can be fired in full auto when aimed down sights. Because it's too much fun.
Improved the reliability of the climb mechanic.
Fixed a few janky aspects of how a few of the weapons behave when out of ammo.
Zombies have a 'lick' attack when close.
New dynamic crosshair - available in 'Siren options'
Zscript ladder technology from the future!
'Portable medkits'. Healing items can be carried in the inventory to use at will.
Credits are now complete in the in-game menus.
Changelog 4.1
Fixed a small bug with imps repeatedly jumping to ceiling.
New weapon pickup sprites.
Footstep speed and volume now mirrors player speed.
Changelog 4.0
Work on the level ending which leads into the next level nicely.
Lots of texture fixes, polishing and small additions to level.
1st level considered complete, barring minor texture work and alignment of which I'm sure there will be many.
Painfully reshaded the imps for very little difference.
No need to disable auto aim in gzdoom. Added 'noautoaim' flags to weapons as, frankly, it's game breaking in this mod.
Ledgegrab/ climb by dodopod added as a replacement for double jump.
Jump and kick will do extra damage in melee.
More pickup sprites and sounds replaced
Shotgunners more reactive and deadly.
Chaingunners even more deadly.
Imp's ceiling behaviour tweaked to stop them moving between ceilings of vastly different heights.
'SpriteShadow' by Nash integrated
Again, more work with sounds with properly allocated channels to stop certain sounds being cut off. New sounds here and there.
Found a way to really reduce monster active sounds (particularly the sergeants) that really get annoying when there's a few monsters active.
Moved rifle to slot 4 and minigun to slot 5. I appreciate this could be unpopular, but with less than 10 weapons, there's no need to double up on weapon slots.
Some reload animation tweaks.
Reloading the rifle now doesn't take an entire clip.
Siren 0.35 changelog
Resized many unnecessarily large textures for performance.
Removed the need for a line portal in the big room in a bid to improve performance. (Probably wont)
Fixed lots of un-unpegged door tracks
Fixed attacks making it through the glass - and improved the thermal efficiency of the building - by making them double glazed.
Lost Souls replaced
Combine sounds replaced with original sounds (blatant rip off.)
Lots of sound tweaks and improvements. (Number of Monster active sounds reduced)
Siren back to aggressive self
Damage outputs tweaked.
You can now make it back to the upper part of the level
3-key switch doesn't take your keys
Amendments to the cavern area. (Players gonna hate!)
Skimmed a few resources from the map. (Probably too hard now)
Siren 0.3 changelog
Many changes to the direction of the level. Make it clearer where to go.
Fixed not being able to finish the level.
Bug fixes on level design and all major startup errors removed.
A few of the bugs/issues raised by Leglock fixed, thanks.
Plasma Rifle added. (Hidden in the level somewhere)
Melee solidified and balanced. Kick on alt fire.
New pinky sprites (based on NMN's 'Hindring'
Zombies no longer take 650 bullets to the chest to go down.
Zombies have damaged state sprites.
Siren 0.29 changelog
Requires GZDoom 4.4.0 or above
Started working on 'TC' elements
New zombie enemy. A real idiot. But they come in herds.
Combine Shotgun Zombie.
Begun work on personalizing the gore system.
New PDA graphics and code updated to Nash's latest update.
Rough implementation of a Knife weapon.
Level layout tweaks.
Siren 0.26 changelog
Fixed a large amount bugs pertaining to shotguns, shotgun Ammo, pickups and reloading
Fixed weapon switch sprite issues (thanks TheOldKingCole) and smoothed out weapon switch animations.
Moved Rifle to slot 2 (don't hate me!)
More tweaks and surprises for smoke monster
New areas, secrets, polish and fine tuning to the map
Siren 0.25 changelog
Hotfix for shotgun ammo issues
Bugfix city
Rebased movement to Nashmove which should clear up a bug that crashed movement when loading saved game.
Reverted to standard player step height as it broke some maps.
Fixed Revenants hard crashing the game
Removed that god-awflul archvile 'fire' from all up in your grill.
Pump shotgun will no longer enter pump state everytime you breathe near it.
Faster draw with animation for pump shotgun
Shotgun ammo pickups now work correctly.
Fixed sprite issues with minigun (I think) and added a some idle-state brightmaps.
Removed wonky weapon-fire tracers until I can get them to behave.
Minigun secondary fire now depletes ammo.
Tweaks to pistol ADS
Fixed missing shell casing sounds.
Back to the drawing board with crosshairs- all changes to standard are removed.
Finally, the 'lootboxes' work as they should
Tweaked a few things for performance.
Removed dynamic light on Siren in favour of bright maps
Cleaned up some unnecessary code
Removed unfinished plasma rifle
Moving forward I will separate the base mod from the campaign (maps) and push updates independently.
0.2
- New Minigun
- YellowBoy Shotgun
- Intro text is now skippable
- Rifle ADS fire is now semi-automatic
- Fixed many missing and wonky textures, bugs and glitches in level design.
- A few playability and quality of life improvements for level
- Cleaned up bits of code to reduce errors.
- Balanced smoke monster to do less damage and now has a 'knock-down' mechanic to avoid certain death when cornered
- Trialing a move to Nash's PDA as its much faster and more versatile that creating graphics and actors for each PDA entry
[/list]
- Removed in-game Credits, for now
https://discord.gg/W4ugJHMhMX
Buy the mod a coffee
https://ko-fi.com/sirendoommod