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Videos:
(Removed the video links until I can get an updated video released)
Screenshots (KINDA OLD):
Spoiler:
Summary:
Scavver's Paradise is a survival horror mod with focus on high difficulty combat, simple but satisfying weaponry, resource scarcity and management, loadout building, and oppressive atmosphere through sound design, gameplay mechanics, and optional storytelling through text logs. The player is pitted in the shoes of an average person trying to survive in post-apocalyptic Earth. You are not a big meaty action hero. You are but a mere mortal, soft and squishy and fighting against insurmountable odds.
Gameplay is slower paced than vanilla, requiring much more thought for things outside the primary loop of shoot the baddies. Equipment load, what weapons to bring, what type of armor you need for the next encounter, how much cover you have, what equipment you can use to your advantage, what enemies are you about to face. A skilled or well equipped player can run in guns ablazing, but doing so is very high risk.
Combat can be pretty frantic and chaotic if you're ill equipped or unprepared for the challenges hell throws at you. You can dodge attacks by jumping left, right, or backwards, but keep in mind the more you carry, the worse your dodge becomes. You also begin to move slower with a higher equipment load, and your jump is reduced as well. Your inventory is limited by how much you can fit in your pockets and backpack. You can still bring more than your equipment limit, but your agility will be so low that you'll need an hour to cross a street. Balancing your equipment load to the encounters you face is just as important as killing the baddies, if not more.
Resources will be hard to come by, as every ammo, medical, and armor spawn has a chance to spawn nothing instead of goodies. Don't be afraid to break out a pipe wrench or fire axe when you can, as every bullet you save is a bullet that can save your life in later levels. Your weapons, however, are heavily damaging by design to make up for this scarcity, and you will be a glass cannon until you can find some good armor. Even a basic 9mm pistol (15 damage per shot) is stronger than Doom's starting pistol (5-15 damage per shot.) Enemies, however, also deal large amounts of damage, so make certain you don't get hit in the first place.
The mod has a complex series of many damage types to emulate a semi-realistic approach to how attacks damage you and how your armor defends from those attacks. Submachine guns can do a lot of damage, but are negated quite well by body armor. Ex-military zombies wear combat armor, so you'll need a rifle or armor-piercing handgun/PDW to knock them out effectively. Shotguns are BRUTAL against unarmored targets, and next to useless against anything wearing more than police vests. Ballistic armor provides little protection against fireballs and plasma, but thermal armor is often of poor quality for physical attacks.
Your body is merely human, and taking damage is more than just losing HP. Bullets, knives, and claws can induce bleeding injuries which need bandages. Hellish fireballs and plasma can burn you to a crisp, requiring medical gels to mend or at least painkillers to temporarily relieve pain. Combat is fatiguing, and if you find yourself tired jab yourself with adrenaline. Every affliction has a cure, and many have multiple ways to be treated.
Make sure you read the PDA you start with, as included is an assortment of useful information about gameplay, basic tips, knowledge about your weapons, armor, and equipment, etc. This can really help first time players out since there's more to this than just "shoot the bad guy."
If at any point you feel that the mod is too difficult for you, check out the Difficulty tab in the Scavver's Paradise menu! Damage taken/dealt, resource spawn rates, and Afflictions can be modified at any time.
Most of my testing has been done in singleplayer, though this mod is fully doable in multiplayer as long as you and your partner(s) cooperate and split resources evenly. I recommend you adjust item spawn rates in the options menu if you're playing Coop. Recommended spawn rates have been provided.
Scenario:
It's the year 2208, and demons have been ravaging the planet for most of your life. Some fourteen years ago the UAC had experimented with teleportation technology, and by a freak accident accidentally opened portals to another dimension where horrific monstrosities began invading their research bases on Phobos and Deimos. On the Phobos base there was a lone marine, awaiting his court martial for assaulting his CO, who was destined to fight back against this demonic threat and become the legendary Doom Slayer.
The problem, however, is that he never made it to Earth. At some point during his Martian encounters he perished. The details behind his demise never left the moon bases, and with his death mankind was destined to inevitable extinction. Since then the demons of Hell had located Earth and invaded. What was once a population of 10 billion has since been reduced to a mere few hundred million souls remaining on Earth. Resources are rapidly dwindling as the survivors use up whatever they can find so that they may live to see the next day. Weapons are falling into disrepair, medical goods are rarer and rarer, ammunition is hard to come by. The world itself is being mutated by the presence of demonic activity, and will likely never recover.
You are one of the last humans remaining. You are not a trained soldier, nor are you a hero. You are just human, soft and fragile and longing for normalcy. Your mind is sharp, your reflexes quick, and you're resourceful, but your body is merely mortal. If you want to survive your journeys across Earth you'll have to take things slow, carefully plan out your attacks, and learn how to effectively utilize your dwindling resources.
Gameplay Changes:
=> Enemies are tougher and more varied. Dozens of new monsters with unique sound effects to crank up the difficulty and keep you on your toes. Mind the armor that armed zombies wear, especially the combat grade armor worn by zombified soldiers.
=> Weaponry! 78 different weapons are available for use, ranging from the humble lead pipe, to the reliable 9mm SMG, to the beefy 20mm anti-materiel rifle, and a good variety of energy weapons as well!
=> Magazine-based reload system: Ammunition is stored in magazines. If you reload your handgun prematurely, the remaining bullets in that magazine are lost. Tactical reloads can make several weapons reload quicker as long as you keep one in the chamber.
=> Weight System: Weapons, medical goods, consumables, equipment, and armor all adds weight. The more you carry, the slower you move. Find bigger backpacks if you wanna carry more.
=> Afflictions: Each time you take damage there is a chance to be given a debuff which negatively affects the player. These need to be cured with a wide variety of medical goods. Check your PDA to learn what cures your afflictions. If you do not enjoy the Afflictions system each individual Affliction can be disabled in the Scavver's Paradise Afflctions menu.
=> Complex Damage System: Different attacks deal different types of damage, each having their benefits and drawbacks. Eg: Blunt attacks aren't effective against armor, but can easily stun enemies from the pain induced. BFG weaponry excel against biological targets, but skeletal and mechanical monsters aren't as affected by the destabilizing energies. Large caliber weaponry can pierce armor effectively, but tend to be heavy, cumbersome, and hard to stock ammo for.
=> Varied armors: 19 different types of armor, each with different stats and uses, ranging from a simple jacket with kevlar woven into it to custom made ballistic fire suits to advanced military combat armors. Some armors have special passive functions, such as making stimpacks more effective, or even having an energy shield.
=> Dodging: Press jump while moving left, right, or backwards to perform a brief step dodge to avoid incoming attacks from your foes.
=> Scarcity: Weaponry, ammunition, health supplies, etc. have a chance to be replaced with an empty, unusable version of itself, forcing the player to more intelligently plan out their battles. To make up for this scarcity, health pickups are much more effective, and weapons dish out serious amounts of damage.
=> Varied Medical Equipment: Bandages, various kinds of stimpacks, blood packs, adrenaline shots, pain killers, and more are available to treat your wounds with a variety of effects.
=> Multiple Loadouts: Twelve different loadouts with unique player skins and different weapons and gear that you start with. Check out the Challenge loadouts if you find the mod easy!
=> Ingame Encyclopedia: Each loadout spawns with a PDA filled with helpful information about your weaponry, your gear, and general information about your adversaries, among other bits of handy info.
=> Lore: 64 data logs can be found throughout playthroughs providing details about the world at large, ranging from stories from other survivors to happenings during the beginning of the apocalypse. This lore is entirely optional and does not inherently disrupt the flow of gameplay unless you're willing to sit down and read these logs.
=> Equipment: In place of backpacks, invisibility spheres, and infrared pickups, various bits of equipment are available to help the player out. Temporary bits of equipment include chaingun turrets, packs of sawblade-wielding razor drones, and more, while more permanent upgrades including nanoweave armor to wear under other bits of armor, powered greaves, and reinforced boots are available as well as other types of upgrades.
Known Issues:
=> The player can unload a weapon completely, drop it on the ground, and scrap it for free ammo. To fix this would require I convert every weapon from DECORATE to ZScript, which is an enormous task that I can't be assed into doing. Not right now, at least.
=> Expect weirdness with the AEGIS Powered Assault Armor Suit. I'm not good with ACS scripting, but in my testing it is functional largely as intended.
Recommended Mods:
Droplets) Great looking blood and gore mod. Immerse) Lovely camera mod that just looks and feels damn nice. Also includes a lean feature that helps players shoot from cover. DarkDoomZ) If nothing else, grab this so you can use that sweet, sweet flashlight. Gearbox) A combination of a snazzy weapon wheel for new Doom fans, as well as a weapon selector bar for the Half-Life fans!
Recommended Maps:
If you folks have any recommendations on what would play well with Scavver's Paradise, please feel free to post about it in the comments below! If I agree I'll add 'em to the list.
Dark 7) An old classic. Not too terribly difficult, with just enough resources that you can get by on most playthroughs. Some encounters can be gnarly depending on the random drops and enemy replacements. Its expansion, Dark 7 Mission Pack 1, also plays well, though with both maps resources can be hard to spread evenly in coop. Ashes 2063) Both it and its addon Dead Man Walking have gameplay-mod friendly versions and work insanely well with Scavver's Paradise, particularly the early parts of DMW. Ammo and health are TIGHT unless you compulsively secret hunt, but enemy encounters very heavily lean towards imps and zombies and not too much else. Darkstar Low) Nonlinear map where you're on board a star ship that had been invaded by demons. Metroidvania-like backtracking from location to location gives the feel of having a mission to complete, rather than just aimlessly traversing maps for the sake of a gunfight against demons. Dark Universe: Part 1) Hurt Me Plenty is a fair challenge, but Ultra Violence is an endurance test, requiring a good bit of secret hunting to ensure you've got enough ammo to survive encounters. Last level is insanely difficult and may not be beatable due to a massive hoard to fight off followed by a cyberdemon fight in a large arena FULL of critters. You have been warned. Dimension of the Boomed) Great amopshere and level design that's very faithful to Quake. Ammunition is easier to come by here than in certain other maps I've played, but encounters are BRUTAL. Possibly not beatable without luck being on your side if played on UV. Recommended you pick one of the elite loadouts (Demolitionist, Exterminator, Huntsman, Veteran) to give you the edge you need. Includes custom monsters based off those in Quake that won't cause any conflicts with Scavver's Paradise. Flashback to Hell) A fair challenge overall. Maps are fun, well laid out, and have enough familiarity to them that you know what they're based on, yet are fresh enough to feel new. Supplies aren't too hard to come by, and if you're good at hunting for secrets you'll be able to keep a fresh supply of high quality armor for much of the later levels. Genesis of Descent) A sprawling set of levels, almost Metroidvania-y with how wide the levels are and how they progress. Ammo is relatively generous, though do be sure to focus on melee combat whenever possible, and save your explosives as best as you can. Health, however, is a rarity, and how boned you are will depend on the luck of the dice, as if the health items aren't spawned in your favor you're going to find yourself save scumming. Ends with a fairly difficult cyberdemon boss fight that may not be beatable without cheesing. What helps in this map's favor is the lack of chaingunners, being a Doom 1 map set. Hellbound) Early levels can be a bit annoying given how you don't find a backpack until map06, but the constant need to scrounge for ammo is great. Map07 is a forced pistol start (You'll start with your chosen loadout's starting gear,) and the next few maps from there are a damn blast, IMO, though be sure to hoard your high caliber ammo and explosives as much as physically possible. Map07 features many high-health monsters and a limited amount of explosives, and map08 has even more high-health monsters, including a spider mastermind that is guarded by two barons of hell. Map15 is the turning point where it goes from a fun, if brutal, romp through infested facilities into an absolute bloodbath. Gets almost slaughterfest-y later on. May not be beatable. Lost Civilization) Supplies are quite plentiful and often times by the end of map02/into map03 I find I'm flush with ammo. Even when I jack the ammo despawner to 80% despawned and health to 75% I am loaded with supplies. It is very much needed given the HIGH enemy counts. Keep a scoped weapon handy given how wide and massive environments can be, and be prepared for lengthy sessions as certain maps can take upwards of an hour to beat if you're secret hunting and scrounging for resources. Struggle: Antaresian Legacy) Insanely well designed levels with great action, though this is what you should play if you want to just have fun with the monsters and guns. Ammo, health, and good armor are in PLENTIFUL supply, to the point that by map06 I was spending more time trying to figure out what guns I want to use than I was spending time finding ammo, and you will never have to worry about your armor breaking with how many repair batteries spawn. Despite this abundance, encounters can be difficult with how enemies are used and how the levels are designed. Neodoom: Gold Edition)NOTE: You will have to make some major modifications to this to remove all of the custom weapons, monsters, and items. I looked into if there were ever any uploads of a mod compatible version of this map set but haven't been able to find anything. Might make an upload myself if I can do so with Daniel's permission. REGARDLESS. The maps are relatively standard in design and may feel a bit dated, but the usage of custom textures alongside themed maps lend this map set to have the feeling of progression, like you're partaking in an adventure through demon infested Earth rather than a set of sprawling maps that aren't very connected environment-wise. Certain encounters can be absolutely brutal, but you're usually stocked with enough supplies and enough room to navigate and avoid damage. Keep an eye out for secrets, as certain encounters absolutely require these secrets (the last fight in Map07 is downright insane without abusing health, damage resistance items, and the secret invulnerability sphere.) Upgrade items will be found in plentiful supply, so this is a good map set if you want to play around with those. Oblige, enhanced with ObAddon) A random map generator. ObAddon builds off the last build of Oblige and adds TONS of cool shit to it. Maps with ObAddon are surprisingly well detailed, though you'll have to work with the program to make sure you don't get too many or too few supplies. Enemy encounters, being random, are not guaranteed to be fair and work with Scavver's Paradise's style of gameplay. Obsidian) A fork of ObAddon which has since had its development stopped. Obsidian builds off what ObAddon put on the plate and is offering more. Haven't tested it much just yet. Unfamiliar) A grounds up reimagining of all four episodes of the Ultimate Doom, with a focus on atmospheric level design and making heavy usage of GZDoom features. Gets spicy as levels progress, with some encounters being difficult enough that survival isn't a guarantee. Slap on your favorite atmospheric horror music and enjoy a thoroughly ultra violent time.
Changelog:
Scavver's Paradise 3.1.2
WEAPON Changes:
* Hand grenades in the non-sticky mode deal much more impact damage. Grenades used to deal much more damage while in sticky mode since it spawns shrapnel directly into the bastard stuck with the grenade.
* Hand grenades are also less fat now, too.
* Due to bad coding (soz), broken shotguns could not be looted for ammo if you had over 100 shotgun shells in your inventory. Curse my inexperienced past self! This has been fixed.
* KS-20 Auto shotgun now spits spent shells after firing, making reloading less of a pain in the ass.
* New firing sound for the 4.6mm PDW.
* 12G Semi is now easier to unjam.
MONSTER Changes:
* Trites spawn less blood on death.
* 12G combat shotgunner now uses a 4.6mm pistol at range, rather than a 9mm.
* Added a few extra sound bytes for male zombies.
MISC Changes:
* Key bar SHOULD be properly centered in the HUD.
* Default Health, Ammo, and Armor despawn values have been adjusted. Supplies will be a touch easier to find overall, with emphasis on greater health drops.
* Player Speed has been bumped up a notch, and jump height has been restored to vanilla defaults. This should help the player feel less sluggish while still keeping the slower pace of the mod.
* Items should now be pickupable as soon as it is highlighted, rather than having to wait a couple tics.
* Somehow I forgot to make ammo boxes stop dropping 7.76mm magazines. Fixed.
Spoiler:
Scavver's Paradise 3: Rejuvenated
MAJOR Changes:
* Enemy bullet damage is no longer equal to player bullet damage. This has always made the mod ridiculously difficult in a way that has needed balancing for some time. A simple zombie shouldn't be able to knock off over 70 points of HP in one shot.
WEAPON Changes:
* Fire axe and sledgehammer have had their damages buffed.
* 7.76mm ammo has been removed from the game. 7.76mm weapons have all been rechambered to 9mm.
* 9mm Police SMG has a slower rate of fire and weighs slightly more.
* 9mm Combat SMG has a faster rate of fire and weighs slightly more.
* 9mm Stealth SMG weighs slightly more.
* 9x23mm pistols, 4.6mm pistols fire more rapidly in semi-auto mode.
* Pump action shotguns all fire and pump slightly faster. Same with the lever action rifle.
* 4.6mm ammo is easier to find.
* 7.8mm rifle, sniper, and DMR's damage have been boosted.
* 10mm and 12.7mm weapons have also been boosted in damage. Dear lord, do not get shot by zombies using these.
* Shotgun slugs have been buffed in damage.
* 9.5mm DMR has been buffed.
ITEM Changes:
* Medikits give more bandages (6). Bandages give 6 per roll.
* Medikits give two stims instead of one.
* Mili medikits give three stims instead of two.
MONSTER Changes:
* Husks are easier to gib with Slash weapons in their downed state.
* Zombies wielding rarer weapons spawn more frequently. This should help keep their guns and ammo in greater circulation.
* Helmeted soldier zombies have less health. Still tanky thanks to their armor, but less so.
* Cultist scouts, enforcers, and infiltrators have had their health dropped some.
MISC Changes:
* Speed decrease from weight has been modified to make movement feel less sluggish at lower weights.
3.0 Upgraded! UNRELEASED
As expected with a huge update, while I tried my best to document every noteworthy change, I've undoubtedly forgotten a few changes and fixes. Sorry!
IF I HAVE FORGOTTEN A CREDIT FOR A RESOURCE YOU MADE, PLEASE GET IN TOUCH WITH ME AND I WILL UPDATE THE CREDITS FILE.
MAJOR Changes:
* Ballistics) Every ballistic firearm fired by players and monsters alike fire projectiles, with bullet drop, differing muzzle velocities, and nonrandom damages.
NOTE: Weapon accuracy and ranges will ALL be DIFFERENT from what you're used to. The goal is ~pseudorealism~, not full realism. Muzzle velocity (bullet speed), flatness (bullet drop), and overall accuracy are based less on being a 1:1 emulation of how those guns would perform IRL, and more on how it would balance within Doom's gameplay. How often do you get into extended firefights at ranges past ~80 meters/4096 map units in Doom, anyway?
* NEW FIRING RANGE) Very basic indeed, but it'll do for if you wanna play with all the guns and test which ones ya like. Can also be used as a means of building your own loadout!
* LEDGE CLIMBING) The reduced movement speed undeniably gets in the way of platforming, especially if you're carrying a decent amount of stuff. This should be a nice workaround to that problem!
* To also make platforming a touch easier, you now get a bit of a speed and jump boost when you have your bare fists held out. Not exactly realistic, but y'all ain't complain when Counter Strike does it.
* MAJOR improvements to the monster roster. Rebalancing monster damage, adding and changing the roster to make it more interesting and varied, new monsters, the works.
* ALL armor has had its damage values changed yet again. Now armor piercing munitions REALLY makes a difference. Also shrapnel deals dedicated shrapnel damage as well, and I'm moving crossbows to dealing LargeCaliber damage since making them deal Pierce damage means Fatigue affects crossbow damage lol.
* New Damage Type: ArmorPiercing) To better emulate ballistics, there are four grades of armor penetration for firearms. In doing so certain calibers gain extra usefulness.
* New Damage Type: Magic) Certain demons don't fling fire or plasma, but magic instead! Often comes with debuffs or other properties to make them more dangerous, and you need special armor to defend yourself from this.
* Because of a revamping of the damage system, I've modified all armor and weapon PDA logs to be a bit easier to digest. No need to remember exact percentages. All ya gotta know is that Class III ballistic armor can deflect bullets pretty well.
* FINALLY improved the HUD! The scaling is no longer locked, and in general it takes up less screen real estate. (PUT INVENTORY BAR BOTTOM MIDDLE. MAYBE TOP IF IT WORKS BETTER)
* Ammunition has weight! Because of that the ammo cap has been greatly increased, since why not let you carry 30 magazines for a battle rifle?
* Upgrades have been revamped! Four slots for upgrades exist) Body, Torso, Arms, Legs. Upgrades can be swapped between as desired.
WEAPON Changes:
* A significant number of weapons have had a drop in damage dealt. I'd done this since it's trivial to take out bigger critters once you've got a decent supply of ammo for automatics. This should make explosive weapons more appealing.
* The old Compact Cell is gone. Sort of. The basic Energy Cell for most energy weapons uses its sprite for the sake of looking better on smaller weapons.
* ON THAT NOTE, Armor Charge Battery has been renamed to the Compact Cell. I intend on using these in smaller electronic devices in future. Currently the Armor Repairer, the new Stun Baton, the Power Fist, and the new Laser Pistol use these, but more may come!
* AND on that additional note, the armor charge cells now have a chance of spawning on large bullet and all cell spawns, and even appears in ammo boxes and harnesses.
* 5.56mm Ammo has been completely removed. All 5.56mm weapons have been rechambered.
* 6.5mm ammo has been renamed to 7.8x55mm Brimmington. No functional differences have been made to the ammo or the weapons chambered for it outside of better penetration.
* Because of the heavier caliber, the 7.8mm rifle has had its weight increased.
* 7.62mm NATO ammo has been renamed to 9.5x72mm Terran. No functional differences have been made.
* .357 Magnum ammo has been renamed to 10x33mm Magnum ammo. No functional differences.
* 6.2mm Bullpup Carbine has been rechambered for 9.5x72mm Terran. (ALSO NEEDS BETTER RECOIL CONTROL, ACCURACY, AND SEMI/BURST OPTIONS)
* ALL ballistic guns fire projectiles rather than using hitscans. This applies to zombies as well. Only hitscans that remain are lasers.
* Because of the above, I wound up rebalancing the shotguns a bit in regards to accuracy. They're generally more accurate now. Still "video game accuracy", but even the least accurate sawed off can be used at decent range.
* Also because of the above, all ballistic guns excluding buckshot-firing shotguns have no vertical spread. Just feels silly for bullets to hit ABOVE where you aimed.
* All guns now emit supersonic cracks when firing. Partly for extra detail, also so that you know when you're being shot at. Firing sounds also have considerably more range, too. Applies to players AND monsters.
* Explosions also now play three different sounds simultaneously. One close range, one medium range, one a distant muffled boom.
* ALSO also there's just more variety in the explosions now, too.
* 7.76mm SMGs now have magazine sizes of 64.
* The 7.76mm Police SMG now fires from an open bolt position. You cannot get +1 round in the chamber, and dry firing will require a bolt pull on reloading.
* 9mm SMG magazines bumped up from 36 rounds to 48.
* 6.2mm Burst Carbine, Scoped Carbine, and Light Bullpup Carbine have all had their weights increased slightly.
* 9.5mm weapons all weigh more to make up for their high damage and phenomenal armor penetrating properties.
* 9.5mm Carbine is now a proper combat rifle, with a lengthened barrel and better accuracy. 3.6 kilos.
* 9.5mm Bullpup Carbine is now actually good. Great recoil control, great accuracy, shame about the weight. 4.3 kilos.
* 9.5mm Battle Rifle has had its accuracy dropped a touch. 5.5 kilos.
* Reload sequences for ALL weapons have been modified. Generally weapons take longer to reload now, with bigger, heavier weapons being slower to reload. Reload sequence lengths are more consistent too. Emphasizes more thoughtful reloading and leans into the ammo harness's new role of speeding up reload sequences.
* Weapon damage randomization has been cut. (NOT FINISHED, REMOVE RANDOM DAMAGE FROM MONSTERS)
* Berserk'd damages have been balanced to be less absolutely fuckin' broken, holy shit.
* Melee weapons' damage now actually scales with the Player Damage CVAR. Whoops!
* Weapon PDA logs have all been modified. Damage, effective range, piercing power, and relative accuracy are all factors that are shown in the menu now.
* NEW WEAPON: 12 Gauge Hunting Shotgun) Some of the best accuracy you can find in a scattergun, with a big magazine to boot!
* NEW WEAPON: 9x23mm Marksman Pistol) An ancient classic given the graces of modern engineering, granting you the ability to put a 9mm sized hole in far away critters.
* NEW WEAPON: 7.76x25mm Stealth SMG) Compact, lightweight, and silent...?
* NEW WEAPON: 20mm Single-Barreled Cannon) The lightest weight explosive device available! A pain in the ass to reload.
* NEW WEAPON: Stun Baton) All I've got with me is a pistol and an electric prod... Actually this works out favorably.
* NEW WEAPON: 12G Double) For when you want the most accuracy possible in a shotgun and don't mind the extra lengthy reloading.
* 5.7mm LMG has new sprites! I'm punching myself for this after the hours of work I put into animating and coding the belt feeding out of the empty mag of the old sprites, but these new sprites look SICK.
* 9x23mm Compact SMG has new sprites! It's also open bolt, so you're not getting a magazine size of +1. Pulling the bolt back looks odd, I know. No visible charging handle and I couldn't add one that looks good, so we're going M3 Grease Gun method for resetting the bolt: JAM YER FINGER IN IT.
* Several weapons had issues where dry firing/selecting fire modes alerted monsters. Fixed.
* I've removed all fleshy NPCs' 1.5x weakness to BFG damage since like... Why, what was I thinking? Because of this, and because of BFG weapons just not dishing enough damage to justify their weight, I've bumped BFG damages up a fair deal.
* BFG9000 uses less charge per shot and releases more tracers on impact.
* Kicking with the BFG9000 out used to also lob grenades. Fixed.
* Small BFG balls fired from BFG9000's altfire/BFG3000 shoot out more tracers.
* BFG12000 projectiles dish out more tracers.
* Bug where swapping ammo types with the 12 Gauge Super Shotgun magically created ammo has been fixed.
* Dark Matter gun's black hole projectile deals more damage and lasts longer.
* 9mm Stealth Pistols are a bit easier to find.
* Ammo drops have been rebalanced a touch. Tried to make it such that piercing/high damage weapons are harder to supply ammo for, since they can absolutely wreck house compared to the more commonly supplied handguns and SMGs.
* 10mm Revolver fires a bit faster and has a new firing sound.
* 12.7mm Magnum fires a bit slower.
* Laser Repeater's battery capacity boosted to 75 shots per cell.
* Nitpicky change, 4.6mm PDW's firing sequence has been modified. Somehow I'd forgotten that the MP7's charging handle is non-reciprocating.
* Brass Knuckles upgrade has been, well, upgraded. Now they're taser knuckles. Don't ask how it works, just be glad they do.
* Explosives have been given a pretty significant boost in damage. Their launchers are heavy, and the ammo itself is quite heavy as well. To make carrying an explosive more appealing, they all do considerably more damage than before.
* Many weapons had firing states that occurred simultaneously with recoil states. This can result in missing shots because the gun bucked up before the bullet left the barrel. This has been fixed on all weapons.
* Many weapons didn't light up the environment when firing. Fixed.
* 9.5mm Battle Rifle has updated reloading animations.
* 10mm Lever Rifle had an issue where reloading an empty rifle would always load two bullets, even if you only have one bullet remaining. Fixed.
* 4.6mm Assault Pistol fires faster.
* 6.2mm Burst Carbine fires a touch faster in semi mode and has new firing sounds.
* 12 Gauge Compact Shotgun fires a touch faster now.
* 6.2mm ACR fires a touch faster in semi mode.
ITEM Changes:
* I learned how to make items weigh less than 0.1 kilo. All medical goods weigh less now, except for the blood pack, that weighs 0.6 kilos now. Gonna have to find a way to make that more appealing or useful.
* Military Stimpaks are now Antidotes. Minor bleeding cure, minor radiation cure, small bit of health gained, and a highly effective anti-parasitic.
* Military Medikits now carry two stimpaks, and only one Antidote.
* Saline pack has been removed. No need, honestly.
* Ammo Harness has been reworked! Since ammo is (practically) uncapped, ammo harness now speeds up reloads instead of expanding your ammo caps.
* Nanoweave Armor upgrade has been expanded!
=> Nanoweave Armor: Flat 15% damage reduction across the board. No longer reduces bleed/burn afflictions.
=> Ballistic Nanoweave Armor: 25% reduction to melee, shrapnel, and all bullet damage types. Reduces bleed affliction.
=> Thermal Nanoweave Armor: 25% reduction to melee, shrapnel, and all thermal damage types. Reduces burn affliction.
=> Explosive Nanoweave Armor: 25% reduction to melee damage, 50% reduction to shrapnel damage, and 25% reduction to both explosive damage types. Reduces bleed/burn afflictions.
* NEW UPGRADE: Recoil Dampener Bracers) The knuckles make for good punching, and these make for good shooting! Less recoil with a slight accuracy boost to boot.
* NEW UPGRADE: Jump Boots) Double the jump, double the fun! Take time to learn how to use these, jumping in Doom is a touch jank since you get no momentum control midair.
* NEW UPGRADE: BioMonitor Chest Rig) Cause hurting is healing! wut
* NEW TOOL: PCSX20 Pocket Blaster) An itty bitty teeny tiny demon frying machine. Single use, but you can carry multiple!
* Because of the new upgrades system, you now get a PDA log for each upgrade you currently have, save for backpacks since those are straightforward.
* New sprite for blast suit, which looks more like a blast suit than the old one.
* NEW ARMOR: Combat HEV Suit) The bigger, tougher brother of the CBRN suit.
* NEW ARMOR: Sneaking Suit) Mid-grade protection with a built in fast-charging stealth field!
* NEW ITEM: IED Kit) Attach to a 40mm grenade for a makeshift landmine! Careful not to kill yourself, these lack a friend/foe system like hand grenades and bouncing betties.
* NEW ITEM: Antibiotic Cream) Apply to your burns, cover up with bandages, can treat minor burns when Medigel isn't present. You HAVE to use a bandage to seal the wound, otherwise your burns cannot heal.
* Bouncing Betties now shoot out a series of cluster bombs to make them more useful than the lighter-weight IED kits.
* Explosive barrels are now pushable.
* Anything that gives you a speed boost using PowerSpeed no longer gives you the weird speed trail effect. I mostly play singleplayer, so I never noticed that til recently.
* Painkiller Overdose effect's slowdown effect has been bumped from a 0.5 multiplyer to 0.75 multiplyer. I never use the OD effect, myself, but that felt like a real harsh punishment from trying to maximize your damage resistance in emergencies.
MONSTER Changes:
* Several demon projectiles (Within the Imp-class, Caco-class, Hellknight-class, Baron-class, Arachnotron-class, Mancubus-class, and Revenant-class) now deal less damage overall. Enemies still hit hard, but I tried to keep things from being TOO bullshit (hell noble balls knocking out nearly half your health in one go was just bullshit).
* NEW MONSTER CLASS: Cultists) Humans who have gained favor with the forces of hell and have been possessed with dark spirits. They're mean, they're fast, they're incredibly aggressive, and unlike zombies? They actually know how to use their guns. And StimPaks.
* NEW MONSTER: 9x23mm Marksman Pistol Zombie) This zombie is proud of his fancy sporting pistol.
* NEW MONSTER: 12 Gauge Hunting Shotgunner) Better hope he doesn't snipe ya from afar with that accurate hunting shotgun!
* NEW MONSTER: Cultist Scout) God DAMN, that traitor's a good shot.
* NEW MONSTER: Cultist Enforcer) Bet you're not used to being sniped with a shotgun, are ya?
* NEW MONSTER: Cultist Infiltrator) Man, that stealth SMG is nice... Shame it's being used on you.
* NEW MONSTER: Cultist Marksman) God DAMN, this traitor's an even better shot.
* NEW MONSTER: Cultist Vanguard) These guys are happy to remind you the efficacy of a scoped assault rifle.
* NEW MONSTER: Cultist Assassin) Seems like this guy's taken his corruption to another level.
* NEW MONSTER: Hell Hunter) High-tech skeletal assassins sent to fry your ass.
* NEW MONSTER: Umbral Wizard) The Darkest of Dark Magics wielded by the Darkest of Dark Messiahs.
* NEW MONSTER: Warp Beast) Fuck, he spits out WHAT now?!
* NEW MONSTER: Lead Spitter) Just when you thought arachnotrons and chaingunners were bad...
* NEW MONSTER: Hellion) So sticky.
* NEW MONSTER: Acrid) Giant slithery sacks of goopy infectious shit. Keep your distance, especially when they die.
* NEW MONSTER: Champion Of Hell) The Hell Knight's badder, Magic damage-dealing brother. He is to the Knight what the Archon is to the Baron.
* Archon of Hell has sprite recolors and now primarily deals Magic damage.
* Watcher's weakener projectile now deals Magic damage.
* Arachnotwin's blinding ball deals Magic damage now.
* The Darkness has been removed, replaced with the Umbral Wizard.
* Cloaker has new sprites!
* Nightmare has been renamed to the Whisper. Wanna save the Nightmare name for something actually threatening.
* Monster health and resistance values have all been greatly modified. Some monsters will be easier to kill, some harder, some needing strategizing, and overall things are just a lot nicer and make more sense now.
* Related to the above line, shadow beasts have had their energy defenses raised. They're still extra weak to all plasma, laser, and BFG attacks, but it's not quite as severe.
* Imp Infestor has new sprites. Also, rather than flinging fireballs the Infestor flings balls of infection-filled goop.
* Imp Trite has been given new sprites and has a wider area of effect.
* Zombies that die from Void damage now properly drop items from their loot pool.
* Shotgunguy tier zombies now have 40 points of health.
* Chaingunguy tier zombies are back up to 60 HP, with chaingunners/LMG zombies/Cyberbrutes having 70/70/90, respectively.
* Zombies with 9.5mm weaponry are slightly more likely to spawn, and their ammo is a bit more likely to drop.
* Cacolich's radioactive ball and flame breath now deal less damage.
* Hybrid's enraged state has been slowed down considerably and, and their projectiles deals less damage.
* Cloaker's speed and projectile speed have both been reduced. Cloaker's projectile deals slightly less damage.
* Some Chaingunguy-spawned zombies wielding specialist weapons now have a chance of dropping 4.6mm magazines.
* Beam revenant damage has been nerfed. They also now have an audio cue before firing, and take longer to fire.
* 9mm zombies are more likely to carry compact pistols/marksman pistols, and can drop broken versions of such.
* Hectebus and Cybruiser both have new sprites.
* Watcher weakener balls, Arachnotwin blinder balls, and Archon of Hell attacks all now deal Magic damage.
* Hectebus projectiles now deal full radiation damage (Before they did Plasma impact damage, radiation splash damage)
MISC Changes:
* Some new effects have been included! I don't think I plan on adding any blood actors since Droplets is perfect, but new sound effects for pistol, rifle, shotgun, grenade, and 20mm cannon casings have been vastly improved. Bullets spawn fragments on impact, too.
* Previously, floors with Hexen water (splashes when you walk in it) would rapidly spawn splashes where the player walks. This has FINALLY been fixed.
* Scavenger loadout starts with six extra shotgun shells.
* Marksman loadout starts off with a Marksman Pistol and one extra mag for the rifle.
* Gunner loadout starts off with a Compact Pistol.
* Gunner loadout's Fire Axe has been replaced with a stun baton.
* Veteran loadout now starts with a 6.2mm Surplus Rifle, four extra shells, and two additional pistol mags. The security armor has also been replaced with a police vest.
* Exterminator loadout has six extra shells, an extra magnum magazine, and one fewer SMG mag. Also another frag grenade. Also also a bouncing betty.
* Huntsman starts with two incendiary crossbow bolts and another rifle magazine.
* Demolitionist's 40mm grenade rifle has been replaced with a 20mm single-shot launcher and 9 rounds. One additional SMG mag, and another two for the handgun. His axe has been replaced with a Power Fist. The plasma turret has been replaced with two IED kits and one of each type of 40mm grenade.
* Bleeding affliction deals less bleeding damage overall, but damage is received more quickly.
* Removed the old Armor PDA log and replaced the old Damage Types PDA log with one going into better detail about the improved damage system.
* Fixed glitch in which 12.7mm magnums would randomly spawn on the world.
* Fatigued affliction takes longer to take hold. No longer will you start a map, get hit once by a knife, and immediately become fatigued.
* Because of the new Antibiotic Cream item to help treat burns, burns are now a touch more common with more tierings of severity.
* Empty broken shotguns eject spent shotgun shells to give feedback that they're empty. (NOT FINISHED YET)
* Because it's easier to become infected thanks to a higher number of infecting monsters, it's now generally a touch harder to become infected.
CREDITS:
Many of the resources used in the mod are from other sources. Included in the .PK3 file is a credits list that I have done my god damndest to keep up to date. If I've forgotten to add something please let me know!
Special mention to Nash Muhandes for his awesome PDA starter kit mod, without which I'd have to force people to read the unnecessarily long manual that was once included in the .PK3 file.
Many thanks to argv for their wonderful Use to Pickup mod, which has finally been included in my mod. Should immensely help with keeping the player's pace nice and steady.
Also special shoutout to Jarewill for all his ACS script help! Without their help the dodging and weapon limiter systems would have never been able to be implemented.
Last edited by CaptainNurbles on Wed Jul 15, 2026 7:14 pm, edited 130 times in total.
Congrats on the release! Always good to see survival horror mods. Other than that, it won't work in LZDoom.
Also, the "5mmBoltRifle" has some of my works in there too, specially in the scope. The original edits can be found in Lowtech Remake and Aracnocide, while the original centered sprite was made by chronoteeth.
Done! Completely slipped my mind, thank ya for reminding me mate.
Dr_Cosmobyte wrote:Other than that, it won't work in LZDoom.
Also, the "5mmBoltRifle" has some of my works in there too, specially in the scope. The original edits can be found in Lowtech Remake and Aracnocide, while the original centered sprite was made by chronoteeth.
I've barely messed with LZDoom myself, having only used it back when I had a low powered Ubuntu laptop. What's the error in question? I'd test it right now but I'm unable to right this minute.
As for the uncredited credits, just got that taken care of, your name's now in the credit list.
EDIT:
Taking a look at how it works with LZDoom, and it looks like it's the PDA that's buggering things up, specifically the lil' tutorial message that optionally can appear if desired from the modder. I removed the offending code and it's fixed the LZDoom crashing without having any affect on gameplay. I'll be sure to upload a patch some time that also includes other things.
A new UPDATE is out! Not much in terms of new content, but some quality of life stuff has been added, plus a bit of balancing as well. Please be sure to give me your feedback so I can shape this mod into something worth playing!
* Magnum zombie is more likely to wield .45 pistol instead of .357 magnum (Increased from 1/8 chance to ~1/5 chance)
* Zombified PDW soldier is now guaranteed to drop 4.6mm magazine on death. 4.6mm mags are hard as hell to find, so this should help to make the PDW more useful.
* A PDA-related bug that caused the mod to crash when launched in LZDoom was fixed
* NPC armors have been swapped. Zombieman-class zombies wielding pistols now sport the ballistic-weave jacket, shotgunguy-class gunner zombies wear police vests, and chaingunguy-class zombies wear security armor. THIS IS POSSIBLY TEMPORARY, MERELY A TEST TO SEE HOW THE COMBAT FEELS WITH SUCH INCREASED DIFFICULTY. IF THIS IS NOT FUN BE SURE TO LET ME KNOW.
* Backpack was fixed to give recently added ammo types, and now has a chance to give rare ammo types (8mm sniper, 5.56mm LMG, 4.6mm SMG, 7.62mm rifle) in lieu of energy cells.
* Infrared now has a chance to be replaced with a reusable set of nightvision goggles. I'd like this to have a recharging battery but I haven't yet figured out a way to make it charge itself.
* BlurSphere now has a chance to be replaced with a reusable stealth suit that grants temporary invisibility.
* Dead armor repairer batteries have now been made to flip on their side, that way they are more visibly identifiable as dead as opposed to the live ones which stand up.
* RadSuits are now replaced with a wearable version of itself. Lasts as long as you've got it on and can be removed as needed, but reduces speed when worn.
* 9mm rifle's fire rate and reload speed have been reduced.
* Blood fiend's attack speed and damage have been reduced
* ComputerAreaMap has been replaced with a PDA that functions identically but looks like a PDA with a custom pickup message and tag.
* Beam revenant's beam was weakened significantly. Kinda forgot to apply CBAF_NORANDOM to make it not deal shit tons of damage.
Last edited by CaptainNurbles on Mon Jan 18, 2021 12:36 pm, edited 1 time in total.
I'm not sure how to feel about the pistols. I'm fine with the armor values and such, but I feel like in terms of gameplay you end up just burning through a lot of pistol ammo on basic enemies. Overall I think I'd rather have less ammo in general, but more effective damage so it's more choosing between using guns and melee while saving the rifles and such for bigger enemies. Right now it feels like I'm just swapping through a bunch of different handguns using up all the shots and then deciding to use my blunt pipe because it's more effective. It might be me not using the damage types correctly too, though.
-Ghost- wrote:I'm not sure how to feel about the pistols. I'm fine with the armor values and such, but I feel like in terms of gameplay you end up just burning through a lot of pistol ammo on basic enemies. Overall I think I'd rather have less ammo in general, but more effective damage so it's more choosing between using guns and melee while saving the rifles and such for bigger enemies. Right now it feels like I'm just swapping through a bunch of different handguns using up all the shots and then deciding to use my blunt pipe because it's more effective. It might be me not using the damage types correctly too, though.
I tend to do fine with the pistols with my playstyle, though I personally tend to save them for groups of zombies and the occasional imp, myself. I doubt its not you using the damage types incorrectly since small caliber weapons will still fare decently against zombies wearing the ballistic weave jackets and somewhat adequately against the police vests. I'll toy around with the damage values some, first by normalizing the damages themselves to have less variation since it is a bit annoying that a gun can do anywhere between 7 damage and 21 damage, just as an example. If that doesn't change things much I'll play with buffing the pistols up on top of that.
Thank you for the feedback though!
Last edited by CaptainNurbles on Wed Jan 06, 2021 8:29 pm, edited 1 time in total.
Weapon damages have been normalized to have less variation in damage. Overall, guns are more damaging. As an example, the 6.2mm combat rifle used to deal either 15, 20, 25, or 30 damage per shot. Now it deals anywhere between 20 to 30 damage. All ballistic firearms have been affected. THIS ALSO APPLIES TO ZOMBIES. Also includes various fixes.
* 5.45mm Bullpup Sniper was made less accurate, a fair tradeoff IMO since it uses a common ammo and has a MASSIVE FUGGIN MAGAZINE.
* Weapon damage across the board has been normalized some. Less overall damage variation. Weapons will overall deal more damage. Weapons on slots 5, 6, 7 unmodified. THIS ALSO APPLIES TO ZOMBIES.
* Updated the Basic Advice log to explain why the hell the .22 pistol sometimes just doesn't fire.
* Berserk injector was increased slightly in size.
* Stealth Suit was changed to a cloaking device. Same functionality, just different appearance. Feels better to have it be a device you carry rather than a whole suit you wear on top of your armor.
* 10mm pistol zombie has had his burst attack slowed down.
* 20 gauge auto shotgun was made less accurate.
* 12 gauge double shotgun's alt fire sequence had its accuracy fixed (the left barrel fired much less accurately before.)
* Crossbow bolt damage was buffed and projectile was made smaller to prevent shot from being stopped by walls it should otherwise not even touch.
* Female rifle zombie's burst was lengthened (4 shot burst rather than 3 shot) but she takes longer to aim.
* .357 lever rifle's been fixed to do the proper damage type (how in the hell did I forget to change the damage type from pellet to large caliber?) Also had its damage randomization fixed.
* 5.56mm LMG was buffed and had its damage type fixed (it should now penetrate armor properly.)
* PDW zombie fires 4 shot bursts rather than 3 shot.
* 8.6mm sniper rifle had its scoped damage fixed (used to be weaker when zoomed, how'd I forget that?)
* .45 magnum zombie is now guaranteed to drop a magazine on death.
* New rocket ammo sprite.
* Fixed an issue where certain zombies weapons had a range of 0.
* RadSuit is now properly replaced with the new HEV suit.
* Map PDA has been fixed to properly spawn. Also gives 1 random PDA log on pickup, written so that it gives you a document you've yet to pickup on that save.
Last edited by CaptainNurbles on Mon Jan 18, 2021 12:36 pm, edited 1 time in total.
Yeah that might actually be it if the damage variance is that high. Having it more set by the caliber would probably help it feel more consistent. I think making the guns a little more visually distinctive might help too, since there's the revolver, then a bunch that look almost the same other than the high capacity one.
Excellent gameplay mod! The guns feel nice and punchy, the monsters fit well, and overall the mix of resource management and having to cut down zombies with an axe is pretty enjoyable. Only real suggestion I have is maybe an integrated flashlight, but besides that, major props!
-Ghost- wrote:Yeah that might actually be it if the damage variance is that high. Having it more set by the caliber would probably help it feel more consistent. I think making the guns a little more visually distinctive might help too, since there's the revolver, then a bunch that look almost the same other than the high capacity one.
I was going to say that the guns feel distinctive enough to me, but that's probably because I've gotten intimately familiar with them in the 2 months it's taken me to make this mod lol. Not sure how I could go about making them more distinct between one another besides doing up new sprites, but I've tried making sprites from scratch before, it looks awful.
That0neBr075 wrote:Excellent gameplay mod! The guns feel nice and punchy, the monsters fit well, and overall the mix of resource management and having to cut down zombies with an axe is pretty enjoyable. Only real suggestion I have is maybe an integrated flashlight, but besides that, major props!
Thank you, man! I can't say that I've got the technical knowhow to integrate a flashlight into the mod (TRUST ME I'D LOVE TO,) hence why I've thrown in a link to DarkDoomZ since it does come with a fantastic flashlight. Plus the whole darkness thing can be turned off entirely with it.
From the quick run i had, i can honestly say the sound department has a warm blanket on the back. Excellent punchyness for the sounds. But i would need to play it further to discover bugs and anything else. Keep it coming, i am really liking it.