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Its been 10 years since the Demons invaded Earth. Mankind is in a losing battle for survival. In that battle, one team of elite soldiers sees more action and more success than entire platoons. They get sent in when the brass needs...
Requires GZDoom 4.12.0 or newer The mod modifies barrels and may break death exits and other map scripting. If you run into this issue or suspect it may be happening, there is an option to restore vanilla barrel behavior
Feet On The Ground is a hardcore tactical-ish mod with elements of weapon maintenance, slow healing and careful gameplay. You will need to use your wits and tools successfully to survive. Each member of the team uses weapons developed from their country of origin, and has different strengths and weakness. The characters can not use each others weapons; cybernetic DRM prevents it.
As you use your guns, they get damaged and dirty. Regular maintenance is required to keep them in fighting shape! If a part of a gun falls below 35%, it can no longer be maintained and must be replaced with a Repair Kit. The most you can clean a gun is based on the total health of its parts, and the parts can only be repaired to 85%.
There is a weight and stamina system. You can store items in a rucksack to carry them past your carry capacities, but they still count towards weight.
There is a bodily damage system. Different body parts incur different penalties when they take damage.
Gun and Movement Controls
The Use key must be used to manually pick up items. Ammo is stored in boxes that also must be activated to open.
You can slide by crouching while sprinting.
You can mantle by holding Jump.
Alt Fire is weapon functions. This usually does nothing or works the action.
Zoom drops your gun and draws your pistol. You can interrupt the start of reloads and weapon maintenance with a pistol draw.
User 1 throws grenades. Hold it to throw a Flashbang instead.
User 2 is weapon maintenance. While in maintenance, Main Fire skips to the next step and Alt Fire ends it prematurely.
User 3 drops ammo for your gun
User 4 unloads and drops your gun
You can see these controls in game at any time by holding the USE and ALTFIRE keys at the same time
The Team
Spoiler:
- Helga, The Russian -
Name: Nadia [REDACTED]
Codenames: Hel, Valkyrie, Queen Kong
Cyber Percent: 0%
Demon Percent: 0%
Athleticism: 5
Status: Active
Specialty: Sniper Rifles
Pros: Full effect from magical items and medical items, fastest gun handling
Cons: Lowest physical stats, slowest healing
- John Smith, The American -
Name: [DATA EXPUNGED]
Codenames: Grim Reaper, Million Dollar Man
Cyber Percent: 50%
Demon Percent: 0%
Athleticism: 3
Status: Active
Specialty: Pistols
Pros: Well rounded, bonus effect from healing items
Cons: Low effect from magic, no strong skills
- Wilhelm Stroheim, The German -
Name: Wilhelm Stroheim
Codenames: Tinman, Terminator, Cyborg, various movie robots
Cyber Percent: 96%
Demon Percent: 0%
Athleticism: 1
Status: Active
Specialty: Machine Guns
Pros: Extremely high physical stats, best healing, fastest healing, detailed HUD
Cons: Magic items have greatly reduced effect, slowest gun handling, detailed HUD
- Ofek Avadaan, The Israeli -
Name: Ofek Avadaan
Codenames: Demon, Devilman, Cerberus, Dan
Cyber Percent: 0%
Demon Percent: 50%
Athleticism: 2
Status: Active
Specialty: Shotguns
Pros: Strongest effect from magic, imbues explosives with fire magic
Cons: Reduced healing from medical items
- Father Ward, The Italian -
Name: John Ward
Codenames: None (Not a UAC agent)
Cyber Percent: 0%
Demon Percent: 0%
Athleticism: 0
Status: Active
Specialty: None
Pros: Access to unique holy weapons, full effect from magic and medical, fast reloads
Cons: Lowest stats, slowest move speed, least athletic
The Weapons & The Gear
The Team uses recreated weapons from the past, modernized with nano-tech to successfully interface with the weapon status hardware of your gloves allowing status reports to be displayed on the HUD of your helmet. Using the same copy of a weapon increases your Familiarity with it, granting various benefits.
Items are not used from ZDoom's inventory system, instead slots 8, 9 and 0 are for using and managing them.
Spoiler:
Slot 1 - Melee
Punch with Main Fire. Can be held to auto punch. Costs stamina. Damage scales with Demon Level and Cyber Level. Speed scales with Athleticism.
Slot 1 - Rucksack (Low Priority)
Allows you to store ammo and gear to carry more than your capacity. See on screen instructions.
The pouches and the ammo they govern are as follows
Small Magazine: Pistol, SMG
Large Magazine: Rifle, Sniper, CAWS
Shell: Shotgun shell
Explosive: Frag Grenade, Flashbang, 40mm, PIKE
Machine Gun : Machine Gun
Medical: Medikit, Stimpack
Tactical Explosive: Claymore, C4
Slot 1 - MOLLE Manager (Lower Priority)
Allows you to drop pouches to manage your ammo and gear capacities. See on screen instructions.
Slot 2 - SMG
Russian: PP-2000
American: Vector
German: UMP45
Israeli: Uzi
Italian: PMX
Slot 3 - Shotgun
Russian: TOZ-34 - Alt Fire fires both barrels at once
American: Mossberg 590 - Alt Fire pumps
German: CAWS - Alt Fire loads new magazines
Israeli: Remington 870 - Alt Fire pumps
Italian: Benelli M4
Slot 4 - Assault Rifle
Russian: AK-12
American: M4A1 with M203 - Alt Fire switches controls between the M203 and the M4A1
German: G36KA4
Israeli: ACE-21
Italian: AMX-160
Slot 4 - Sniper Rifle (Low Priority)
Russian: SVD - Alt Fire toggles scope
American: FD388 - Alt Fire toggles scope
German: WA2000 - Alt Fire toggles scope
Israeli: Tavor 7
Italian: AMX-200 - Alt Fire toggles scope
Slot 5 - Launcher
Russian: RPG-7
American: China Lake - Alt Fire pumps
German: M320
Israeli: Fireball magic
Italian: Bible with rosary
Slot 6 - Machine Gun
Russian: Pecheneg
American: M60
German: MG4
Israeli: Negev
Italian: Minimi
Slot 7 - Super Weapons
None
Slot 8 - Tactical Gear
Main Fire: Claymore. Plant a claymore that explodes and spray shrapnel at enemies in its line of sight.
Alt Fire: C4. Plant a demo charge. Deals heavy explosive damage but doesn't explode until detonated. Can destroy doors and walls.
Reload: Detonate C4. Detonates ALL planted C4 charges.
Zoom: Draw Sidearm
Weapon State 1: Throw Grenade
Weapon State 2: Throw Flashbang
Weapon State 3 : N/A
Weapon State 4 : Toggle Drop Mode. In drop mode, the controls drop the gear instead of using it
Slot 9 - Medical Gear
Main Fire: Medikit. Combination of nanobiotech and medicine can recover even mortal wounds. Slow to apply and slowly heals you a great amount. Heals bodily damage. Holding still increases healing speed, while running too fast reduces it.
Alt Fire: Stim pack. Quick application of nanobiotech and stimulant. Quickly recovers a small amount and increases strength and stamina for a duration.
Reload: Health Bonus. The Team carries indestructible flasks that seem to hold a large amount of whatever liquid is in these. Heals the body beyond its limits, increases capability as it does so.
Zoom: Draw Sidearm
Weapon State 1: Armor Bonus. These strange plates fuse together into one weightless plate. Only works if you already have armor on.
Weapon State 2: Berserk. Throws the user into a rage, but greatly increases physical strength, pain tolerance and grants health regeneration.
Weapon State 3: Radsuit. Radsuits are good for 5 minutes, afterwards they will be discarded.
Weapon State 4 : Toggle Drop Mode. In drop mode, the controls drop the gear instead of using it
Slot 0 - Magical Gear
- Magical Items are demonic in origin and should be used with extreme caution. The Corruption of the body and soul is unavoidable and cannot be cleared in the field. Agents should be aware that conversion into a Demon is a very real threat! -
You can only carry one of any magic item.
Main Fire: Invulnerability Sphere. Turns you invulnerable.
Alt Fire: Blur Ring. Obfuscates the vision of any who look at you, and protects you from harm.
Reload: Mega Sphere. Grants you magic armor and greatly fortifies your health.
Zoom: Draw Sidearm
Weapon State 1: Computer Map.
Weapon State 2: Drops any Night Vision Goggles.
Weapon State 3: Drops a Repair Kit.
Weapon State 4: Toggle Drop Mode. In drop mode, the controls drop the gear instead of using it.
Please note, this mod is very much in an Alpha state. This means some things may be buggy or janky. Please keep that in mind.
Can't say I'm of fan of having to maintain my lead dispensers, but outside of that the gunplay feels GREAT
Excellent work, more high quality tactical doom mods are always rad!
I played a few levels, and I liked it. But I think that gun maintenance feels too trivial, since it doesn't cost anything in resources. It would also be nice to have explanation on what the HUD elements mean
I'm giving it a go on memento Mori and I have to suggest, less weapon degradation, and making repair kits a rarer spawn. As it currently is, having to clean an assault rifle after one or 2 magazines is very unrealistic. Also, shotgun shells are overly abundant. Not only do Shotgunners drop shells around them when they die, but if you really wanted to, you could unload the shells from the various shotguns that will drop from enemies in maps. Although I do find it amusing that carrying a little over 500 shells, is about as encumbering as a single medkit, and no, I didn't have to unload the dropped shotguns to amass that much ammo.
Also I'd suggest a key command for stripping a weapon prior to picking it up, so you don't have to constantly drop your good weapon, pickup the new one, press the unload/drop weapon key, rinse and repeat 20+ times. Scavver's Paradise does something similar to that where you can press a key to unload and scrap a weapon when you use the default pickup bind.
Other suggestions and hopes for the future would be the following: Randomized weapon quality upon pick-up, non-floating weapon drops, as you already mentioned, you're working on more sprite-work for held weapons, etc. I'm really loving what's available so far.
Brohnesorge wrote:
Wilhelm Stroheim, The German
Name: Wilhelm Stroheim
Codenames: Tinman, Terminator, Cybog, various movie robots
Cyber Percent: 96%
Demon Percent: 0%
Status: Active
Specialty: Light Machine Guns
I see what you did there. I knew he didn’t die at Stalingrad in 1943- they rebuilt him, changed his name and froze him 200 years later!
This mod is really detailed and makes you think the best method to maintain your weaponry or else they might get broken and soon they'll break you at critical times. Also i kinda like the idea of having texts to indicate health and armor instead of number. I'd prefer the number, but this is doable.
Spoiler: And so i tinkered around with the weapons and stuff and here are things to point out.
- First of all, i basically can reload my weapon while the mag is already full. To top it all, it slowly decreases condition. It can be a tactical choice, but i found it weird.
- I think TOZ-34 Break Action Shotgun needs more powerful Alt-Fire sound effect. And about Shotgun based weapons, why aren't they giving me the fully loaded ones? They're all empty.
- SVD-63 Sniper Rifle has some weird things: It takes a while to zoom in or out and when i zoom, the weapon sprite itself doesn't disappear at all.
- PP-2000, MG4, MP7, XM8, M60E4, Kriss Vector, PKP LMG are ridiculously accurate, making Sniper Rifles really trivialized.
- Mossberg 590 Shotgun has the same accuracy problem but when i hold reload key while it's fully loaded, the player flaps with it.
- AK-12 Rifle's 2-Burst mode makes the gun itself turn into other gun i that never heard of.
- I'm not really a Gun Nut, but i have to cock M24 Sniper Rifle after reloading even though i saw the player actually opening, and closing the chamber.
- Except WA2000, Pistol and M320, Wilhelm Stroheim's overall weaponry have visible delay before firing for some reason.
- Any idea why Megasphere and Computer Area Map is really tiny unlike the spotty Soulsphere?
- Repairing takes a long, long time. Wish it was slightly fast.
And there we go! Good mod overall. I really dig the various and satisfying sound effect!
Last edited by Captain J on Sun May 16, 2021 4:43 am, edited 1 time in total.
I actually had another idea since there's so many weapon drops.
Instead of scavenging repair kits from random backup + ammo spawns, what if you salvaged weapon parts off other weapon drops themselves? And instead of upgrading your reload/cleaning/ weapon proficiency through the use of a single weapon, tie it instead to how much you utilize the weapon type. It doesn't really make sense from a technical point that you can only become an expert using the EXACT weapon you've been using all along, if all the weapons around are completely the same.
Maybe another way to balance that would be with proficiency drop-off if you don't use the weapon very often. And repair kits can instead be a different pickup used to upgrade weapon proficiency.
For example: as the female Russian character I primarily used the shotgun. There was ammo all over the place for it, and I rarely had to repair anything. Just a lot of cleaning. As I kept using that weapon I noticed very rapidly that I decreased the time it took to clean and maintain that weapon. But that was just with the shotgun, because I never had to empty other shotguns because of the abundance of ammunition for it, so I never had any need to drop the shotgun from my inventory.
However, when emptying magazines from other machine guns and submachine guns, I would constantly have to ditch my good weapon in a certain spot so I didn't accidentally lose the machinegun, submachine, etc. that I'd already been working on upgrading. It feels a little pointless to have that leveling system be tied to specifically ONE weapon of that type. It would be more convenient and better balanced to have random weapon and part durability on pickups, and use repair kits as upgrade kits instead.
I love the idea of this mod because it takes heavily from Hideous Destructor without being the Keybind Hell that is HD. I absolutely can't play that mod because I have tiny hands, just like the old Burger King commercials!
Finally checking in to respond to you guys' feed back. I'm glad everyone is enjoying the mod for the most part, even if the Maintenance isn't the most popular, which I was expecting. I will say this: as it stands right now I have no plans to change it in any capacity. Now for specific feedback...
cdru wrote:I played a few levels, and I liked it. But I think that gun maintenance feels too trivial, since it doesn't cost anything in resources. It would also be nice to have explanation on what the HUD elements mean
I'll get around to making an image guide for the HUD soon-ish.
Doomguy914 wrote:I'm giving it a go on memento Mori and I have to suggest, less weapon degradation, and making repair kits a rarer spawn. As it currently is, having to clean an assault rifle after one or 2 magazines is very unrealistic. Also, shotgun shells are overly abundant. Not only do Shotgunners drop shells around them when they die, but if you really wanted to, you could unload the shells from the various shotguns that will drop from enemies in maps. Although I do find it amusing that carrying a little over 500 shells, is about as encumbering as a single medkit, and no, I didn't have to unload the dropped shotguns to amass that much ammo.
You actually can't unload dropped shotguns, as a balance thing for mutliplayer. I'll look into balancing out the shell drops however; I also end up with an over abundance of shells
Also I'd suggest a key command for stripping a weapon prior to picking it up, so you don't have to constantly drop your good weapon, pickup the new one, press the unload/drop weapon key, rinse and repeat 20+ times. Scavver's Paradise does something similar to that where you can press a key to unload and scrap a weapon when you use the default pickup bind.
I'll look into this, but no promises
Other suggestions and hopes for the future would be the following: Randomized weapon quality upon pick-up, non-floating weapon drops, as you already mentioned, you're working on more sprite-work for held weapons, etc. I'm really loving what's available so far.
This has been suggested a couple of times, and I've been looking into how exactly to execute this. This should actually be a thing in a coming update.
Captain J wrote:This mod is really detailed and makes you think the best method to maintain your weaponry or else they might get broken and soon they'll break you at critical times. Also i kinda like the idea of having texts to indicate health and armor instead of number. I'd prefer the number, but this is doable.
Spoiler: And so i tinkered around with the weapons and stuff and here are things to point out.
- First of all, i basically can reload my weapon while the mag is already full. To top it all, it slowly decreases condition. It can be a tactical choice, but i found it weird.
- I think TOZ-34 Break Action Shotgun needs more powerful Alt-Fire sound effect. And about Shotgun based weapons, why aren't they giving me the fully loaded ones? They're all empty. Empty shotguns on drop was a design choice made because all the shotguns have vastly different capacities and don't operate on a magazine system. The weapon spawns dropping ammo is to make up for this.
- SVD-63 Sniper Rifle has some weird things: It takes a while to zoom in or out and when i zoom, the weapon sprite itself doesn't disappear at all. Intentional
- PP-2000, MG4, MP7, XM8, M60E4, Kriss Vector, PKP LMG are ridiculously accurate, making Sniper Rifles really trivialized. They have realistic spreads, which means they are all super good at Doom ranges. Snipers are meant to be used in super niche situations.
- Mossberg 590 Shotgun has the same accuracy problem but when i hold reload key while it's fully loaded, the player flaps with it. Intentional. I like to flap around while I hump walls for secrets
- AK-12 Rifle's 2-Burst mode makes the gun itself turn into other gun i that never heard of. Oops. Oversight on my part when updating to the new sprites. That's the old sprite.
- I'm not really a Gun Nut, but i have to cock M24 Sniper Rifle after reloading even though i saw the player actually opening, and closing the chamber. I need to research more into the M24, but I think you're right and it shouldn't have to do this.
- Except WA2000, Pistol and M320, Wilhelm Stroheim's overall weaponry have visible delay before firing for some reason. Intentional. His handling and trigger delays are really long to compensate for his high states. He has to adjust his grip strength so he doesn't just smash the gun when he pulls the trigger.
- Any idea why Megasphere and Computer Area Map is really tiny unlike the spotty Soulsphere? Oversight.
- Repairing takes a long, long time. Wish it was slightly fast. 100% intentional. It used to be even longer, but the more you have to repair, the longer it takes. Repair often.
And there we go! Good mod overall. I really dig the various and satisfying sound effect!
Doomguy914 wrote:I actually had another idea since there's so many weapon drops.
Instead of scavenging repair kits from random backup + ammo spawns, what if you salvaged weapon parts off other weapon drops themselves? And instead of upgrading your reload/cleaning/ weapon proficiency through the use of a single weapon, tie it instead to how much you utilize the weapon type. It doesn't really make sense from a technical point that you can only become an expert using the EXACT weapon you've been using all along, if all the weapons around are completely the same.
The parts idea is actually in the works, but the entire point of the Proficiency system is to give incentive to keeping and repairing the same weapon instead of just tossing and grabbing new ones all the time. So I don't plan on changing it.
Maybe another way to balance that would be with proficiency drop-off if you don't use the weapon very often. And repair kits can instead be a different pickup used to upgrade weapon proficiency.
An interesting idea. Let me write this one down, just in case.
For example: as the female Russian character I primarily used the shotgun. There was ammo all over the place for it, and I rarely had to repair anything. Just a lot of cleaning. As I kept using that weapon I noticed very rapidly that I decreased the time it took to clean and maintain that weapon. But that was just with the shotgun, because I never had to empty other shotguns because of the abundance of ammunition for it, so I never had any need to drop the shotgun from my inventory.
However, when emptying magazines from other machine guns and submachine guns, I would constantly have to ditch my good weapon in a certain spot so I didn't accidentally lose the machinegun, submachine, etc. that I'd already been working on upgrading. It feels a little pointless to have that leveling system be tied to specifically ONE weapon of that type. It would be more convenient and better balanced to have random weapon and part durability on pickups, and use repair kits as upgrade kits instead.
I love the idea of this mod because it takes heavily from Hideous Destructor without being the Keybind Hell that is HD. I absolutely can't play that mod because I have tiny hands, just like the old Burger King commercials!
And I think that's mostly everything. I am still working on the mod, don't worry, just very slowly. 0.0.2 is looking to be mostly just sprite updates (largely placeholders) and maybe some minor tweaks to drops here and there.
The thing I'd focus on for now is the balance of cleaning and repairing weaponry. Like I said going through 1 or 2 magazines should not degrade a weapon that quickly. That would be where the rarity of repair kits comes into play, and would actually force the player to drop high-proficiency weapons that have fully degraded in order to be able to keep fighting.
What I do like about how you have things so far is that very often, dropping your weapon to unload another one, makes the gun a little dirty. However, as it stands now, cleaning the weapon after every encounter is purely tedious and really stunts a lot of engagements. Perhaps adding a separate pick up for repair kits and CLEANING kits and having cleaning by hand only able to reach a certain maximum would be a way to balance it. Make weapons get dirty at a slower rate, but actually make a penalty for not keeping it as close to 100% cleanliness as possible.
Also this is a deal breaker. The player is too tall compared to the regular height scaled for Doom maps! Having to duck to enter doorways isn't too much of a problem, but when you have to keep your momentum of running in order to reach another floor, then it breaks some maps. Sometimes I'll even get caught in outdoor areas on the ceiling height.
Just popping in to say I'm putting the final touches on Ofek, then I'm gonna release 0.0.2. But I ran into a problem and made a poll on how I'm gonna work around it. See, I found a Negev model but it isn't rigged, so I have one of two ideas to work around this. Hence the poll.
Other stuff to look forward to is a new heat system, new weapons, normalized heights and a BFG.
Edit: Now that I'm home and not typing on my phone, let me elaborate more on the two options
With the first option, Ofek doesn't have the proper training to actually reload the Negev, so he just uses it until its out of ammo, then tosses it. To make up for it, he enchants the rounds with his Hellfire to make them explode for mild damage in a small area. Additional ammo drops will extend the current Negev he is using, but it has to have at least one bullet in it; he can link the two belts together, but not load a new belt into the gun.
The second options doesn't have the Hellfire rounds, but has a traditional reload with no animation, because an animation can't be made, so it will just dip off screen, make some sounds then come back on screen reloaded. With this additional ammo drops behave as expected.
General
-Added new hands to Wil's weapons
-Added screen indicators for repairing weapons
-Ofek Avadaan, the Israeli, added!
-Explosive weapons now properly generate heat
-Raised heat damage threshold
-Grenades now bounce if a TERRIANS lump is present
-You now regen health as long as meds are in your system
-Character heights are now vanilla, thanks voodoo dolls
-Gravity is added based on weight
-Archmage BFG added!
-Super Ammo added!
-Reduced heat degeneration of all weapons
-Added a shader to NVG
Helga
-SVD now has weight
-SVD now has hands
-SVD aimpoint resized and repositioned
-Removed firemodes from weapons
John
-M60 now has a proper unload animation
-New weapon added, the China Lake grenade launcher
-Sniper is now the XM500 AMR
-Mossberg pellet count increased by 1
-Mossberg now pumps slightly faster
Obvious biggest thing is Ofek is now in the game! He's uh, pretty damn strong, so make sure you check him out! John got some new tools too, with the XM500 replacing his sniper and gaining the China Lake grenade lawn chair.
So what's next? Well, a new health system I call Bodily Damage, special Field Enhancements at max Familiarity, Corruption from using magic items and a total overhaul of the maintenance system to have more player involvement.
It's funny, i envisioned something very similar for lethaldoom ultra, a very not even alpha mod i've been working on for like 3 years that, sadly, will probably never reach the light of day.
if you would like some free sprites, you're welcome to use what i have so far... pm me.
as for your mod, I think it is very nice, but vanilla monsters are not a great pairing with this mod - not sure what you would recommend.
I think most of the issues with this mod if i have many are the sprites, and the lack of a zoom feature - a realism mod you should HAVE to look down the sights for accurate fire.
But i really like this mod, i look forward to updates, and i think it's time that another tactical mod besides hideous destructor comes out like this and changes things up a bit, but not too much.
It's not that crucial, but I can suggest you to compress *.wav sounds into *.ogg ones.
I mean, that overall quality not gonna drop drastically, but entire size can be reduced from ~102 Mb straight to ~67 Mb...
By the way, this mod is very cool, dude! Is this a successor of "Soldier Z" or just parallel project?
Also, how can i drop ammo and some medicine? I grabbed it so much that it dramatically pinned me down to the ground.