Spoiler:
Tactical is not equivalent to slow. i do realize doom's default runspeed is crack like so there absolutely is room to slow down, but i think running at a little more than the walk speed could be good, and half the walk speed or so without actually breaking gameplay too much yet significantly slowing the game down to cause you to think.
PIckups and body searching are neat, but doom depends on auto pickup sometimes, as well as having a lot of items in general. I'd say any bonuses or powerup spheres should auto pick up, but everything else should have to be picked up manually.
Doomguy might not need nor should be able to pick up every weapon on the map, but i went to map 30 and picked up a chaingun and bullets and that pretty much just ate up all my weight limit. that seems excessive. 100 pounds is a lot of weight and generally what a soldier carries around these days, but i just dont see a chaingun and ammo weighing 80 pounds. even if it did, this is a game and so i think doom guy should have the weight to carry a primary, a secondary, and a special.
I honestly couldn't get far enough with the balance and such as it is now to really give it a thorough playthrough like i wanted to, but that's my view on things for now. I'll be sure to playtest more as things are tweaked more and more.
Skeletal Doom 1.07d
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Skeletal Doom 1.03k
Well basically I would say this just need to break out on its own a little bit to add some spice, and...
Spoiler:
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Re: Skeletal Doom 1.03k
Hello Crudux Cruo, thank you once again for your excellent feedback!
Spoiler:
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Re: Skeletal Doom 1.04a
I've updated Skeletal to version 1.04a:
+ The maximum carry weight has been increased to 50kg.
+ Only the corpses of Zombie- and Shotgunguys, Chaingunguys, Mancubus, Revenants and Arachnotrons (as well as their skeletal counterparts) will be lootable and carry weapons or ammunition.
+ Velocity and handling of the Doomguy has also been tweaked and adjusted for faster and more fluid movement. It actually feels better and the pacing is still in line with my original ideas. (thanks Crudux Cruo)
+ Bonus items such as the armour or health bonus, megasphere, incinvibility etc. are now auto pickups which adds to the flow and makes the gameplay more fluid (thanks Crudux Cruo)
+ Weights of ammo, weapon sand items has been tweaked to further reduce overall load. Together with the additional carry weight this balances the game a bit better and allows for more variety in the carriable arsenal.
+ The maximum carry weight has been increased to 50kg.
+ Only the corpses of Zombie- and Shotgunguys, Chaingunguys, Mancubus, Revenants and Arachnotrons (as well as their skeletal counterparts) will be lootable and carry weapons or ammunition.
+ Velocity and handling of the Doomguy has also been tweaked and adjusted for faster and more fluid movement. It actually feels better and the pacing is still in line with my original ideas. (thanks Crudux Cruo)
+ Bonus items such as the armour or health bonus, megasphere, incinvibility etc. are now auto pickups which adds to the flow and makes the gameplay more fluid (thanks Crudux Cruo)
+ Weights of ammo, weapon sand items has been tweaked to further reduce overall load. Together with the additional carry weight this balances the game a bit better and allows for more variety in the carriable arsenal.
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Re: Skeletal Doom 1.04a
Nice idea! I'm always happy to see something still under the same umbrella as something like Hideous Destructor, but not quite as intensive.
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Re: Skeletal Doom 1.04a
Just now coming back to Doom, will try this out when it's available! I always wanted to love HDest, but always felt it was a bit over-complicated for my personal tastes. This seems like it could be a little similar to a HDest-lite experience.
(I'm also a weirdo that likes realism in my Doom.....don't judge me
)
(I'm also a weirdo that likes realism in my Doom.....don't judge me

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Re: Skeletal Doom 1.04a
It's uploaded, thanks for your interest! However, it's certainly nowhere near an HDest and more of an experiment to explore some of its concepts, combined with various excellent community mods and ideas to create a combination of vanilla Doom gameplay and a few tactical and micro-managing components. Some of it is still in the making so I hope you'll enjoy the updated version 

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Re: Skeletal Doom 1.04a
I'm thinking of some ideas that could help with your mod. I tested the 1.03j and haven't played the newest one due to my busy university schedule.
1. Make an add-on that restores the original Doomguy speed. I personally don't like the slowness of HDest. Maybe put it in a menu switch somehow...
2. Bullet management for true realism and tactical.
3. Bullet types (Taken straight from Call of Doom mod, both old and new version, and there are a lot of them): 9x19mm, 45ACP, 44 Magnum, 50 Action Express, 12ga, 20ga, PDW (e.g.: FN 5.7x28mm, HK 4.6x30mm, 6.5x25mm CBJ, 5.56x30mm MINSAS, etc.), NATO 5.56x45mm, NATO 7.62x51mm, 5.56x39mm, 7.62x39mm, .338 Lapua Magnum, .30-06 Springfield, etc.
There are many things to come, and I still have some crazy ideas at hand.
1. Make an add-on that restores the original Doomguy speed. I personally don't like the slowness of HDest. Maybe put it in a menu switch somehow...
2. Bullet management for true realism and tactical.
3. Bullet types (Taken straight from Call of Doom mod, both old and new version, and there are a lot of them): 9x19mm, 45ACP, 44 Magnum, 50 Action Express, 12ga, 20ga, PDW (e.g.: FN 5.7x28mm, HK 4.6x30mm, 6.5x25mm CBJ, 5.56x30mm MINSAS, etc.), NATO 5.56x45mm, NATO 7.62x51mm, 5.56x39mm, 7.62x39mm, .338 Lapua Magnum, .30-06 Springfield, etc.
There are many things to come, and I still have some crazy ideas at hand.
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Re: Skeletal Doom 1.04a
It looks similar to more survival oriented mods like HDestructor or Scavver's Paradise. Even if is mostly a compilation of comunity mods, the tactical orientation that it shows so far could be exploited more on that way, that gives a lot of complexity in exchange of powerful resourses to defend yourself.
Im more a Doom casual player and usually I don't touch alpha versions of mods so I don't think I will play this for now, but I could suggest some tips:
- If you're working with slowing the gameplay, you could give something that counters the slower movement on some extent. That is probably to be important on maps that feature some sort of platforming sections.
- If you're going to introduce some micromanagement of ammo and weapons, you could counterbalance with generally buffing the general power of the weapons. So it wouldn't became unfair cheking and getting the ammo for weapons that probably can't stomp well some enemies.
- For the weight mechanics, you should consider to balance the general weight of weapons so players doesn't get stuck with a reduced arsenal, but allowing them to carry a balanced amount of equipment.
It looks interesting anyway, I always thought that mods that change the gameplay mechanics are more interesting that powerfantasy wads.
Im more a Doom casual player and usually I don't touch alpha versions of mods so I don't think I will play this for now, but I could suggest some tips:
- If you're working with slowing the gameplay, you could give something that counters the slower movement on some extent. That is probably to be important on maps that feature some sort of platforming sections.
- If you're going to introduce some micromanagement of ammo and weapons, you could counterbalance with generally buffing the general power of the weapons. So it wouldn't became unfair cheking and getting the ammo for weapons that probably can't stomp well some enemies.
- For the weight mechanics, you should consider to balance the general weight of weapons so players doesn't get stuck with a reduced arsenal, but allowing them to carry a balanced amount of equipment.
It looks interesting anyway, I always thought that mods that change the gameplay mechanics are more interesting that powerfantasy wads.
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Re: Skeletal Doom 1.04a
I keep getting this error randomly as I play, it seems to happen in the midst of combat as I damage enemies.
I can't get the logfile command to work properly, so I wrote down the first and second lines of the error report.
VM Execution aborted:Array acess out of bounds.Size = 6, current index = 6
Called from criticalShotsHandler.worldthingdamaged at s_main.pk3:zscript/Crits.zc, line 319
I can't get the logfile command to work properly, so I wrote down the first and second lines of the error report.
VM Execution aborted:Array acess out of bounds.Size = 6, current index = 6
Called from criticalShotsHandler.worldthingdamaged at s_main.pk3:zscript/Crits.zc, line 319
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Re: Skeletal Doom 1.04a
@Alamo985: Thanks for your ideas!
Spoiler:@Someonewhoplaysdoom: Thank you for the feedback!
Spoiler:@Shatter-Thought[V-4]: What other mods do you currently have installed/what's in the same folder? For some people the issue seems to be a mod/file that is interferring with the critical hits component, a modified version of the original crits mod and therefore incompatible.
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Re: Skeletal Doom 1.04a
Oh this looks pretty interesting, I'll be keeping an eye on it.
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Re: Skeletal Doom 1.04a
I actually got that same critical hit error and crashed as well, just running the mod files; though I did a drag n' drop on the GzDoom EXE, so maybe they were out of order? I usually use ZDL, was going to give that a try next, since I was just doing a quick test first.
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Re: Skeletal Doom 1.04a
Thanks for the bug reports! Hmm, the order should not matter at all.
Edit: I uploaded version 1.04b in an attempt to prevent any further crashes regarding crits.zc reported by some.
@-Ghost- and Shatter-Thought[V-4]: I'd be interested to hear if you still experience any errors with version 1.04b
I also recommend to use the the autoexec.cfg for the right headbob settings. If you choose not to use the preset configuration, you will have to manually set "movebob" to "0.01" either in the console or your own config. Otherwise the vanilla headbob is making everything feel too bouncy. The nashgore and nashdecals as well as the universal AI and vignette effect are purely optional, you can also your own versions of those mods but those are highly recommended.
Edit: I uploaded version 1.04b in an attempt to prevent any further crashes regarding crits.zc reported by some.
@-Ghost- and Shatter-Thought[V-4]: I'd be interested to hear if you still experience any errors with version 1.04b
I also recommend to use the the autoexec.cfg for the right headbob settings. If you choose not to use the preset configuration, you will have to manually set "movebob" to "0.01" either in the console or your own config. Otherwise the vanilla headbob is making everything feel too bouncy. The nashgore and nashdecals as well as the universal AI and vignette effect are purely optional, you can also your own versions of those mods but those are highly recommended.
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Re: Skeletal Doom 1.04a
I think there might be an error in the download link right now. It's requiring me to sign in to google drive in order to get to the file, which I am not doing.
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Re: Skeletal Doom 1.04a
Same; I'd suggest maybe Mega or something as a good filehost where you don't have to mess with permissions.