Skeletal Doom 1.07d

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dex909
Posts: 36
Joined: Fri Nov 07, 2014 10:23 am

Re: Skeletal Doom 1.07d

Post by dex909 »

I fixed the remaining performance issue, it would deteriorate after some time due to a rogue ACS script. Updated the main file to 1.07d. There should be no major performance bug left now.
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dawnbreez
Posts: 213
Joined: Wed Jul 08, 2015 12:29 pm

Re: Skeletal Doom 1.07d

Post by dawnbreez »

This has potential, but there's a couple of clunky details, and there's an important lesson that Hideous Destructor learned that really needs to be applied here.

Firstly, the awkward details:
- Mag management for the pistol is really clunky. Picking up a partial magazine...resets your current mag to the amount of ammo in the partial mag? Picking up loose bullets, likewise, resets your current mag to zero. It's baffling. It feels like the mod's trying way too hard to make me waste ammo.
- The shotgun's pump mechanic feels oddly stiff. Like, it feels like there's a longer pause than there should be between firing and being able to pump, possibly because there's not a lot of animation on firing. Also: No slamfire?
- Durability drains way too fast. Weapons only get 100 shots before breaking. The manual suggests that spare parts are cumbersome and shouldn't be stockpiled because they'll slow you down...but I end up grabbing every pile of spare parts I can find, because I'm constantly using them!

Secondly...one of the most important things about Hideous Destructor, at least when I played it, was that you weren't slow. You could build up, and maintain, near-Doomguy speeds for a surprising amount of time--and more importantly, you had a lot of options for quick bursts of movement. This is because maneuvering is a major part of combat, and in fact most of what makes a game deeply tactical is making positioning deeply important. Getting behind an enemy is a MASSIVE advantage, even if they already know you're there, because they have to turn around and you don't! (This is less obvious with Doom's bestiary, because all monsters in Doom instantly turn to face you the moment they fire a projectile.) Making the player slow is only one way to make them commit to a position.
dex909
Posts: 36
Joined: Fri Nov 07, 2014 10:23 am

Re: Skeletal Doom 1.07d

Post by dex909 »

Thanks for giving it a spin! The current version is quite a bit faster. You can always run and unless you're packing a lot of stuff, it won't drain stamina at all anymore. It almost sounds like you're using a version before 1.07d, especially since there should not be any issues with the mags, but it should not be uploaded anymore so chances are you already played the latest one. I may take another look at the speedy side of things. I am using this to play a slower paced Doom to enjoy the maps more and micromange things. It's a complete deviation from several core principles of Doom and is not as challenging and balanced as HD. I added the "Impending Doom" mechanic to give players a second wind and encourage a bit more care-free gameplay, so that's also quite a bit different from mods that make the game more challenging. The intention for this is actually rather casual. I play it with the added randomness of Corruption Cards most of thetime.

About the mags: sometimes you get enough bullets to fill a mag and then some, so you will have an additional mag in your inventory (appears "magically" so to speak, it's indeed a bit of a workaround and feels more like a reset) and a few bullets in the chamber already.

The manual is a bit outdated, too. You can and should indeed stockpile everything you can find. There is a limit, but I was a bit too forgiving with that I guess so you'll not reach it that soon.

I should also take another look at the shotgun, it's based on the one from Weapons of Saturn with a few tweaks, it's not perfect yet but it feels quite nice for what I wanted.

Hope you had some fun nonetheless, I'll see if I put up another version or try something completely different for the next mod.
wisezombiekiller
Posts: 13
Joined: Fri Dec 18, 2020 12:29 pm
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: Skeletal Doom 1.07d

Post by wisezombiekiller »

Hey man, love the mod. I made a few customizations to the code, and was wondering if it'd be alright to share my custom version with friends n such? Obv you'll get credit for the mod

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