[v1.1] The False Angel - Fight Like Hell ... with Style!

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D3athStalker
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[v1.1] The False Angel - Fight Like Hell ... with Style!

Post by D3athStalker »

Image
ModDB page
GZDoom v4.14+ Patch

(This is where I will be uploading the download links, gameplay pictures and videos)

The False Angel is a gameplay mod that is heavily influenced by fast-paced FPS games like Doom Eternal and stylish-action games like Devil May Cry. This mod puts you in the shoes of Victoria Noire, a rogue Nephilim, which is the title of the humans that get abducted by Maykrs and be granted unimaginable power and eternal life, at the cost of giving up their own free will and becoming their puppets.

This gameplay mod offers:
- Multiple combat styles that you can cycle between whenever you want.
- An extremely versatile arsenal with multiple primary and secondary firemodes.
- Each firearm having a secondary ammunition type.
- A pair of equally versatile melee weapons.
- An angelic form, called Seraphic State, which not only gives damage boost and resistance, but also changes the mechanics of some of the abilities and firemodes.
- Compatibility with monster mods.
- An in-game mod guide that explains every single detail of the mod.

Before you start playing the mod:
- Bind the essential buttons!
- Read the introduction section of the mod guide.

Recommended monster mods:
- Brutal Doom monsters
- Enhanced Vanilla Project monsters
- Complex Doom monsters
- Colourful Hell monsters

This list is incomplete and meant to be a quick summary, you can find the details about the following gameplay elements in the mod guide section.
Spoiler: Styles
Spoiler: Arsenal
Spoiler: Other
Last edited by D3athStalker on Mon Mar 03, 2025 3:29 pm, edited 2 times in total.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Captain J »

Oh wow. Holy smokes. This gameplay mod is the best thing i've ever played this year! The animations, settings, weapon sprites, sound effects and visuals are all beautiful.

Let alone the protag having akimbo revolver and a freakin' Chainsword is very cool, but Meat and Potatoes of this mod being in my opinion, would be making your own killing style. It provides a CRAPTON of offense options like alt-fire, ammo type, temp-berserk weapon style, sword types and etc. You just can beat the levels with any kind of style you'd like to make, increasing the replay value.
Spoiler: Here are the feedback!
And lastly, it makes me think if Bayonetta was FPS, also in Doom. It exceeds my satisfactions and i thank ya for the excellent mod that deserves Cacoward of the year. :D
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Carrotear »

Some of the effects tanks my framerate but this mod is so cool that I barely care.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by D3athStalker »

Thanks for the kind comments, it means a lot to me. :)
- Marksman style on Judgement Shotgun wields double. But when i press Alt-Fire, the left gun disappears, only firing one nade.
Yeah the alt-fires were planned to be made with only one weapon. I might make a dual-wield version of it later (although I'm probably gonna make Sniper Shot single wield only due to having to use the scope).
Plus its no ammo animation shows her third arm for a sec

- Marksman style on Vice and Virtue Revolvers makes you wield only Virtue? The white one. But when you press Alt-Fire, it changes into Vice for a second, graphically.

- Assassin style on Vice and Virtue Revolvers act the same, but with Vice, the black one? Anyways when you activate Seraphic state and then press Alt-Fire, the animation flickers a bit.
Yeah, I need to work on alt fire anims in general, some of them have kinda weird anims in general.
And Yeah, Marksman and Assassin styles for the revolvers allow you to wield them separately and they are different mechanically compared to wielding both of them.
- I wish Aurora Energy gun's Glaciers melt real fast on Pyroengine's flames because when the battle's over, they mostly block the passage and doesn't do nothin'.
Are you talking about the Crystal wall? You can explode them with Combustion (Marksman style ability) or Flashbang (Aurora's Pyroengine alt fire).
- I've noticed something while going through Underhalls. The items quota always stands at 56% despite beating multiple times.

Heck, even in Entryway the Items couldn't reach 100% quota. Something's got that important item tag, i'm sure of it.
Hmm, I never really paid attention to item counts, I always tend to skip it. But I'll check it out.
- Backpack still remains as a vanilla one. Also for some reason doesn't extend the ammo capacity.
True, honestly I haven't decided what to do with the ammo capacity of this mod yet.
Some of the effects tanks my framerate but this mod is so cool that I barely care.
Which ones are those again? I haven't really focused on the optimization of the effects that much, so I will try to make the heaviest effects much lighter for a future update.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Zonky »

yo this is really fuckin good! Love the weapon animations and gameplay styles, my brain is too tiny to comprehend some stuff but I'll get the hang of it eventually lmao
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by CanisLaticanis »

Okay this is impressive but holy moly it lags my laptop like mad. Serephic state in particular tanks my framerate something fierce, and maybe also have an option to remove the particle smoke from firing weapons and the Wyvern's attacks? The Aurora also lags like crazy, much more than the plasma rifle from Doom Incarnate for some reason.

Speaking of oddities, the mod guide images/text get cut off on my screen - my screen is 1080p but I'm playing windowed, so it's admittedly a weird aspect ratio.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Carrotear »

Mainly the smoke effects.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Dr_Cosmobyte »

Congratulations on the release, friend!

I still haven't tried it on LZDoom, but this is already a hit from the very start. Great job.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Captain J »

D3athStalker wrote: Fri Aug 26, 2022 2:02 pm
Some of the effects tanks my framerate but this mod is so cool that I barely care.
Which ones are those again? I haven't really focused on the optimization of the effects that much, so I will try to make the heaviest effects much lighter for a future update.
Speaking of, Aurora Energy gun did drop the framerate each time i fired it for seconds. Otherwise, the mod runs just fine.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Jeimuzu73 »

Wow, downloading this took nearly half a gig...and it was worth it. First impressions are great, played with the Sun Damage Oden enemies mod.
The many combat styles and ammo types do give the weapons versatility, though I just stick to one style most of the time.
Backpack pickups remain unchanged though. Maybe a fitting replacement for an ammo cap increase would be nice.
Vic herself looks like the love child between Samus and Dante, not that I would actually ship the two together. :wub: Inb4 someone makes some..."fascinating" fanart of her.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by Snake »

I love this, epic work, so many ways to kill enemies, awesome styles, awesome gameplay. Now this mod in my collection of favorite doom mods!
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by QuakedoomNukem Cz »

Another fantastic gameplay mod from you. I have not played any DMC games yet, but I have seen a fair bit of footage to understand what they are about and how they work.

But what I can tell you is that there might be a strange bug with Wyvern, when using the Assassin Style:
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by CanisLaticanis »

So I pushed through the laggy stuff - it runs okay enough that it's not too painful - and I have to say: this is absolutely brilliant. If this doesn't get a Cacoward I will be very disappointed with the awards team.

Some comments in no particular order:
  • Holy crap the animations are smooth as butter and delightfully satisfying. I think the only other time I've seen animations this good was Project MSX.
  • The fact that every weapon has a multitude of firing modes (between standard/marksman/assassin fire and the two ammo types) makes for a lot of options in a small number of weapons.
  • Sound effects are properly beefy in all the right ways, though the Royalstorm sounds a bit more... pop-y than I'd like? It's got a bit of a high pitch at the end of the firing sound. Might just be me, though!
  • Thoughts on the Backpack: maybe it increases some ammo types by different amounts, or increases the amount of ammo in pickups?
  • The 'Ultra-violet' grenades and 'Crystal' icewall are nice, but I wish there were more ways to trigger them than using Combustion - they feel like they'd be ripe for other combos. Valentine explosions maybe?
  • Revving the Wyvern seems to have oddly tight timing. Would be nice if it was a bit easier, or maybe an option to just hold alt-melee. (Not talking about instant rev though, that's fine.)
  • Rogue Style's dash doesn't seem to play nice with ZMovement modes that allow for better air control, specifically Build/Dusk/Painkiller.
  • Sometimes using blink doesn't seem to actually teleport? It makes the particle effect show up on both ends but goes nowhere.
... welp, I was writing this and faffing around in Beyond Reality when I managed to get a Very Fatal Error out of GZDoom. I've attached the crash report; it encountered an access violation when I fired the Aurora's secondary fire out into the skybox.
Attachments
report.txt
Boom goes the engine.
(49.13 KiB) Downloaded 33 times
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by D3athStalker »

CanisLaticanis wrote: Fri Aug 26, 2022 2:29 pm Okay this is impressive but holy moly it lags my laptop like mad. Serephic state in particular tanks my framerate something fierce, and maybe also have an option to remove the particle smoke from firing weapons and the Wyvern's attacks? The Aurora also lags like crazy, much more than the plasma rifle from Doom Incarnate for some reason.

Speaking of oddities, the mod guide images/text get cut off on my screen - my screen is 1080p but I'm playing windowed, so it's admittedly a weird aspect ratio.
Carrotear wrote: Fri Aug 26, 2022 4:22 pm Mainly the smoke effects.
Got it, togglable smoke is gonna be one of the main priorities of the following update, then.

Also I don't know how I'll be able to fix the guide images other than making them smaller, although I don't want to make them any smaller, otherwise they'd be unplayable at that point. I'll probably add a separate pdf file for the mod guide pages.
Dr_Cosmobyte wrote: Fri Aug 26, 2022 10:57 pm Congratulations on the release, friend!

I still haven't tried it on LZDoom, but this is already a hit from the very start. Great job.
I don't think it's compatible with LZDoom, most likely due to some of the ZScript stuff.
QuakedoomNukem Cz wrote: Sat Aug 27, 2022 7:59 am Another fantastic gameplay mod from you. I have not played any DMC games yet, but I have seen a fair bit of footage to understand what they are about and how they work.

But what I can tell you is that there might be a strange bug with Wyvern, when using the Assassin Style:
Uhh, I can't exactly see the bug in this video. Could you elaborate what's happening?
CanisLaticanis wrote: Sat Aug 27, 2022 7:30 pm So I pushed through the laggy stuff - it runs okay enough that it's not too painful - and I have to say: this is absolutely brilliant. If this doesn't get a Cacoward I will be very disappointed with the awards team.

Some comments in no particular order:
  • Holy crap the animations are smooth as butter and delightfully satisfying. I think the only other time I've seen animations this good was Project MSX.
  • The fact that every weapon has a multitude of firing modes (between standard/marksman/assassin fire and the two ammo types) makes for a lot of options in a small number of weapons.
  • Sound effects are properly beefy in all the right ways, though the Royalstorm sounds a bit more... pop-y than I'd like? It's got a bit of a high pitch at the end of the firing sound. Might just be me, though!
  • Thoughts on the Backpack: maybe it increases some ammo types by different amounts, or increases the amount of ammo in pickups?
  • The 'Ultra-violet' grenades and 'Crystal' icewall are nice, but I wish there were more ways to trigger them than using Combustion - they feel like they'd be ripe for other combos. Valentine explosions maybe?
  • Revving the Wyvern seems to have oddly tight timing. Would be nice if it was a bit easier, or maybe an option to just hold alt-melee. (Not talking about instant rev though, that's fine.)
  • Rogue Style's dash doesn't seem to play nice with ZMovement modes that allow for better air control, specifically Build/Dusk/Painkiller.
  • Sometimes using blink doesn't seem to actually teleport? It makes the particle effect show up on both ends but goes nowhere.
... welp, I was writing this and faffing around in Beyond Reality when I managed to get a Very Fatal Error out of GZDoom. I've attached the crash report; it encountered an access violation when I fired the Aurora's secondary fire out into the skybox.
- I'm still thinking of the future fate of the backpack and the overall ammo capacity of the mod. I will most certainly make a proper backpack replacement after that.
- Good point. Crystal wall can be destroyed with Flashbang as well, but Combustion is the only method for destroying Ultra-Violet grenades at the moment.
- Wyvern's rev in my opinion is fair at the moment, if not even forgiving (compared to Nero's max-act from DMC4 and 5).
- Yeah, it's made with Quake movement in mind, since it doesn't really work with Dusk movement. I haven't really tried the other movements.
- True, Blink is kind of janky at the moment code-wise. I don't know why it sometimes doesn't work. But I will try to fix it for the future update.
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Re: [v1.0] The False Angel - Fight Like Hell ... with Style!

Post by QuakedoomNukem Cz »

It's the rapid charging of the Wyvern and quick recharging. You can see the keyboard input in the health bar (I messed up the transparency), but I have my Melee set to F and the secondary style button on V and when you press the two at the same time when you have a charge, it goes apeshit.
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