Internet DooMed Compilation (BETA)

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NeonBytesX
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Joined: Wed Feb 08, 2023 6:43 pm
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Internet DooMed Compilation (BETA)

Post by NeonBytesX »

Internet Doomed Compilation (BETA) version 0.44

How was born?
a Mod that I had been working on for a few years in my spare time for my personal use (things that I would like to see in the gameplay, weapons and monsters)
until one day I later shared it on Facebook (yes, there are still people using this xD) in a Spanish doom community group that I helped manage (im a moderator) was pretty well received just like in a small english speaking group (i think it was in Doom guyposting) on that network

What is the Mod about and what is its content:
  • A randomizing Gaming Mod, with a changed and fluid redesign of weapons with aspects of other games in the franchise in addition to Doom 2 "Doom 3, Doom 64, Doom 2016, Doom Ethernal" ( inspired by metadoom ) and other FPS from the 90's era as an extension of it
    more visual and sound variety of the monsters and demons, especially the zombies, a more "edgy" aspect and in a more "serious" tone without leaving the funny nonsense that occurred to me aside
    loaded with many effects, visual improvements, various details and a better sensation when shooting and using weapons in general, have more punch, that i included and edited, thinking moderately about system performance
  • full of allies like a special gimmick that I personally found fun despite the complications (artificial intelligence especially only with DECORATE oof)
    Many types of marines with different types of weapons and other ways to use demons as your allies
    Thought about High Compatibility (it works up to GZdoom 3.25 and its equivalent in LZdoom, Doom Touch (delta touch) Due to personal laziness, it has lost compatibility with zdoom 2.8.1 and zandronum 3.0 although it had it before
    I may return it to you in the future if things go well)
More Details About the Gameplay:
Spoiler:
Some Screenshots:
Spoiler:
I hope you like it as much as I do :D!



Link:
https://www.mediafire.com/folder/ckn60p ... eta)+v0.43

Credits and Documentation in English and Spanish Included with the files



Postdata:
The Intro was created for the Story mode of the Mod, which is not included for now
Note 2:
It's still in beta so things can improve even more especially I have thought of more attacks for the enemies


Things to Fix, Things to Do
  • more and/or better sounds for zombies
    Another sound of death by burning that better matches the demons
    fix the "bug" of the shotgunguy's shield so that he can shoot after him with DECORATE
    fix railgun sniper zoom secondary fire visual bug
    another sprite for the megachaingun
    fix the red blood bug on enemies that have blood of another color
    looking for a better name, how about Getting DooMed?
Starman the Blaziken
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Joined: Thu Mar 07, 2019 9:40 pm
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Re: Internet DooMed Compilation (BETA)

Post by Starman the Blaziken »

Honestly been giving this mod a bit of a try to see how this plays out with all sorts of support at your side including the Archviles, and I would say it is relatively fun if for what is generally available in this beta so far even if it feels a bit grounded as a mod at this time. But I do want to give some feedback and ask some questions as well.

Of course, first thing is the pretty broken English seeing as this is from Colombia from the download host. Some graphics, descriptions, pick up text and other stuffs but at least it is understandable.
Next is that enemies- specifically the taller ones in areas with low ceilings that accommodate for their vanilla actors, can get stuck in those kinds of places especially as I played a couple map sets with teleporting monster closets. Maybe have it so only shorter enemies in the pools spawn in them, or maybe have a short bounding box but the hitbox stays the same if possible.
The last I want to ask about are a couple weapons, assuming they are intentional with their mechanics at this time. A couple being the Chaingun and the Hyper Chaingun are the only ones with a kicking recoil, but it goes downwards instead of up for some reason? But another weapon I have a problem using over other weapons is the Rocket Launcher and the slow projectile being that it always travels upwards from the crosshair instead of straight forward which requires to aim downwards towards targets all without Autoaim enabled making it slightly harder to work with than usual. Otherwise from the uncertain weapon intentions, I think there could be some tweak to some weapons in the damage department, but I otherwise say it is pretty solid for what is available right now. Keep up the good work. :)
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NeonBytesX
Posts: 3
Joined: Wed Feb 08, 2023 6:43 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 8.1
Graphics Processor: nVidia (Modern GZDoom)
Location: E1M5 Phobos Lab
Contact:

Re: Internet DooMed Compilation (BETA)

Post by NeonBytesX »

Thanks for testing the mod and sending your feedback!


I had never tried the weapons of the mod without the auto-aim I had forgotten that it can be deactivated and therefore someone would play it with that option deactivated

I'll be checking that along with any broken English I find in the mod.

Yes I have seen how the fire gargoyle the second revenant and the heretic knight have been trapped in small sectors I have forgotten to fix it

Regarding weapons, I have thought about reducing the damage in the secondary shots of the crossbow and the grenade launcher.
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