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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:
New Gimics, New Weapons New Objects and Gameplay Elements:
What are they and what do they do?
Captured Marines:
Literally what it says in the title, Special Operations Marines who have been trapped by Barons of Hell
They are usually Accompanied by Hell Knights or Mancubus, when you free them using the knife (weapon in slot 1) they will Accompany you and Help Kill the waves
of demons around you
Uac Neon Shop Bots!:
Golden Drones of the UAC Neon whose purpose is to be a portable store they sell you powerups (berserker and soulsphere), special weapons,
marine teleporters, ammunition, armor among others, you find them around, to be able to buy them
Vast with pressing the button to use and select using WASD or the arrows
in addition to having the necessary money to buy the object (money is obtained by killing zombies / possessed humanoids
Teleporter Beacon Common and Elite:
UAC Neon's "New Technology" of Teleportation for Enhanced Troops
They are bought in a unit of UAC Shop Bot, when using it From your Inventory teleports multiple marines
and guards with military weapons Ready to Kill Any demon that gets in their way
Depending on its Normal or Elite variant, it will determine the weapons and the troops that are teleported through the Beacon
Archi-Sphere:
Yellow Orb with the Face of the ArchVile experiment where the UAC Captured and Controlled an Archvile, by using it from your Inventory
Will summon this Possessed ArchVile as an ally on the battlefield, now
TimeSphere:
Amber Orb with a Sand Clock Using it from your Inventory will stop time
a few seconds
Some New Weapons
Hell Cruxifix
New Weapon an Infernal Cross which can appear instead of the BFG 9860 or can also be
Purchased through a UAC Shop Bot This Infernal Item can revive Individually (First Form of Fire)
or a Large Number (Secondary Fire) of Fallen Enemies and Allies on the Battlefield
Cursed Bloodmaker
Out of the Depths of Hell this weapon can be randomly dropped by chainguners or replacement for the chaingun
Primary Shot fires 5 bolts of propelled blood at high speeds capable of piercing through any number of enemies in its path
The secondary shot, shoots a small, frenetic and very aggressive friendly lost soul that will annoy any demon
or possessed ahead of them, they have little life
Cursed Bloodmaker
Out of the Depths of Hell this weapon can be randomly dropped by chainguners or replacement for the chaingun
Primary Shot fires 5 bolts of propelled blood at high speeds capable of piercing through any number of enemies in its path
Secondary shot, fire a small, frenetic and very aggressive friendly lost soul that will annoy any demon
or possessed ahead of them, they have little life
UAC HotRot
Primary shot, it is a medium-range flamethrower unlike the others that are short-range
Secondary Shot, Multiple hitscan plasma shots
UAC Neon MegaChaingun
(Use a Temporary Sprite)
Primary Shot, it is a Chaingun/Minigun that Shoots Explosive Bullets at High Speed, be careful because you use this weapon for a short time
You can spend a lot of your ammunition, so it seems a lot
UAC TNT Grenade Launcher
Primary Shot, Throws a grenade that bounces ridiculously high
Secondary Shot, Launches a nuclear grenade that bounces little, like a common grenade launcher
and Generates a large radioactive explosion of 3 phases (explodes 3 times xDDD)
UAC Plutonia Black Hole Generator
Primary Shot, Shoots a Black Hole that when hitting a Wall or Ceiling or Floor will begin to SUCTION things around it
Secondary Shot, The Reverse of a Flamethrower, Fires Clouds of cryogenic gas that freezes enemies
Better Chainsaw
Primary Shot, short range chainsaw twice as fast as its predecessor
Secondary Shot, strong side swipe with the blade, strong enough to kill a pinky demon if you hit it right
Plasma Pistol
Replaces the boring basic pistol with one that fires faster and has a useful secondary fire
Primary shot, fires a very fast and accurate plasma bullet
Secondary fire, load multiple hitscan shots not so accurate but useful to kill enemies quickly
consumes a lot of ammunition
Ultimate Crossbow
Primary Shot, fires electric darts with damage similar to the shotgun
Secondary Shot, fires a strong ice dart that explodes on contact creating a cryogenic cloud
who can freeze enemies around him
consumes a lot of ammunition
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?
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.
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.