You've been to Phobos.
You've been to Plutonia.
You've been to the depths of Hell.
Your name usually pops up high for tough missions,
in order to solve problems UAC itself created in other planets.
Home is just a word for you.
They couldn't give you a better codename.
Welcome to yet another one of my mods!
This is my 19th mod, and 27th contribution to the community overall.
Codename: Nomad is a Vanilla+ mod with focus on fast and simple gameplay, with custom music, stronger weapons, mobility gimmicks and even some environment interaction involved to make things more fun!
Like any Dr_Cosmobyte mod, you can also play this with Heretic, Hexen and Chex Quest!
Spoiler: Arsenal
(Slot - N/A) Explosive Barrels (!)
You're not reading wrong. Explosive barrels in this mod can be picked up and thrown at enemies!
Get close to barrels and press the "use" key next to them in order to pick them up, and press "Fire" to throw them.
Keep in mind they'll overlay any weapon you're holding at the moment and you can't simply switch to another weapon so you can throw it later. Use it carefully.
(Slot - 1) Melee
You learned to fight, and you are much better with your kicks than with your hands. Kicks are fast, strong and they can be used for some quick mobility - For instance, if you kick while jumping, you'll perform a flying kick. If you perform a kick while crouching, you'll slide, and damage enemies in the process. This can also be done with any weapon by pressing altfire!
(Slot - 2) Burst Rifle
As a veteran soldier, you are not a fan of the "spray 'n' pray" tactics. This trusty burst rifle can fire up to three rounds in a row with good precision, but the cooldown is not too long, so you can keep clicking the mouse for a few more rounds. Or even, you can press the button quickly to fire only one or two. The Burst Rifle has faster projectiles than the chaingun and is more accurate, so it can be useful even after you have the whole arsenal.
(Slot - 3) Shotgun
This weapon can fire multiple projectiles and it can become a workhorse through maps until you find the Super Shotgun, or, if you are not fancy of longer firing animations, you can quickly tap the button for fire this weapon faster. Might be a good alternative to dispose of monsters and save ammo in the process.
(Slot - 3) Super Shotgun
You might ask yourself what is the disadvantage of the Super Shotgun since the normal Shotgun fires faster and does not pump between rounds like this one does. But this one is far more powerful, firing three times the amount of pellets with some considerable high damage. Definitely your go-to weapon for barons, mancubi and high tiers.
(Slot - 4) Chaingun
The Chaingun is a wild weapon to control, but the increased fire rate combined with the crowd control power it has will definitely be useful for your missions. If by any chances you need to snipe monsters from far away, we'd still recommend the Burst Rifle, though.
(Slot - 5) Rocket Launcher
Your standard missile destructive device. Has a huge power and wide spread, so don't go around firing this close to walls! You'll soon notice this is stronger than Doom's standard launcher, so don't be afraid of using it in high tier monsters.
(Slot - 5) Grenade Launcher
While weaker than the rocket launcher, this weapon can be used in strategic ways, as the grenade bounces around a bit before exploding. This replaces the Chainsaw, so it might help being an early spawn in most mapsets!
(Slot - 6) Plasma Rifle
While closely resembling the standard Plasma Rifle, this version fires much faster projectiles and deals more damage than usual.
As always, use it for stunlocking bosses and one-to-one situations where a BFG would be a waste of power.
(Slot - 7) BFG
The pinnacle of plasma technology. Just like the Plasma Rifle, this BFG fires faster projectiles and deals more damage than usual. A relief for crowded maps and tougher monsters. If you can't finish them with the BFG, you'll have to strafe-dance a bit.
Nice work, but imo the mod feels more Quake-y than vanilla due to the grenade launcher and pump-action SSG like in Quake 2.
Minor bug though: the ammo counters are not centered in the automap as this screenshot shows.
Re: Codename: Nomad (v1 Initial Release 01/09/24)
Posted: Sun Sep 01, 2024 6:44 am
by Dr_Cosmobyte
BLSZDOOM wrote: ↑Sun Sep 01, 2024 12:11 am
i get a white screen when i try to run the mod
Try another sourceport, opening the console, spamming enter for entering the game, or changing your rendering settings. One of these options should work.
This is a GZDoom problem that decided to screw with the most simple of TITLEMAPS, which I've been doing for the past 7 years.
Jeimuzu73 wrote: ↑Sun Sep 01, 2024 5:50 amMinor bug though: the ammo counters are not centered in the automap as this screenshot shows.
Not only i forgot that, i forgot to test the bullet ricocheting sounds as well. I'll fix that on the next update.
Re: Codename: Nomad (v1 Initial Release 01/09/24)
Posted: Sun Sep 01, 2024 9:58 am
by BLSZDOOM
yeah i got a similar prolbem with other mods and usually spamming enter does work but not this time i am gonna try messing with render settings.
Re: Codename: Nomad (v1 Initial Release 01/09/24)
Posted: Sun Sep 01, 2024 7:51 pm
by cosmos10040
Works for me and I'm using delta touch. This mod has very aliens looking weapons but has a nice touch to it. Very good so far.
Re: Codename: Nomad (v1 Initial Release 01/09/24)
Posted: Mon Sep 02, 2024 12:56 pm
by BLSZDOOM
HELL YEAH!i changed rendering settings now it works normmaly without any problems,now i can finnaly play the terry crews mod!
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Mon Sep 02, 2024 5:17 pm
by Dr_Cosmobyte
Had to do a small fix for some things i overlooked!
Now your character can also accomplish missions in Hexen, Heretic and Chex Quest!
and also, a small changelog here:
Spoiler: Chanelog
V1.1
- Fixed some inconsistencies in the credits files.
- Added compatiblity with Hexen, Heretic and Chex Quest!
- Removed gravity from the Rocket Launcher missile.
- Super Shotgun now ejects shells AFTER pumping.
- Ammunitions in the Automap now should be visible.
- Fixed ricochet sounds not playing for tracer weapons.
- New weapon sounds for the Chaingun, Plasma Rifle and BFG by Cardboard Marty!
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Mon Sep 02, 2024 7:35 pm
by BLSZDOOM
ah nice good ol dr cosmos other games compatible very well done,good lad
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Wed Sep 04, 2024 11:27 am
by kalensar
THe Doom Face== Gold
The Weapons == Workable and smooth
The music=== Wasnt expecting that addition, Gold
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Mon Sep 23, 2024 8:00 pm
by Facínora
Done. My first video with Codename: Nomad's is up. I'm already thinking about new ones:
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Tue Sep 24, 2024 10:35 am
by Dr_Cosmobyte
Yes, thanks a lot! I'll link this video on the main page!
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Wed Sep 25, 2024 9:23 am
by Doctrine Gamer
The mugshot looks like Terry Crews
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Wed Sep 25, 2024 1:55 pm
by Dr_Cosmobyte
Doctrine Gamer wrote: ↑Wed Sep 25, 2024 9:23 am
The mugshot looks like Terry Crews
Well, i hope this makes the mod more fun!
Re: Codename: Nomad (v1.1 Hotfix 02/09/24)
Posted: Wed Nov 27, 2024 7:18 am
by Shatter-Thought[V-4]
I've having a great time with this mod. It's very powerful, but still just vulnerable enough to give a challenge against some monster packs and/or tougher maps.
There is one small bug with being able to pick up already exploded barrels. Kind of nice sometimes but probably not intended XD.
Thinking on the leftover barrel pieces, I have an idea for those barrel "corpses" being used to be thrown like metal frisbees for a straight 50 damage or so.
It's a really kickass mod to bring into intense combat. I'm glad it's made available for Heretic and Hexen too! Thanks very much for that.