DOOMablo: a looter-shooter DOOM (v0.6.2a - Pistol needs more love)

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sidav
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Re: Re: DOOMablo: a looter-shooter DOOM (0.4.1a - Heal Me)

Post by sidav »

Thanks for the ideas people! Sadly, I didn't have the time to do anything for the mod in the last several weeks. Life goes on with its problems, and it seems to drop a legendary bag of them for me lately, huh.
As for the weapons - I'm sure the perfect variant would be to have two weapons per slot. So, we need "another pistol" and "another RL". But that's only about the "regular" weapons - uniques (which aren't there yet) are a different thing entirely.
Btw, feel free to make pull requests on GutHub if you have something.
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sidav
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.0a - Choice Paralysis edition)

Post by sidav »

A new release is there. It is minor-ish, as I still can't work as much as I wanted to, but hey - a new content for ya! There are three new randomizable weapons and 8 new affixes!
I initially wanted to start unique weapons code, but was terrified by its size and thought I couldn't finish it during the time I have.
Have fun!
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v0.5.1a - buffs edition)

Post by sidav »

Another minor release is there.
I was playing with the current version and noticed some things not filling their niches even when not playing Plutonia. So, I think it's time for buffs. Especially for those new Revolver and Auto-Shotty things.
upd: I forgot to add increased crit dmg for railguns. Pushed the updated version to the same release right now. For those who already downloaded the version: sorry for inconvenience. :?
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by Darkbeetlebot »

Oh boy, a new version with new toys to play with! Also, I'd like to add that I think this mod could really use a way to retain progress across gameplay sessions. There's an addon for Gun Bonsai that does that same thing. Will provide feedback on new stuff when I get around to playing.
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stainedofmind
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Re: DOOMablo: a looter-shooter DOOM (v0.5.1a - buffs edition)

Post by stainedofmind »

sidav wrote: Fri Dec 05, 2025 7:03 pm Another minor release is there.
I was playing with the current version and noticed some things not filling their niches even when not playing Plutonia. So, I think it's time for buffs. Especially for those new Revolver and Auto-Shotty things.
upd: I forgot to add increased crit dmg for railguns. Pushed the updated version to the same release right now. For those who already downloaded the version: sorry for inconvenience. :?
Finally getting around to giving this another run through. Boy, that Auto-Shotgun is a BEAST! Haven't gotten a chance yet to use the revolver, but I briefly messed around with the grenade launcher. I'm not usually a fan of grenade launchers, s they normally just feel like less useful rocket launchers, but I'm sure I'll find a good use for it once I really get into this playthrough.

That said, I made an addon for my own personal use tweaks a few things, and fixes a few "bugs" that I've found. If you're interested, I can let you know what I changed or post it here. A lot of changes revolve around rebalancing things, like the dynamic between the green and blue armors, the railgun feeling a bit underwhelming, and an almost global redo of accuracy for all weapons. Still testing things out, but it feels a lot nicer to me, although as-is, it renders the accuracy related affixes moot on some weapons.
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sidav
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Re: DOOMablo: a looter-shooter DOOM (v0.5.1a - buffs edition)

Post by sidav »

stainedofmind wrote: Sat Dec 27, 2025 12:47 pm That said, I made an addon for my own personal use tweaks a few things, and fixes a few "bugs" that I've found. If you're interested, I can let you know what I changed or post it here. A lot of changes revolve around rebalancing things, like the dynamic between the green and blue armors, the railgun feeling a bit underwhelming, and an almost global redo of accuracy for all weapons. Still testing things out, but it feels a lot nicer to me, although as-is, it renders the accuracy related affixes moot on some weapons.
Yeah, share your ideas please!
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stainedofmind
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by stainedofmind »

sidav wrote: Sat Dec 27, 2025 2:11 pm Yeah, share your ideas please!
Edit: Realized I made a mistake in implementing Armor Repair Kit. Uploaded a new version, so redownload if needed.
Okay, link to the addon: https://drive.google.com/file/d/1kecXqY ... sp=sharing

Here's a quick breakdown of what's all included. There's more detailed changes in the pk3 file itself.

Bugfixes
Spoiler:
Personal Tweaks
Spoiler:
Rebalancing
Spoiler:
Please do note, a lot of this is down to my personal preferences, and not a criticism of the mod in general. It's a lot of fun, and I always look forward to seeing a new update!
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by Darkbeetlebot »

stainedofmind wrote: Sat Dec 27, 2025 5:36 pm
sidav wrote: Sat Dec 27, 2025 2:11 pm Yeah, share your ideas please!
Edit: Realized I made a mistake in implementing Armor Repair Kit. Uploaded a new version, so redownload if needed.
Okay, link to the addon: https://drive.google.com/file/d/1kecXqY ... sp=sharing

Here's a quick breakdown of what's all included. There's more detailed changes in the pk3 file itself.

Bugfixes
Spoiler:
Personal Tweaks
Spoiler:
Rebalancing
Spoiler:
Please do note, a lot of this is down to my personal preferences, and not a criticism of the mod in general. It's a lot of fun, and I always look forward to seeing a new update!
Looking at these changes as a fellow tester, I'd like to point out just one thing: The BFG2704 is actually BETTER with wide hspread because its primary role is to clear out hordes of enemies. Having it be more accurate means that you have to wiggle the mouse around more to blast all the demons, which can fuck up your focus and ability to evade incoming projectiles. If I wanted to get raw single-target DPS out of it, I'd just fire point-blank. A much better change would be to reduce its knockback on hit, as that's what makes it truly bad against boss monsters like the archvile and cyberdemon. (Though for achies I've always preferred to use rockets.) Also, I tested your addon out. I think you might have also overnerfed the auto-shotgun, it's performing way worse than an equivalent SSG for both burst and sustained damage while being less efficient.

But aside from that little nugget, I've got my own results from what little I've managed to get done of playtesting the latest version of the vanilla mod. I have some suggestions, though first I would like to say that I tested the mod on Speed of Doom with the DoomRL Monsters pack. And I have to say... I fucking HATE speed of doom. So much. I despise this mapset. And I'm just about ready to stop using DoomRL Monsters because some of these things are just total bullshit. Seriously, a cyberdemon that snipes you from across the map with a hitscan railgun? Who the hell thought that was balanced? Certainly isn't good for this mod. Anyways...

1. Auto-shotgun is too rare, or I had bad luck in making it spawn. This also goes for the BFGs. I know they're supposed to be rare and powerful, but with level scaling in effect I think they should at least have a chance to randomly spawn from drops or have some kind of usable item that updates a weapon's level to match yours.

2. Auto-shotgun gets easily outclassed by a fast super shotgun of equal level. I picked up a +52% fire rate SSG in my speed of doom run and it so thoroughly outclassed the auto-shotty that I never used it afterwards. Especially because I got stuck with a level 1 auto-shotty for more than half the run. I imagine that the biggest boon of that gun is its DPS with the drawback of being highly inefficient. Which I'm not against, it's just that it needs to be a more common drop to not be a waste of ammo.

3. Grenade launcher could stand to fire faster. I really do love this thing, but it feels even more sluggish than the normal rocket launcher to the point that it just feels "off" in some way. And after picking up one that had a +20% fire rate affix, I'm fairly positive it's just that. As of now, that affix is practically mandatory on any GL in my opinion. It does still retain a niche for shooting around corners and hitting hordes of enemies below you, which I appreciate since nothing else seems to fill that role.

4. The revolver is in a weird spot where it would feel better if it fired faster, but it would also become overpowered if it did. I really like it, it's exactly what this mod needed, but at the same time it feels like the pistol is even more obsolete now than it's ever been. It might be the case that the pistol just needs an update to find a new niche in the wake of the revolver. I think it would also be neat to have something for the revolver that functions like those small mags from the OG borderlands: Severely reduced mag size but higher damage. If alt-fires ever get implemented, I think the revolver should have a low accuracy hammer fanning mode.

5. Maybe test out having backpacks give a larger amount of base capacity. Random ammo drops do help quite a bit with ammo upkeep, but I especially find myself running out of bullet ammo extremely quickly. I can never have enough of it, especially because map makers tend to prefer shells over bullets. A lot of maps also balance their ammo distribution around the vanilla backpack behavior of doubling capacity. So it's not exactly easy to tell how big of a problem this is, but I'd at least try out something like giving half the usual backpack capacity as just a base statistic for every backpack type. It does take a very long time to get up to the vanilla capacity with its current level scaling.

5.5. I don't know if I've mentioned this before, but Doomablo's backpacks and the ammo capacity player upgrade from Gun Bonsai are incompatible with each other in a bizarre way. The upgrade DOES work, but it kind of resets after you pick up a new backpack in Doomablo, then you have to purchase the upgrade again to reapply the buff. It isn't strictly game breaking but it is pretty annoying, and I don't know what's causing it. Just thought you should know that.

6. Add a hud element that shows all of your ammo type stores. A lot of mods do this and I've always found it useful. I also find myself always wanting to look at a total ammo counter on the side of the screen when deciding what to pull out next in a fight. It's the only thing missing that's in normal vanilla Doom's hud, but vanilla doom's hud also doesn't display some of Doomablo's stuff like the flask charge.

7. Tomes of change should be more common. With how unreliable it is, I tend to just never use it even if I pick one up because I'm always saving it for "that one weapon that just has one bad stat" that never comes along. It's like that one RPG paradox where when you get a rare, limited item, you never use it because you're always saving it for a hard battle. After all, what if you end up needing it when you don't have it? And then that never happens. It's why I hate divine blessings being limited in dark souls --- health is so easy to lose and regain that you just never really have a use case for it.

8. Try testing negative affixes giving an inherent bonus positive affix --- if feels bad to get a rare weapon only for it to spawn mostly with negative affixes. Granted, it's been a while since I looked at the inner workings of the mod, so I have no idea if it already works like this. I just know if feels bad to finally get a legendary gun only for half the affixes to be negative or neutral. Which happened quite a few times, actually.

9. Affixes that aren't linked to damage or DPS should be able to spawn with more extreme values, especially mag size. And on backpacks, having more extreme values for what different types of ammo it carries would be fun. Kind of like Doom Roguelike Arsenal's backpacks that can have a super heavy bias towards one ammo type that you just build your character around, and I really liked that.

10. Although it goes against vanilla, tightening up the damage range on the plasma rifle could help make internal balancing easier. RNG damage is always a pain in the ass to balance from my experience because average damage is never really a good way to represent those weapons. Sure, you could roll 15 damage on your plasma rifle for 90% of the shots, but you could also roll a high 30 for an entire clip and melt everything in your path. It's very chaotic and a bit of a headache, speaking from the experience of making my own RPG where I foolishly implemented high damage variance at the start and took a year to remove it because I couldn't stand it anymore.

11. HP scaling on monsters feels very unforgiving. It's difficult to keep certain weapons at an updated level that matches enemies. Just like stainedofmind said, the enemies tend to get very overwhelming even if you're not using a monster pack. I tend to always set their HP scaling to -0.2 (the lowest it can go). It's a shame because I'd like to use mods like rampancy, angelic aviary, colorful hell, and stylish hell with this, but the enemies are always just way too strong for that. I actually went back and played a bit of vanilla doom just to regain my sense of scale, and I did not expect the monsters to be so...fragile. Way more than I remember. Really puts things into perspective.

Anyways, I should stop rambling before this becomes a book. I look forward to the day I can actually manage to beat Sunlust with this mod.
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by sidav »

Thanks for such thorough feedback guys. It all seems reasonable. I think I'll address that (at least partially) for the next update.
For now I'm working on alternate active slot item: instead of a flask, you can carry another item if you choose to do so. It's also recharged like the flask, but it summons a temporary sentry turret. Sadly, I haven't had enough time lately to finish it.
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stainedofmind
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by stainedofmind »

Darkbeetlebot wrote: Sun Dec 28, 2025 5:56 pm Looking at these changes as a fellow tester, I'd like to point out just one thing: The BFG2704 is actually BETTER with wide hspread because its primary role is to clear out hordes of enemies. Having it be more accurate means that you have to wiggle the mouse around more to blast all the demons, which can fuck up your focus and ability to evade incoming projectiles. If I wanted to get raw single-target DPS out of it, I'd just fire point-blank. A much better change would be to reduce its knockback on hit, as that's what makes it truly bad against boss monsters like the archvile and cyberdemon. (Though for achies I've always preferred to use rockets.)
Good to know. As I said, my change for the 2704 was arbitrary, as I've only really gotten it once. From your feedback, I think I'll revert it.
Darkbeetlebot wrote: Sun Dec 28, 2025 5:56 pm Also, I tested your addon out. I think you might have also overnerfed the auto-shotgun, it's performing way worse than an equivalent SSG for both burst and sustained damage while being less efficient.
I'd have to agree with you on that. My current play through it's feeling a touch wimpy now.
Darkbeetlebot wrote: Sun Dec 28, 2025 5:56 pm 5.5. I don't know if I've mentioned this before, but Doomablo's backpacks and the ammo capacity player upgrade from Gun Bonsai are incompatible with each other in a bizarre way. The upgrade DOES work, but it kind of resets after you pick up a new backpack in Doomablo, then you have to purchase the upgrade again to reapply the buff. It isn't strictly game breaking but it is pretty annoying, and I don't know what's causing it. Just thought you should know that.
This is 100% an issue on GunBonsai's side due to how it's coded, and there's currently no better fix for it, other then maybe trying to toggle the upgrade off then on again.

On a side note, my thoughts on the accuracy of the grenade launcher have changed. I wasted a tone of ammo trying to bounce a grenade into a space I wanted to get it into from it being so all over the place. I might play around with tightening the spread a touch.
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by Darkbeetlebot »

stainedofmind wrote: Mon Dec 29, 2025 9:49 am
Darkbeetlebot wrote: Sun Dec 28, 2025 5:56 pm 5.5. I don't know if I've mentioned this before, but Doomablo's backpacks and the ammo capacity player upgrade from Gun Bonsai are incompatible with each other in a bizarre way. The upgrade DOES work, but it kind of resets after you pick up a new backpack in Doomablo, then you have to purchase the upgrade again to reapply the buff. It isn't strictly game breaking but it is pretty annoying, and I don't know what's causing it. Just thought you should know that.
This is 100% an issue on GunBonsai's side due to how it's coded, and there's currently no better fix for it, other then maybe trying to toggle the upgrade off then on again.
Yes, it's rather unfortunate. I think the best bet for now is the Ammo Reserves addon you made a while back, though I've never tested it before. Frankly, I think Gun Bonsai makes the game far too easy, so I stopped using it for most load orders anyways.
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Re: Re: DOOMablo: a looter-shooter DOOM (0.5.1a - Buffs Edition)

Post by Darkbeetlebot »

stainedofmind wrote: Sat Dec 27, 2025 5:36 pm Monsters Outpacing the Player:
I still feel like the monsters leveling outpaces the player, as both times I've tried to do full runs, by the time I get to around map 15 or so, I feel like I'm being overwhelmed by pretty much every mob. I'm currently testing a VERY new rebalance attempt of simply randomizing monster levels between 1 and max level. Still haven't been able to fully test this.
Okay, so after some further testing, I've found that the higher the inferno level you get to, the more this particular feature becomes a major issue. It throws off the balance of the mod pretty badly, screws up my muscle memory (hard to keep track of how much HP and what level every monster is in the heat of combat so I can count shots to kill), and makes it very hard to keep items at an appropriate inferno level because the item level drops are determined by monster level. I do like the level variance idea though, so I'm going to try a different range of between -5 and +5 of the current inferno level and report how that feels.
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sidav
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Re: Re: DOOMablo: a looter-shooter DOOM (v0.6.0a - fighting not that alone edition)

Post by sidav »

A new release is here. There is now an auto-turret spawner as an alternative to the flask, 14 new affixes for that, and also I've addressed part of your feedback.
Monster HP scaling slow-down setting now allows even bigger values (up to 0.5), and it would be great if you tell if that's enough - will use your feedback for adjusting the scaling.
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sidav
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Re: Re: DOOMablo: a looter-shooter DOOM (v0.6.1a - better OP than trash edition)

Post by sidav »

Published a new release. Buffed a bunch of stuff, most importantly made the turret much more aggressive and powerful. Also, pistol now fires in two-shot bursts, just to make it more viable. Maybe it's too powerful now. Let me know what do you think of that.
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sidav
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Re: Re: DOOMablo: a looter-shooter DOOM ( v0.6.2a - Pistol needs more love)

Post by sidav »

A new release is here. Made pistol burst-fire its alt-fire (I have no idea why I haven't thought of that before), and some minor changes are also there.

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