SoulRush alpha 4

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DeVloek
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SoulRush alpha 4

Post by DeVloek »

SoulRush (working title, open for suggestions) is a fast-paced gameplay mod for GZdoom that aims for compatibility with mods that add custom maps, weapons and monsters.
The core gameplay is heavily inspired by the Shattered Realm game mode from the ARPG Grim Dawn: Kill Monsters and collect their Soul Fragments until a portal to the next map appears.

You can run this mod together with any wad/pk3 that itself doesn't change the gameplay too much. It automatically scans for all weapons and monsters from other files loaded into the game and makes them available for gameplay without further steps required.
It is designed to run with any Doom iwad, and also supports WadSmooshed versions of them. Heretic, Hexen and Strife are not supported (but may work until you reach a map hub or a boss). Chex Quest won't work at all.


Gameplay videos (sorry for the low quality):
Spoiler:

How it works:
  • Add any wad/pk3 that contains maps, weapons and/or monsters to your mod load order, before or after SoulRush doesn't matter. Of course you can run it with just an iwad too.
  • On each map start, your health, armor and inventory will be reset, and you'll receive the computer map item and the berserk power. You'll also receive all keys and weapons available, including those from additional mods, as well as some ammo to get you started.
  • All keys, weapons, ammo, armor and health items that were placed on the map will be removed. Monsters that normally drop these items, like the Zombieman or Shotgunguy, won't drop them anymore.
    Powerups will stay as they are, to make sure you still have access to potential life-savers like Radsuits and Invulnerability Spheres.
    In place of some of the removed items, you will find Soul Remnants, these will give you some health, armor and some ammo of each type.
  • When a monster is killed, it will drop at least one Soul Fragment. Larger monsters will drop more and larger Soul Fragments. Overkilled monsters will drop extra Soul Fragments, whether they were gibbed or not.
    Soul Fragments (as well as the aforementioned Soul Remnants) will fly towards you within a certain distance, so you don't have to run up to every single one to pick it up.
    Soul Fragments will give you a small amount of health, armor and ammo of a random type. The larger the fragment the more you'll get.
  • The progress bar at the top of the screen is filled by killing monsters and collecting their Soul Fragments.
    Larger fragments will add more progress, so going after larger monsters will fill the bar more quickly.
    Overkilling monsters will spawn extra fragments, so pull out that rocket launcher and gib some zombies!
  • Once the bar is filled, a portal will appear. Step into the portal to end the map and go to the next one.
    Any regular exit switches/lines on the map won't work. If an exit to a secret map exists, the portal will take you to that map instead.
  • Once the portal appears, all remaining monsters will die and the timer stops, so you can take a break if needed and compare times if you fancy speedrunning.
    When you step into the portal, the intermission screen is skipped and the next map is immediately started.
  • All available monsters are sorted according to the following tiers, and will be randomized on each map start:
    • Tier 1: below 70 health (Zombieman, Shotgunguy, WolfensteinSS, Imp)
    • Tier 2: between 70 and 249 health (Chaingunguy, Lost Soul, Demon)
    • Tier 3: between 250 and 449 health (Revenant, Cacodemon, Pain Elemental)
    • Tier 4: between 450 and 699 health (Hellknight, Arachnotron, Mancubus)
    • Tier 5: between 700 and 999 health (Archvile)
    • Tier 6: between 1000 and 1999 health (Baron of Hell)
    • Tier 7: between 2000 and 3999 health and above (Spidermastermind)
    • Tier 8: 4000 health and above (Cyberdemon)

Changelog:
  • alpha 1
    • initial release, requires GZDoom 4.11.1 or later
  • alpha 2
    • fixed issues with NashGore NEXT, DoomRL Monsters, FinalDoomer, Colourful Hell and LEGION
  • alpha 3
    • improved replacement code
    • improved collision checks
    • fixed relocation of monsters that weren't stuck
    • fixed monsters getting stuck inside ledges
    • fixed friendly monsters being marked on the map and getting killed when the portal appears
    • fixed soul fragment pickup sound cutting off other sounds
  • alpha 4
    • fixed monsters that were stuck in each other being relocated to the void

Known issues:
  • No multiplayer support (untested)

May not work with:
  • Any map or mod that uses scripts to advance progress
  • Any map or mod that uses DeHacked to replace actors
Download
https://drive.google.com/file/d/1cdy9Sa ... sp=sharing


As mentioned above, this should work fine with mods that only add content such as maps, monsters and weapons, but it probably won't work with other gameplay mods. If you come across any issues let me know which other files you've loaded alongside this mod, thanks :)
Last edited by DeVloek on Fri Nov 01, 2024 12:26 pm, edited 4 times in total.
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Brohnesorge
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Re: SoulRush alpha 1

Post by Brohnesorge »

This is very cool, I've been tossing various mods and maps at it to see what/if anything breaks. It "works" with almost everything but I've run into some issues.
  • Both LEGION and Colorful Hell monsters don't show up on the automap, nor are they killed when the portal appears
  • Feet On The Ground ammo is stuck at 0 after the first level (100% a problem on my end with how I do ammo caps in that)
  • Various mods (Feet On The Ground and Final Doomer from what I ran) get vanilla weapons
  • DRLA Monsters can spawn ghost glitched, and sometimes spawn with their AI disabled
  • Nashgore NEXT has a gore-test monster, and sometimes it can spawn
  • Final Doomer still has weapon and ammo drops from monsters
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DeVloek
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Re: SoulRush alpha 1

Post by DeVloek »

Brohnesorge wrote: Sun Oct 20, 2024 12:03 pm This is very cool, I've been tossing various mods and maps at it to see what/if anything breaks. It "works" with almost everything but I've run into some issues.
Thanks for playing and for providing feedback, much appreciated!
Brohnesorge wrote: Sun Oct 20, 2024 12:03 pm
  • Various mods (Feet On The Ground and Final Doomer from what I ran) get vanilla weapons
The vanilla weapons will always be available no matter what, I don't think I can do anything about that unless I can find an universal way to detect when/how vanilla weapons are replaced/disabled in a mod.
Brohnesorge wrote: Sun Oct 20, 2024 12:03 pm
  • Both LEGION and Colorful Hell monsters don't show up on the automap, nor are they killed when the portal appears
  • DRLA Monsters can spawn ghost glitched, and sometimes spawn with their AI disabled
  • Nashgore NEXT has a gore-test monster, and sometimes it can spawn
  • Final Doomer still has weapon and ammo drops from monsters
I was able to fix all the issues listed above, download link in the original post updated to alpha 2.
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ZSaturno
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Re: SoulRush alpha 2

Post by ZSaturno »

This is so fun to play with, it rekindled my interest on playing modded doom, i've tested it with a lot of different mods and had 0 problems so far
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DeVloek
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Re: SoulRush alpha 2

Post by DeVloek »

Update:
- improved replacement code
- improved collision checks
- fixed relocation of monsters that weren't stuck
- fixed monsters getting stuck inside ledges
- fixed friendly monsters being marked on the map and getting killed when the portal appears
- fixed soul fragment pickup sound cutting off other sounds

download link in the first post updated to the latest file.
ZSaturno wrote: Fri Oct 25, 2024 10:02 am This is so fun to play with, it rekindled my interest on playing modded doom, i've tested it with a lot of different mods and had 0 problems so far
Cool, that's great to hear! :D
I'm curious which mods you liked best in combination with this one? Thinking about making a "recommended mods" list or something like that.
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DeVloek
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Re: SoulRush alpha 4

Post by DeVloek »

small update, link in the op updated to alpha 4:
- fixed monsters that were stuck in each other being relocated to the void (this happened with one of the 3 imps in that secret closet behind the elevator in Entryway)
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