Style Mod for Doom [1.5 - major update testing]

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wildweasel
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Style Mod for Doom [1.5 - major update testing]

Post by wildweasel »

Style Mod, originally released sometime in 2010, was at some point my entry into a Doom mutator contest. I was inspired by one of Xaser's mods that was for the same contest, I think; since mutators do not (by definition) include new sprites or sounds, Style Mod didn't so much break new ground (that Xaser hadn't already) but dragged its little stone-and-tree-branch hoe behind it and entrenched a path, that further others would follow. The kind of absolute nonsense I was doing with the Textures lump would inspire a fair handful. Other, even more imaginative mods would spring forth, with even more wild use of the definition lumps to do even weirder shit, like Darsycho's ModOhFun.

Why's Style Mod relevant now, 15 years later? Well, I was shown a YouTube video of someone playing with it and demonstrating the weapons, and - in true Weasel style - I immediately spotted unresolved issues that'd be trivial for me to fix. So, I set forth on fixing things trivially and not-so-trivially. In some kind of fugue state, I just kept punching at it. And while I haven't gone as far as I perhaps ought to have (it's still Decorate-based, for one), I feel like I've made enough changes that it's worth putting it before the public eye again. ...And I somehow haven't been able to find its original project thread, if it ever had one, so I've decided to create this new one instead.

⇉ Click To Get The Danged Thing ⇇

So What's Actually Changed?
- Style Orb drops are now Universal; monster replacements have been completely removed. Should now be compatible with all monster packs.
- Player class definition moved to zmapinfo's gameinfo block.
- Weapons now have Tags defined.
- Status bar no longer just kinda hovers there; I drew the background texture an additional two times to extend it for widescreen and lower HUD scales.
- Weapon slot numbers now light up based on the selected weapon, and are now visible on the fullscreen HUD.
- "NO STYLE!!" audiovisual alert when dryfiring.
- Tech Laser's altfire has a new muzzle flash, and its sound has been revised with a few additional layerings of stock IWAD sounds played at weird pitches.
- The Dual Neutron Disruptor's sprite has been revised using what I can only describe as an unnecessary amount of single black pixels sampled off of a random wall texture.
- Completely reanimated the Triple Shotgun's reload by adding a new sprite. Also overhauled its idle sprite and fixed alignment of its muzzle blast.
- Overkill Cannon now has muzzle flashes, improved sounds, and you can now move (very slowly) while firing it instead of being locked in place.
- Backpacks have been returned to the game as Snazzy Hip Satchels, instead of being removed. Having one increases your max Style to 150 from 100 and draws a neat little + on the bar to indicate you've got one.

A Visual Demonstration (reflecting the original 1.0 release)
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Carrotear
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Re: Style Mod for Doom [1.5 - major update testing]

Post by Carrotear »

Oh hell yea. This mod was sick, glad to see it updated.

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