MFG38 Posted July 31, 2019 (edited) INTRODUCTION Satanic Gameshow Deluxe is a gameplay mod for GZDoom that I've been working on over the past several weeks. This is actually my first attempt at making a gameplay mod, at least on this scale. After almost 10 years of making maps for one of my favorite games of all time, trying something different has been kinda scary and exciting in equal amounts. One of the two core features in Satanic Gameshow Deluxe is a "feat"-based weapon upgrade system: by killing a certain number of a specific enemy, the player gets an upgrade for one of the 10 custom weapons in the mod. The other core feature is something I believe hasn't been done in a Doom gameplay mod before: finishers á la Wrack. (Do correct me if I'm wrong on this one, though.) That is, the player gains "finisher tokens" from killing numbers of enemies in quick succession, and with enough of said "finisher tokens", a devastating special attack can be used. Each weapon has 3 different finishers. FEATURES A brand new weapon set - Wield 10 distinct, powerful weapons, such as the Minigun, Flamethrower and Dark Matter Cannon. New powerups - Stun your foes with the Holy Water Grenade, or turn into an unstoppable killing machine with the Demonizer Orb. Wrack-style finishers - Kill numbers of enemies in quick succession to build up and unleash devastating special attacks. Feat-based weapon upgrade system - Take down numbers of specific enemies to obtain 13 different weapon upgrades. More aggressive and lethal enemies - Enemies have been given metaphorical steroids in various ways: for instance, most projectile-based enemies fire faster projectiles. REQUIREMENTS Satanic Gameshow Deluxe requires GZDoom 4.5.0 at a minimum to run. It is designed to be played with any commercial Doom IWAD. Compatibility with any other IWADs is neither guaranteed nor planned. SCREENSHOTS Spoiler DOWNLOADS AND OTHER LINKS LATEST RELEASE (v2.1.1): ModDB | GitHub D64D2 Compat Patch Eviternity Compat Patch GitHub repository Compat patch repository Edited March 10, 2023 by MFG38 v2.1.1 release 8 Quote Share this post Link to post
MFG38 Posted August 3, 2019 Tune to twitch.tv/mfg38 at 5:00PM GMT today for a demonstration/playtesting livestream of Satanic Gameshow Deluxe! 1 Quote Share this post Link to post
Gaia74 Posted August 3, 2019 Looks very good!, despite being your first mod looks great :P 0 Quote Share this post Link to post
MFG38 Posted August 3, 2019 27 minutes ago, Gaia74 said: Looks very good!, despite being your first mod looks great :P Much obliged! c: 0 Quote Share this post Link to post
MFG38 Posted August 10, 2019 The beta stage of Satanic Gameshow Deluxe has now launched! Download links for Beta v0.9 are in the OP. 0 Quote Share this post Link to post
MFG38 Posted September 10, 2019 v1.0 of Satanic Gameshow Deluxe has now launched! Download links are at the bottom of the OP. 1 Quote Share this post Link to post
RonnieJamesDiner Posted September 12, 2019 (edited) So I played about 3/4 of Doom II: Hell on Earth with this mod, and I came to the gradual conclusion that this mod definitely begs to be played on a more challenging WAD with a higher density of monsters. I intend to try a Scythe or Eviternity run with this at some point (maybe even a lite slaughter WAD) for a more thorough experience, but even in Doom II it was very clear how fun and interesting the mod is, and I had a pretty great time with it. There is a certain learning curve with it (at least for me), as it took me a little while to begin to get comfortable with some of the ideas and features – which I loved. It wasn’t really clear to me at first just *how* I was upgrading my weapons (early on in Doom II at least, it seemed like every upgrade was for the rifle), but then I slowly began to understand how it worked as the WAD started throwing different types of monsters at me with a higher frequency. I think the greatest part of the upgrade system is that it should translate well to other WADS – that it to say, the higher the monster count, the faster I’ll upgrade the various weapons, which is exactly how I’d want it to work, so I’m really excited to try this in a heavier map set. One thing I really appreciated was being able to use the Finisher moves on any weapon, regardless of which weapon I was using to gain it. I think the items are by far my favourite part of this mod. First of all, the Demonizer is just beautiful... BFG Division was hands down my favourite track from the new Doom OST, so my heart just melted when I picked that item up (also, my introduction to the item was in the Baron/Cyberdemon room in Tricks and Traps, and I don’t think I could’ve asked for a better scenario to first use that item). The sheer damage output given by the Demonizer is, however, part of the reason I want to try this mod on a more challenging WAD, as it seemed incredibly overpowered in Doom II (though I’m not complaining about this at all). I also really loved the Holy Water Grenade. Being able to throw one at the feet of a couple Mancubi or Arachnotrons and have them basically stun locked while I turn away and deal with other mobs was absolutely wonderful! It’s such a perfect addition to the classic combat mechanics (or “the dance”) that it seemed like it almost belonged in the game by default. I thought the portable health backpack was a really fun idea as well, that almost seemed like it belonged in the game, too. For the most part, I thought the weapons were really fun and quite balanced. Once I upgraded the bullet spread on the shotgun, it was definitely my work horse which served me well in most situations. The flamethrower was awesome for stun locking monsters while maintaining DPS (it became my go-to for dealing with Revenants), and I thought the Plasma Gun replacement was an interesting mechanic. And the Dark Matter cannon thinga-ma-bob was interesting, it certainly isn't the get out of jail free card like the classic BFG, but it offers a pretty fun mechanic (I loved combining it with the Holy Water Grenades against big clumps of high-tier enemies... so satisfying, and deadly effective). One thing I have to point out is that, after a few initial uses the first time I picked up the Double Barrel, I never once used the weapon again for the rest of my playthrough. The sheer damage, bullet spread, and rate of fire of the regular Shotgun made it a far better choice in almost every scenario I came across, over and above the Double Barrel – but most importantly, the rate of fire. I could get two shots off with the regular Shotgun in as much time as one shot of the Double Barrel, and seemingly do just as much damage (if not more, though I don’t know the actual numbers involved). The Double Barrel just felt obsolete next to the single barrel, for me personally, which was a shame. The changes to the monsters felt pretty balanced as well, and added just the right amount of extra tension and challenge. The increased projectile speed of the Imp and Cacodemon in particular felt perfect to me, and the speed of the Pinky was absolutely terrifying in a very very good way! There were several moments where I knew I’d woken a pack of them up in an adjoining room, and completely underestimated the time it would take for them to be in my face, which created some of the more memorable and intense situations that I experienced with the mod. Thank the lord for the flamethrower in those moments! Two things I’ll note on the enemy changes are: The Chaingunner being a projectile enemy now (I think?) never seemed capable of instigating an infight with other monsters. I’m not sure if it was just bad luck on my part that it never happened, but even when I felt like it should’ve happened, it didn’t. And then, there’s the Revenant projectile (my only real gripe with the monster changes). Their projectile just feels (and looks)... strange, kind of janky. I could never really tell if it was homing or not, and it’s movement behaviour, and pitch, and everything just seemed odd. To put it a different way, their projectile was the only thing which actually stood out to me as “unpolished”, in a mod that otherwise felt very high quality. ================================================================= As far as bugs are concerned, the only genuine bug I seemed to come across was that if I was using the Demonizer item, I could pick up a weapon, but I wouldn’t actually have the weapon when the Demonizer effect finished. I found this out on Tricks and Traps, as I used the Demonizer to clear out the secret Pinky closet, and I picked up the secret BFG (Dark Matter gun) before the effect finished, which boned me as it resulted in me not actually having the BFG then. I tested this afterwards and discovered that this is the case for all weapons. Though, I noticed I couldn’t pick up other items during Demonizer, so I’m not sure if it’s just a simple fix to stop the player from picking up weapons as well. If I could nitpick... I really wish the HUD showed me how much ammunition I had for each weapon, rather than having to switch to the gun to find out, but it’s definitely not a deal breaker. And, in a perfect world, I’d love to see the weapon number slots condensed to the classic layout – as in, the fists and chainsaw sharing slot “1”, the two shotguns sharing slot “3”, and the remainder of the weapons occupying their default places. By the end of my playthrough with the mod, I had basically re-wired my brain enough to get comfortable with the new weapon number slots (I always use the assigned numbers to switch weapons), so it’s not actually a problem, I just thought I’d throw that out there. Having to learn a different layout is probably healthy for my brain anyways, haha. TL:DR I had a lot of fun with this mod, and it’s absolutely worth checking out, if you haven’t. I think the most enjoyable aspect of it for me was that, it’s not a mod where you play a few levels and you’ve basically experienced it – there’s a lot more to it than meets the eye, and the longer I played with it, the more rewarding it felt. I definitely didn’t see as much of the upgrades and Finisher moves as I would’ve liked, which I think will be a huge incentive for playing with this mod in a map set that actively swamps the player with large crowds of enemies, both low and high tier. I’m really excited to try this out in something a bit beefier. Edited September 12, 2019 by RonnieJamesDiner 0 Quote Share this post Link to post
MFG38 Posted September 12, 2019 Wow, @RonnieJamesDiner, thanks for the detailed critique! c: A few specific points I want to address: the chaingunner isn't the only projectile-based enemy - all hitscan-based enemies have had their behavior changed so that they fire projectiles instead. I have noticed during my own playtesting sessions that it tends to break infighting, which I sadly don't know how to go about fixing. There's an option to enable the default hitscan behavior, though (the sgd_hitscanbehavior cvar - just set it to 0), which might be a workaround for that. Also, you can enable vanilla behavior for the Revenant rockets as well. To do so, set the sgd_revrocketbehavior cvar to 0. I wanted to have them, as well as the hitscan behavior, be customizable for players that want the experience to be at least that much closer to vanilla. Finally, in regards to the Demonizer weapon pickup bug, I am aware of it. I do have an idea as to the potential cause of it - that'll hopefully be fixed in the next build. 0 Quote Share this post Link to post
RonnieJamesDiner Posted September 13, 2019 6 hours ago, MFG38 said: A few specific points I want to address: the chaingunner isn't the only projectile-based enemy - all hitscan-based enemies have had their behavior changed so that they fire projectiles instead. I have noticed during my own playtesting sessions that it tends to break infighting, which I sadly don't know how to go about fixing. There's an option to enable the default hitscan behavior, though (the sgd_hitscanbehavior cvar - just set it to 0), which might be a workaround for that. Hmm, that's a curious one, I wouldn't have a clue where to begin with solving that one, unfortunately. I did try setting sgd_hitscanbehavior to 0 as you suggested, and that certainly cleared up the infighting issue! Oddly, however, it seemed to break the Chaingunner slightly. With that set to 0 the Chaingunner fires in like, 3 round bursts every second or so, haha. That said, setting sgd_revrocketbehavior to 0 was absolutely perfect! The rockets look and behavior like normal, but maintain the increased speed, which is really awesome and a little traumatizing! Love it. 0 Quote Share this post Link to post
MFG38 Posted September 13, 2019 4 hours ago, RonnieJamesDiner said: Hmm, that's a curious one, I wouldn't have a clue where to begin with solving that one, unfortunately. I did try setting sgd_hitscanbehavior to 0 as you suggested, and that certainly cleared up the infighting issue! Oddly, however, it seemed to break the Chaingunner slightly. With that set to 0 the Chaingunner fires in like, 3 round bursts every second or so, haha. Crap, I didn't even realize that bug existed this whole time! :P Luckily it was easy to pinpoint and fix. I also fixed the weapon/Demonizer bug and released a new build (v1.0.2). Download links are in the OP. 1 Quote Share this post Link to post
RonnieJamesDiner Posted September 13, 2019 Things seem to be running smooth with v1.0.2. I've been keeping both sgd_hitscanbehavior and sgd_revrocketbehavior at 0 and having a blast! The infighting appears to work as expected, and weapons picked up during Demonizer stay in the arsenal. Thanks for such a quick response and help with these issues, I'm really glad to see they were simple enough to fix! I'm currently on a Plutonia playthrough with this, on the Hell Veteran skill level. This is one of the most challenging things I've attempted in Doom in recent memory... I think if I can get past the first chunk of maps, I should be ok haha, but I'm sweatin' like a long tailed cat in a room full of rocking chairs. 1 Quote Share this post Link to post
MFG38 Posted September 27, 2019 (edited) My deepest apologies for the horrible bump, but I just figured I'd take the time to announce the v1.0 release of SGD Lite! SGD Lite is a stripped-down version of Satanic Gameshow Deluxe. This version of the mod features only the custom weapon set with all of the upgrades and finishers, as well as the few custom powerups that were in v1.0 of the main mod. All minor features, such as the new visual effects and enemy behavior tweaks, have been removed. You can download SGD Lite v1.0 at the following locations: Dropbox ModDB UPDATE 2019-09-30: v1.0 has been updated to v1.0.1. From now on, see OP for SGD Lite download links. Edited September 30, 2019 by MFG38 2 Quote Share this post Link to post
MFG38 Posted January 9, 2020 (edited) Geez, a near-4-month bump. Sorry! Anyhow, I just felt the need to let anyone who's still interested in this mod know that work is still ongoing. A lot of new features and general bugfixes/tweaks have been made since the launch of v1.0, and there's still no end in sight! I just released the latest versions of both the main mod and SGD Lite, respectively numbered v1.4 and Lite v1.2. The download links can be found in the OP. I plan to continue working on SGD as much as I can, and I've actually been planning a v2.0 of the mod for quite a while. The main highlight of SGD v2.0 is going to be a near-total rework of all weapon finishers to make them at least 20 times more powerful and satisfying. The reason is that in all honesty, I'm not too happy with most of the finishers in their current state. In addition, I plan to rewrite the HUD in ZScript, as well as convert as many of the ACS-based systems as possible over to ZScript. On the topic of reworking the finishers, below is a link to a speadsheet where I've jotted down some ideas for new finishers. If you take a look at it, you'll see that it hasn't been completely filled out. Which means that here's your chance to leave your mark in SGD by thinking up a finisher or two! Or five! Or ten! I'm open to any and all suggestions you may come up with, as long as they don't sound horribly overpowered or out of balance with the other finishers. Link to spreadsheet: https://www.dropbox.com/s/u18ows30kbw4vjl/v20_finisherideas.ods?dl=0 The finishers that make it into v2.0 will of course be duly credited to their respective inventors. Thank you in advance! Edited January 9, 2020 by MFG38 0 Quote Share this post Link to post
Crusader No Regret Posted January 12, 2020 Was in a mood to play with something other than default weapons so I gave this a test run. Here are some initial impressions. I tend to be slow and cautious so expected this to be outside my realm of familiarity. Have only tried with Warlock's Hearth and BTSX E1 (maps 1, 2, and 12 individually) so far. - Portable health pack is quite nice for those times when one comes across a batch of health bonuses or a supercharge. Bump it up to 100 and then pick up the supercharge for maximum benefit. - The finisher meter succeeds in encouraging a fast and aggressive approach. Dummo if there's any way to stop it from draining when I've gotten beaten up and want to backtrack for health. Which happens often because of the more aggressive enemies. - Lack of vertical autoaim is my biggest grumble. I'm neutral about the reduced infighting (and the hyper meter discourages waiting around for infights to finish anyways) but it's frustrating when enemies are taking potshots out of reach. Lack of vertical autoaim, nastier monsters, and the lack of infighting got me mobbed and very dead in BTSX E1, map 1 SSG secret area, among other outcomes. - Didn't get to try out many finishers yet and only level 1 versions. I am slow. Minigun and rifle are noticeable. Couldn't tell what the shotgun or bazooka do. Haven't tried the melee weapons at all yet. - Haven't progressed enough on a single run to notice any weapon upgrades. The frequency which I die and continue with -resurrect probably doesn't help either. - Mostly felt outgunned when large mobs descend in limited space (since they're generally not infighting as well). This may be more my choice of maps to try this out on though; the sample size is very small. Haven't faced any archviles or cyberdemons yet. Have a feeling that matchup would end up poorly. Maybe it's better for me to swap to the Lite version. Still want to play with this on a variety of maps as I do like the concept as an idea even if it's at odds with my usual playstyle. It's part of why I tried it out, after all. 0 Quote Share this post Link to post
MFG38 Posted January 12, 2020 (edited) Thanks for the feedback, @Crusader No Regret! To respond to a couple of the points you brought up: 2 hours ago, Crusader No Regret said: The finisher meter succeeds in encouraging a fast and aggressive approach. Dummo if there's any way to stop it from draining when I've gotten beaten up and want to backtrack for health. Sadly no. The finisher bar always decays at a consistent rate, and it can't be disabled except perhaps by using the freeze console command. 2 hours ago, Crusader No Regret said: I'm neutral about the reduced infighting (and the hyper meter discourages waiting around for infights to finish anyways) but it's frustrating when enemies are taking potshots out of reach. I didn't reduce the infighting intentionally - it's mostly a by-product of the way some of the enemy behavior in the mod is programmed. Unfortunately, I'm not aware of any possible ways to fix it at the moment. However, it shouldn't be an issue in the Lite version. 2 hours ago, Crusader No Regret said: Haven't progressed enough on a single run to notice any weapon upgrades. The frequency which I die and continue with -resurrect probably doesn't help either. You do have to kill a fair amount of enemies in order to acquire even the first weapon upgrades. Unless you're playing a slaughtermap, you generally get your first weapon upgrade about 3-5 maps in. Of course, it does depend on the mapset. The kill counts shouldn't reset if you die and use the resurrect command, though. I appreciate you giving the mod a spin! Hope the Lite version is more up to your speed. c: Edited January 12, 2020 by MFG38 0 Quote Share this post Link to post
Crusader No Regret Posted January 18, 2020 (edited) Gave this mod some more playtime with Community Chest 4 as the playground. Lobbing area effect weapons into large batches of enemies is so fun. Feel this mod plays best in a mapset one is already familiar with. While there's nothing inherently wrong with playing something like Lost Civilization blind with this (especially for those already used to manual vertical aim), one won't get to use the finishers all that often in an exploration focused, expansive environment with lots of hidden secrets to discover. I've managed to trigger a few upgrades. At least one of them came during the middle of a frantic firefight so I missed what it said and there's no way to check what upgrade I got. That's really my only bit of technical feedback. Blooper reel: - Trying out the dark matter gun for the first time. Let's just say I stood too close to what I was aiming it at. - Whiffing a Lv 2 finisher (sadface) - Yes, it's still a bad idea to be close to the target when using rockets. Finisher idea box: - Ring of fire for flamethrower. Circle of fire from around the player expands outward for some distance, damaging and pushing away enemies. Inspired by the fire shockwave from the final boss of Metroid Prime. - 3-way shot for the bazooka/rocket launcher. Maybe even a triple blast at the same time for more overkill. Inspired by Crusader's AR7 rocket launcher. - 6-shooter shotgun: 6 shots in very rapid succession - For a limited time, the double barrel shotgun has vastly reduced reload time. - Shoryuken for the fist. OK this is just silly and probably beyond the capabilities of the engine. Time stop looked gamebreaking when reading the spreadsheet but after I've played this and experienced how difficult it is to build a Lv 3 hyper, it doesn't look overpowered anymore. Edited January 18, 2020 by Crusader No Regret 0 Quote Share this post Link to post
MFG38 Posted January 18, 2020 The 3-way Bazooka shot actually exists already in some form, as the Bazooka's Level 1 finisher shoots out 3 homing missiles. I like the sound of the other finisher ideas, though - thanks for sharing! I'll add them to the spreadsheet right away. c: 0 Quote Share this post Link to post
MFG38 Posted May 9, 2021 It's been another preeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeetty long while since I posted an update of any sort over here, but I figured now if ever would be a good time to let those who haven't completely forgotten about SGD know that work on v2.0 is still ongoing. The finish line looms decently close, though, and it may not take much longer for the new build to be finished. In fact, the finisher reworks are almost done, sans one last finisher rework. Once I get the last finisher rework in, the bulk of the remaining work henceforth will be converting the remaining parts of the ACS code to ZScript and fixing any game-breaking bugs I stumble upon. I may or may not release a preview build of sorts once I implement the last finisher rework so that people can enjoy the new finishers without having to wait an indefinite amount of time for the real v2.0. If I do, you can expect it within the next week or two. I should emphasize, however, that the preview build, if I do end up releasing it, will primarily be released for the purpose of collecting feedback about the new finishers and reporting bugs that may have occurred. Chances are that the new finishers will see further tweaking, and there will likely be bugs of varying degrees of nastiness. For that reason, updating to v2.0 will be strongly recommended as soon as it comes out. At any rate, I hope you're as excited as I am! Possible v2.0 preview build coming sometime this month - if not, the real v2.0 will most likely be ready to go before 2023. Spoiler Also, SGD has now been localized for Finnish. If anyone has a GitHub account and wants to provide additional localizations, please consider forking the mod's GitHub repository and making pull requests for your language.* files (where * is the language code). Of course, bugfix contributions are also welcome, but I'm primarily looking for localization contributions if anyone happens to be so inclined. Link to GitHub repo: https://github.com/MFG38/sgd 0 Quote Share this post Link to post
MFG38 Posted April 3, 2022 (edited) Yet another update regarding v2.0 (I need to stop being this radio-silent about it): work is still ongoing but reaching a point I can confidently call "nearing the finish line". With the latest changes I just made, the biggest thing left to do at this point is rewriting the HUD into ZScript. And fixing a few nasty bugs. So as to celebrate the milestone, I decided to go ahead and release the latest dev build of SGD v2.0 - numbered v2.0-pre-r358 - as a preview of sorts. You can download it on ModDB by following this link: https://www.moddb.com/mods/satanic-gameshow-deluxe/downloads/sgd-v20-pre-r358 Highlights of the new release: Reworked finishers - I'll admit that I was never entirely happy with the finishers in the 1.x versions of SGD, hence I took on the task of reworking them for v2.0. Almost all finishers have been reworked, with only a few left mostly intact. (I say "mostly" because even in the finishers I decided were good to keep, I did some tweaks in their implementations.) Decimate your foes with all-new finishers such as railgun-like slugs, Argent bombs and the power to briefly stop the flow of time! Less ACS, more ZScript - With the exception of the feat system, all systems that were previously powered by ACS have been converted over to ZScript. I mostly did this as an exercise in learning more about the intricacies of ZScript, but with some luck, that exercise will also have resulted in marginally better performance across the board. "Classic powerups" mode - For those who want their gameplay experience to be that much closer to vanilla, SGD v2.0 introduces an option that brings back the classic Doom powerups. Finnish localization (with possibly more to follow) - 'Nuff said. This should go without saying, but this release isn't the full release of v2.0 and shouldn't be treated as such. Some work still remains to be done for the full v2.0 release, and bugs are likely to occur. If anything, I released this build mainly for feedback collecting purposes. You should not expect this version to be fully polished, because it isn't - but if you're fine with knowing that and want to play an early release, go ahead and download the dev build. I more or less know where there are still bugs to fix, but feel free to report any bugs you come across regardless. Edited April 4, 2022 by MFG38 1 Quote Share this post Link to post
TheMagicMushroomMan Posted April 3, 2022 Hey MFG! I'm glad you bumped this, because I somehow missed it. I'm busy for the next couple days, but I intend on giving this a shot, it looks pretty unique. I like the overall concept as well as the weapon sprites in the screenshots. I also love the HUD, it looks very polished and the layout is clean and positioned well. Nice job, I'll let you know what I think once I play it! 1 Quote Share this post Link to post
MFG38 Posted April 3, 2022 Anytime, @TheMagicMushroomMan, and thank you (in advance)! c: 1 Quote Share this post Link to post
MFG38 Posted December 3, 2022 Alright, I know I've been saying this for the past uhh... three years or so and spectacularly failing to deliver in that time, but this time, I'm not bullshitting you when I say that SGD v2.0 is finally actually seriously coming very very very very VERY soon. Just a couple things left to do, one of which is proving to be a real pesky little problem, but I'm hopeful and optimistic that it'll get sorted out in a timely manner. I'm literal inches away from the finish line - I will get there and you will see SGD v2.0 before the end of this year. Stay tuned. 3 Quote Share this post Link to post
MFG38 Posted December 5, 2022 It took an eternity and a half, but v2.0 of Satanic Gameshow Deluxe is finally released! Told you I wasn't bullshitting. Get it from the following places (links have also been updated in the OP): ModDB | GitHub Nearly three years of work (and procrastination) went into this build, and having it out the door after all that time is honestly an indescribably huge relief. I hope you all enjoy playing it as much as I enjoyed working on it. Full changelog from v1.4 to this version is in the spoiler below. Spoiler Increased the "warmup" time for the Dark Matter Cannon projectile (i.e. it does not begin to absorb things as quickly). Fixed Barons giving the wrong token upon dying from Holy Water and Fire damage. Slightly modified the spawning logic of the Holy Water Pool particles. Slightly modified the Spider Mastermind's AltMissile state code. Modified firing behavior for the Shotgun and Double-Barrel Shotgun. Rebalanced skills 5 and 6: Enemies deal 130% damage instead of 200% on skill 5 and 170% damage on skill 6. Stimpacks, Medikits and Megaspheres function normally on skill 6. Ammo pickups give normal amounts on skill 6. Monsters have 20% more health instead of 50% on skill 6. Renamed TeleportFX to SGDTeleportFog. Implemented 4 new cvars to affect thing replacements: sgd_replaceplasmagun, sgd_replacebfg, sgd_replacebackpack and sgd_classicpowerups. Reduced the amount of ammo given by the Flamethrower from 100 to 90. Increased the Fists' damage from random(2,5)*5 to random(3,5)*5. Added strategy_guide.txt. Changed all visual effect cvars from server-side to clientside. Increased the amount of starting Rifle ammo from 40 to 48. Increased maximum Rifle ammo capacity from 150 to 160. Modified the behavior of the Light Amp Goggles. Tweaked the behavior of the Holy Water Grenade. Updated cvar checks to the recommended ZScript method. Decreased pain chance from Holy Water damage for Archviles, Cyberdemons and Spider Masterminds. Decreased pain chance from Fire damage for Archviles. Added Finnish translation. Made dynamic lights emitted by light source props togglable (via the sgd_propdynlights cvar). Removed flat glows. Reworked almost all finishers. Renamed DemonizerPickup to DemonizerOrb. Migrated ACS-based functionality to ZScript (except the feat system). Piles of rockets now give 4 rockets instead of 3. Modified behavior of FinisherFreeze (it now reduces player's speed during some finishers instead of freezing them entirely) and renamed to FinisherSpeed. Reduced the Minigun's windup time slightly. Added pitch interpolation for the Double-Barrel Shotgun's recoil. Renamed the Light Amp Goggle sprites. Removed the low health screen flash effect. Re-implemented the HUD in ZScript. Decreased the speed of the Argent Rifle's cooldown in the OverheatLoop state. 3 Quote Share this post Link to post
nickxcom Posted December 5, 2022 Cool stuff! Played through the first five levels of Doom 2 just to get a taste and it's definitely a fun mod and seems to work great. Going to have to find some good maps with high enemy density to play through with this one. 1 Quote Share this post Link to post
MFG38 Posted February 19, 2023 v2.1 has been released, with a proper fullscreen support update for the HUD and some other miscellaneous tweaks. Download links have been updated in the OP. Changelog: Spoiler Fixed missing A_BossDeath calls from the Baron's special Death states. Localized the difficulty setting descriptions. Added tooltips (courtesy of libtooltipmenu by ToxicFrog). Rebalanced skill 1 (ammo pickups give normal ammo amounts instead of 50% more). Updated the HUD to use fullscreen coordinates. Removed monster spawn behavior option because it was breaking Lost Souls spawned by Pain Elementals. 1 Quote Share this post Link to post
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