Tango Posted September 21, 2019 (edited) >>>>>>>> DOWNLOAD SUPERCHARGE <<<<<<<<(last updated: v3.0 - 03/27/2023 | click here for direct link | click here for weapons-only version courtesy of @NovaRain Supercharge is a mapping resource and gameplay mod for GZDoom/Zandronum, with new and altered monsters and weapons. It is the continuation of the gameplay mod featured in Paradise, and I intend to continue iterating on it and using it in my future mapping projects. REQUIREMENTS: Compatible with GZDoom 4.0.0 and up, Zandronum 3.0 and up, and ZDoom 2.8.1; earlier GZDoom versions or LZDoom may also work, but are untested Requires a Doom IWAD to play (doom.wad, doom2.wad, tnt.wad, plutonia.wad, etc.) Hardware rendering mode strongly recommended; non-hardware rendering modes may have visual oddities Probably will not play well with other mods or mapsets that have significant gameplay tweaks SCREENSHOTS: Spoiler (Paradise v2.1 MAP05) (Abandon MAP04) (Speed of Doom MAP28) GIFS: tbd GENERAL INFO: Frills and effects! New weapon and monster sprites, new sounds, bullet casings, alternate deaths, gibs, terrain splashes, two "new" HUDs, and other various things. Automatic pistol starts (GZDoom only)! In game, navigate to "SC Options" from the main menu to toggle this setting. Normalized damage across the board! Each player and monster attack now does a set, non-random amount of damage. The non-random values are generally what the average random version would be. A projectile formerly dealing between 10 and 20 damage would now do 15, for example. Instant weapon switching! Weapon switching is instant for ALL weapons. This allows you to combo certain weapon shots together. Fire a rocket then quickly switch to a super shotgun blast, or hammer away at your pistol clip then instantly switch to a plasma volley! New monsters and tweaked weapons! See the respective categories below for more info. MONSTER INFO: Spoiler NOTE All monsters below marked with (NEW) will only show up in game when placed specifically by a mapper. If you are using Supercharge as a gameplay mod (ie to play with Scythe), none of the (NEW) monsters will be present in game unless playing on the new Ultra-Randomized difficulty setting. (NEW) Wicked: Flying low tier monster that shoots 3 homing projectiles nearly simultaneously. The projectiles hang for a brief moment before firing toward the player with momentary but strong homing. The temporary nature of the homing effect makes the projectiles easier to dodge at a distance, and the limited turn-radius of the homing means that immediately standing behind the Wicked once it spawns a volley will make the projectiles unable to home in properly. (NEW) Grenadier: Zombie variant with a grenade launcher. Grenades bounce till they lose momentum, then lay still for a few seconds before exploding. The player can safely run through still grenades. Killing the Grenadier with an explosive attack will detonate the grenades strapped to it, causing a secondary explosion on the enemy for additional damage to surrounding monsters. (NEW) Diabolist: Fiery-red cousin of the Archvile. Summons exploding plumes of fire beneath the player’s feet that linger for a few moments for area-denial. Punishes you for not watching your footwork. (NEW) Tortured Soul: Similar to a Cacodemon, but releases out lingering toxic clouds, which damage players and other monsters alike, upon pain and death. Think of them like flying barrels. (NEW) Pyro Demon: A hell-knight variant whose projectile explodes into small chunks of fire that linger on the ground upon impact. Lingering fire is constant but low damage, for area denial. (NEW) Weak Cyberdemon: Has 25% less health than vanilla, and is susceptible to explosion/radius damage. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has green cybernetic parts to visually distinguish it from the standard Cyberdemon. If you are a mapper, I highly recommend using the Weak Cyberdemon exclusively - the standard Cyberdemon is included only for gameplay compatibility reasons. (NEW) Machinegun Guy: Basically just a reskin of the Chaingunner, but fires in bursts much like the player's own Assault Rifle. (NEW) Cyber Baron: Has a chance to fire a rocket out of its rocket arm, in addition to its regular green fireball attack. Once under ~50% health, a strong attack (anything but a pistol/AR attack basically) will destroy its rocket arm, leaving it with only the green fireball attack. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has a higher pain chance from Chainsaw attacks, and can be instantly disarmed with Chainsaw attacks. (NEW) Haedexebus: Flying Behemoth, with health identical to the Behemoth (600hp). Its firing pattern is slightly different from the Behemoth in that it starts center-focused and spreads further out with each volley. Archvile -> Exile: 100 more HP than vanilla. Otherwise purely a cosmetic change. Cyberdemon: Shoots rockets from its cannon, rather than the center of its body. Zombieman -> Plasma Zombie: Fires two shots of plasma instead of a single hitscan bullet. Demon/Spectre -> MechaDemon/MechaSpectre: Walks and bites faster than its vanilla counterpart. Revenant -> Draugr: Fires its projectile from its shoulder cannon instead of the center of its body, but otherwise functionally identical to its vanilla counterpart. Cacodemon: Fires slower projectiles than its vanilla counterpart. Imp: Fires slightly faster projectile than its vanilla counterpart. Lost Soul: Significantly less HP than its vanilla counterpart. Pain Elemental: Has a small, damaging explosion upon death, to make it slightly less safe to stay in its face to block Lost Souls from spawning upon death. Mancubus -> Behemoth: Same stats as its vanilla counterpart, but fires its projectiles out of its cannons now, rather than the center of its body, making the projectiles a little tougher to dodge. Arachnotron -> Fusionite: Same stats as its vanilla counterpart, but fires its projectiles in strings of 4 with a small gap in between each bunch. Spider Mastermind: Now has a bit less than half of its vanilla pain chance, and shoots a very fast and damaging projectile in place of its vanilla hitscan attack. A few other monsters have received visual changes but no gameplay changes. WEAPON INFO: Spoiler Fist: Non-berserked damage slightly buffed. Chainsaw: Damage has been substantially buffed, and range slightly buffed. Triggering the Cyber Baron’s pain state with a chainsaw is a guaranteed disarm. Pistol: Shots are much more powerful, and much faster, than vanilla, but at the cost of having to reload every 8 bullets. Shotgun: Fires faster, has tighter horizontal spread but with equal vertical spread. Can fire 8 shells before reload. Includes an alternate Gothic skin which can be toggled in the SC Options menu. Super Shotgun: Slightly tighter horizontal spread, and a few frames faster at firing too. Really powerful as a combo-ender (ie 4 scrap shell shots into instant SSG) thanks to instant weapon switching. Includes an alternate Gothic skin which can be toggled in the SC Options menu. Chaingun -> Assault Rifle*: Automatic firing rifle that reloads after 30 shots. Bullets are significantly more powerful than the vanilla Chaingun. The weapon becomes more inaccurate with successive shots, reaching peak inaccuracy after 20 shots, with spread gradually recovering when the weapon is equipped and idle. (NEW) Scrap Gun: Projectile shotgun. Does a ton of damage up close (150 for a full blast vs the SSG's 200), but its extreme spread makes it unideal for anything but short-range. (NEW) Stomper: Micro-missile launcher. Each volley fires several micro missiles that detonate after limited range, but explode several times over a small area for up to 400 damage on a single target. Very good for crowd control! Rocket Launcher: Significantly increased rate of fire, and faster projectile speed. The cost is that splash damage, and therefore overall damage, are nerfed. Direct hits therefore are much more important. Works well as both a combo starter and ender. Plasma Rifle: Reloads every 40 shots. Otherwise, quite similar to its vanilla counterpart in terms of damage output and speed. BFG9000: Projectile hitbox size slightly increased, and projectile sprite size slightly decreased, but otherwise no major changes. * There is a toggle in the "SC Options" section of the menu that enables a buffed vanilla-ish Chaingun in place of the Assault Rifle, but the Assault Rifle is the default. NOTES FOR MAPPERS: Spoiler In addition to the new monster & weapon things that you can place in a map, Supercharge also includes a few dozen decor items like trees and hanging lights. These new items are placed in separate thing categories when you load Supercharge as a resource in your level editor. Supercharge includes a menu option to allow players to switch between using the Chaingun and Assault Rifle. If you would like to bypass this and enforce one of the two weapons in your maps, there are specific pickups for TangoChaingun and TangoAssaultRifle, as well as TangoChaingunGuyDropChaingun and TangoChaingunGuyDropAssaultRifle for ChaingunGuys. Otherwise, if you do not wish to enforce a specific weapon, please use the default TangoChaingunGuy and ChaingunSpawner items. If you need any assistance or information at all regarding mapping for Supercharge, whether related to editor setup or more monster/weapon specifics, please either post in this thread here or PM me to let me know, and I'd be happy to help! CURRENT TODOS: Spoiler Add some more elaborate randomizer options Expand bestiary Expand arsenal MODIFYING SUPERCHARGE AND USING IT IN YOUR MAPS: Spoiler You are free to do any of the following without permission from or credit to Tango: Fork and create your own version of Supercharge Use any of the resources or code from Supercharge in your own mods Bundle Supercharge or a modified version of it in your own mapset However, if you do any of the above, you must provide credit to any non-Tango individual whose resources you have used. The simplest way to do this is to make sure that you include the existing CREDITS lump in your Supercharge fork. Additionally, if you make your own fork of Supercharge, it'd be great if you could name it something else to reduce confusion. OLD VERSIONS: Spoiler v1.0 download v1.1 download v1.2 download v1.3 download v1.4b download v1.5 download v1.6 download v1.6b download v1.7 download v1.7b download v1.8 download v1.8b download v1.9 download v2.0 download v2.1 download v2.2 download v2.2b download v2.3 download v2.4 download v2.5 download v2.6 download v2.7 download v2.8 download v2.9 download (monsters only version here) (weapons only version here) v3.0 download MAPSETS USING SUPERCHARGE: Ar Luminae by @Aurelius The Demon Blade by @DragonsForLunch Technicolor Antichrist Box by @Major Arlene Supercharged Final Scourge - Catharsis by @Austinado Supercharged Break In! by @TravyB Bloodicide by @RonnieJamesDiner Paradise v2.1 by Tango Mapwich 2 by the Hellforge crew Supercharged Triathlon by @Helm Supercharged Radiation Factory by @StoopidBoiEthan Technicolor Antichrist Box Anniversary Edition by @Major Arlene False Paradise by @97th Century Fox The Demented Trials by @StoopidBoiEthan Ante Mortem Episode 1 by @Snaxalotl Greg's Glory by @StoopidBoiEthan Breakpoint by @Major Arlene, @jazzmaster9, @Guardsoul, @Remmirath, and @Velvetic In the Shadow of Chaos by @Toilet_Wine_Connoisseur Sensory Deprivation Chamber by @eltiolavara9 Sun Lotion On My Curvy Asscheeks by @MoiraHeart The Astral Adventure by @slayer's UAC Blacksite Supercharged by @shroomzy5000 GAMEPLAY MODS BASED ON SUPERCHARGE: QuickCharge by @6DB Minicharge by Tango ("based on" is a pretty rough term here admittedly) Supercharged Bullet Ride by @vsared RECOMMENDED ADDONS: DamNums by @Xaser Tilt++ by @Nash Mortal HUD Tweaked by @Delfino Furioso and @MORTAL Edited January 20 by Tango 100 Quote Share this post Link to post
Mk7_Centipede Posted September 21, 2019 very nice, buddy. I love that burst rifle. but why did you have to go an make the cute cacodemon all scary and stuff? 4 Quote Share this post Link to post
Armolitskiy Posted September 21, 2019 Simple but good mod. I liked the monsters, but I think you can add various variations for zombies. It would be great if you added the ability to adjust the speed of switching between weapons. 2 Quote Share this post Link to post
Tango Posted September 22, 2019 20 hours ago, Armolitskiy said: I liked the monsters, but I think you can add various variations for zombies. It would be great if you added the ability to adjust the speed of switching between weapons. both great ideas, I'd love to implement both of these :D @Doomenator hah awesome, I found that video a few months ago before I release Paradise v2, thanks for posting it! 0 Quote Share this post Link to post
Matias Posted September 23, 2019 Been a while since i played paradise so i had to give this a go. If there is a one word to describe this it would be "satisfying" When i played paradise i remember thinking that the gameplay would make a nice standalone mod and here it is better than ever 1 Quote Share this post Link to post
Tango Posted September 26, 2019 thanks @Matias :D I was pretty pumped when I found your youtube videos of v1 of Paradise last year - thanks a bunch for posting those. also, if there's any of yall out there that might be interested in a Zandronum-compatible version of Supercharge, please let me know. it would be hard for me to justify maintaining 2 versions simultaneously, but I think it wouldn't take a ton of effort to port v1 to Zandronum, at least. I might try to do this anyway, but it very likely wouldn't be till after October 2 Quote Share this post Link to post
NoReason Posted September 26, 2019 1 hour ago, Tango said: also, if there's any of yall out there that might be interested in a Zandronum-compatible version of Supercharge I'm certainly interested, assuming it is feasible (since I know next to nothing about making gameplay mods). 1 Quote Share this post Link to post
RonnieJamesDiner Posted September 26, 2019 Oooh, this looks really interesting. Very excited to try this out! A lot of the minor tweaks and changes to some of the vanilla assets are hittin' me right in the sweet spot, and the new content looks intriguing. Curious why you decided to eliminate the RNG? 1 Quote Share this post Link to post
Tango Posted September 26, 2019 4 minutes ago, RonnieJamesDiner said: Curious why you decided to eliminate the RNG? good question. I think the main catalyst was that I've played a handful of multiplayer games over the last few years where the damage values for every weapon/character/enemy are known in advance and good to memorize to improve at the game. playing these games, I realized I really enjoy knowing exactly how much damage I'm going to dish out or receive. I don't think RNG actually impacts me that negatively when I'm playing vanilla Doom, but I do like the idea of knowing that, for example, this one rev rocket isn't going to randomly kill me at 70hp. or knowing that if I hit these two SSG shots square on, this cacodemon will definitely die and open up some much-needed space in a slaughter fight, for example. lots of folks don't mind the RNG in Doom, and many even seem to specifically enjoy it, but for me personally I don't feel like I get anything out of it, so I took it out :D 1 Quote Share this post Link to post
Pieruskwurje Posted September 26, 2019 (edited) Great to see this released standalone. I really enjoyed Paradise with these gameplay changes so I'll definitely enjoy testing these out elsewhere! Edited September 26, 2019 by Pieruskwurje 1 Quote Share this post Link to post
Test Tickle Posted September 26, 2019 3 hours ago, Tango said: also, if there's any of yall out there that might be interested in a Zandronum-compatible version of Supercharge, please let me know. Tbh this sounds like something i would be interested in playing online 1 Quote Share this post Link to post
RonnieJamesDiner Posted September 26, 2019 11 hours ago, Tango said: good question. I think the main catalyst was that I've played a handful of multiplayer games over the last few years where the damage values for every weapon/character/enemy are known in advance and good to memorize to improve at the game. playing these games, I realized I really enjoy knowing exactly how much damage I'm going to dish out or receive. I don't think RNG actually impacts me that negatively when I'm playing vanilla Doom, but I do like the idea of knowing that, for example, this one rev rocket isn't going to randomly kill me at 70hp. or knowing that if I hit these two SSG shots square on, this cacodemon will definitely die and open up some much-needed space in a slaughter fight, for example. lots of folks don't mind the RNG in Doom, and many even seem to specifically enjoy it, but for me personally I don't feel like I get anything out of it, so I took it out :D Very fair! There are a few instances where I genuinely love the RNG (one of them I suppose would be watching a Pinky RNG enough damage while infighting with a Zombieman to actually gib him to death, which is always hilarious and awesome to watch). I think I actually enjoy the traumatizing aspect of the Revenant rockets, as well. It can just add so much tension. That said... I couldn't agree with you more about the value of learning the damage output -- of both yourself and your enemy -- and using this information as a reliable method of improvement. When I think about it, that is something I really value and appreciate in almost all other games, so I can't see why it wouldn't have the same effect on me in Doom. 1 Quote Share this post Link to post
chowbar Posted September 30, 2019 Yo @Tango congrats on the release of Paradise! I was hoping you'd release a gameplay mod based on it and I'm really happy you did! I did some real quick testing with No End in Sight and I noticed that taking out the RNG really speeds up the gameplay. Since you know imps and former humans basically only take one shotgun blast, everything else dies a lot faster and that means more room to maneuver which probably adds to the feeling of being faster. This is really apparent if you play a level that flows really wells together like E2M3 of NEIS. I thought that taking out the RNG would make things easier, but with all the enhanced enemies, that really wasn't the case. Really had a blast with supercharge! Weapons are real satisfying esp. the pump shotty and while the gameplay is still doom it's enhanced enough to keep things fresh and fast. Can't wait to see more! Screenies after the spoiler... Spoiler 2 Quote Share this post Link to post
Tango Posted October 9, 2019 (edited) a bit late, but cheers @chowbar, really glad to hear you're enjoying it :D as a general update, I've started converting all the monsters to be zandronum-compatible, which isn't as bad a task as I thought, just a little tedious. hoping to have a zando-compat v1.1 out sometime later this month edit: ended up spending the evening knocking out most of the conversion, not 100% of the way there though. the diabolist is currently broken, and it appears I have to make a few other small concessions (the baron won't be staggered when his arm is blown off), but generally things are looking pretty good. might have the first zandro version out this weekend if all goes well Edited October 9, 2019 by Tango 2 Quote Share this post Link to post
chowbar Posted October 10, 2019 21 hours ago, Tango said: as a general update, I've started converting all the monsters to be zandronum-compatible, which isn't as bad a task as I thought, just a little tedious The absolute madman, glad to hear it's not too painful hehe. I thought the paradise text file said that coop was untested? Have you been thinking of like paradise dm? 1 Quote Share this post Link to post
Tango Posted October 10, 2019 5 hours ago, chowbar said: I thought the paradise text file said that coop was untested? yeah, paradise itself is completely untested in coop, since Paradise (or rather, the version of Supercharge that is uses) only works in GZDoom. it's possible to play it in GZDoom coop I'm sure, but I didn't do anything special for it outside of some very lazily placed monsters on map01 - map03 that are flagged multiplayer only. when I finish this zandro compatible version of Supercharge it would in theory be possible to make a zandro compatible version of Paradise, that actually has thoughtful thing placement. I currently don't have to the motivation to do that at the moment, but might at a later date maybe. no plans for any DM or anything though, but I figured it would be good to have a zando compatible version of Supercharge so that folks could use it in multiplayer as a mod, or even make multiplayer maps for it 1 Quote Share this post Link to post
Lila Feuer Posted October 10, 2019 This looks dope! I'll have to try it out sometime! 1 Quote Share this post Link to post
Tango Posted October 10, 2019 thanks @Lila Feuer :D I'm just about done with the zandronum conversion now, though there's two issues basically: I can't get the diabolist to maintain its exact current behavior without making some changes. what it seems like I'll have to do is 1) make it immune to explosion damage (which I'm fine with), and very possibly, 2) reduce its pain chance to 0, and make its plumes so that they always explode, even if you do pain or kill the monster. I'm less enthused about concession #2 but it wouldn't be too terrible I think. it would make the monster more straightforward, I guess - if you see a plume, you know it's going to explode. this is also exactly how the version of the monster works in Minicharge, so if nothing else it'd be pretty consistent in that sense zandronum doesn't seem to be able to handle auto brightmaps? so the first zandro version would probably not have brightmaps. I can pretty easily write a script to convert all existing auto brightmaps into GLDEFS ones, but it'll take a wee bit of time 0 Quote Share this post Link to post
Tango Posted October 27, 2019 (edited) at long last, I've finally finished v1.1, which features, most importantly, Zandronum compatibility!!!! download link in the OP has been updated. here's a rough changelog: rewrote a bunch of monster code to be compatible with zandronum removed the "auto reload when empty" (sorry chowbar :[ ) and beeping monster rocket menu options. I might get around to re-implementing these at some point, but it's less clean and easy to do while maintaining zandro compatibility, which is the reason I removed them for now removed the scrap gun replaced the big HUD with a new, split version of the default doom HUD like you've probably seen in some other mods. the existing small HUD is still present, though I would like to redo that one at some point replaced the graphics of the blood splatters and flying blood actors. I think it looks much more doomy now added new, smaller explosion sprites to the player rockets to make it easier for your brain to remember that their explosion radius is smaller than usual removed the Warlock monster (you probably didn't even know this monster existed) to make the Diabolist work properly in zandro, I had to make some slight changes to its behavior. its plumes will now always explode, even after the monster dies, and the monster has a pain chance of 0 (because plumes always explode, causing pain to the monster would only cause more trouble for the player). it would have been nice to maintain its exact behavior from before, but I couldn't find a way to do it in zandronum, and imo these concessions aren't too bad I removed the increased damage to the demon/spectre/cacodemon/pain elemental during their attack animations, because I couldn't see a way to make this work in Zandronum :( (pinging @NoReason and @pc234 since yall indicated interest in zandronum compatibility, merry christmas) Edited October 27, 2019 by Tango 6 Quote Share this post Link to post
Lorenz0 Posted October 27, 2019 Nice, I'll probably give this a try with some wads on co-op. I appreciate the effort to get this on zandro :> 1 Quote Share this post Link to post
DarkQuill Posted October 27, 2019 Tested with GZDoom g4.1.3, no other mods/maps. - Pain Elementals don't seem to attack at all - The shotgun is always firing/reloading fast at all levels of HP These work as intended in ParadiseV2 on the same version number. 1 Quote Share this post Link to post
Tango Posted October 27, 2019 7 minutes ago, DarkQuill said: - The shotgun is always firing/reloading fast at all levels of HP oops, this bit is intended, I just forgot to update the description in the OP. I decided to do away with this mechanic because I wanted the shotgun to just be fast all the time, though I did nerf the damage of the shotgun a bit since Paradise, to compensate. not sure what's going with the pain elementals though, I'll give those a look. thanks so much @DarkQuill :D 1 Quote Share this post Link to post
Man of Doom Posted October 28, 2019 This is more of a suggestion than anything, but I feel like the Chaingun Guy replacement would look best with the sprite set for the Heavy Carbine Zombieman (from Realm667 of course). Not only does he have blue armor, he's also carrying an assault rifle which would create a more consistent look (given how the player is given an assault rifle instead of a chaingun). https://realm667.com/index.php/en/component/docman/?task=doc_download&gid=979&Itemid= By the way, excellent work with this gameplay mod so far! I've been enjoying the absolute hell out of it! 3 Quote Share this post Link to post
Tango Posted October 28, 2019 cheers @Man of Doom, I will definitely take a look at those sprites! it has always irked me a little bit that the chaingun guy still carries a chaingun despite dropping an assault rifle, so it'd be great to have a similar but still similar replacement. and thanks for the kind words :D 1 Quote Share this post Link to post
PeterMoro Posted October 30, 2019 I just played an Oblige map with this mod. It's soooooo good! Thanks x 100 Tango!!!! 1 Quote Share this post Link to post
NoReason Posted November 2, 2019 On 10/27/2019 at 1:34 AM, Tango said: merry christmas heh, nice, actually used this today for a coop session and it was pretty damn fun. 1 Quote Share this post Link to post
TravyB Posted November 8, 2019 Just had a WHOLE lot of fun using this with the first half of Scythe. I'm not usually into gameplay changing mods too much but this ones a keeper. 2 Quote Share this post Link to post
Thorogrimm Posted November 9, 2019 (edited) I love it! Smooth, fast-paced gameplay. Satisfying gore. Fantastic enemy sprites. And popping sound effects. The weapons handle really well, too! A minor nit-pick I'd point out, however, is the font differences because I've noticed that some characters have a darker outline than others. Edited November 9, 2019 by Thorogrimm 3 Quote Share this post Link to post
Tango Posted November 9, 2019 thanks a ton yall :D @Thorogrimm ah good point, appreciate you pointing that out. I'll fix that in the next version I think! 0 Quote Share this post Link to post
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