I Drink Lava Posted March 9, 2021 (edited) DOWNLOAD LAVAMOD NOW ON NEXUSMODS! ------------------------------------------------ Mega Mirror ------------ What is LavaMod? LavaMod is an upcoming gameplay overhaul mod for Doom Eternal from the creator of the worst Let's Play on the internet. The goal of LavaMod is to tear down Hugo Martin's "Fun Zone" and let players rebuild it for themselves in order to create their own ideal Doom Eternal experiences. Anybody of any skill level, no matter how much they liked or disliked ID Software's vision for Doom Eternal, will be able to enjoy LavaMod in some way. Features: Spoiler Choice of 3 unique arsenals: classic-style LavaMod weapons, 2016 weapon stats, or Eternal weapons. Choice of 3 different rulesets: LavaMod "Famine Mode+", 2016 "Free-For-All", or Eternal "Fun Zone". More ammo, health, and armor pickups added into levels! Say goodbye to micromanagement! Dozens of new, hard-to-find secrets with huge rewards! More goodies stuffed into previously-existing secrets to add replay value! Brand new enemy encounters and remixes of previously-existing encounters. Nasty little Serious Sam-styled traps to make you distrust armor shards and health bonuses. No more infinitely-respawning enemies in normal arenas! You can now clear out the fodder first and save Heavies for last! Disables the regenerating Chainsaw fuel by default. Item pickup respawn timers either removed or made much longer. No more camping for extra bullets by shootable doors! No more health, armor, and ammo restoration between levels! What you end the last level with is what you'll start the next with. The long-awaited return of ROCKET JUMPING! Revamps the Ripatorium into a full-fledged bonus game room! Removes the flow-breaking Revenant section from Cultist Base, turning it into a regular encounter. Removes immersion-breaking cameras from levels, keeping you in control at all times. Changes the UAC Spokesperson holograms to player-activated instead of automatic! Rearranges 1-ups so you can't stock up over 30 lives in 1 playthrough anymore (should you choose to keep lives on). No more cartoony headshot sound effect! Longer-lasting powerups to let you have more fun! Removes the humiliating Cacodemon grenade weakness, making these iconic enemies a threat again. Restores the Marauder Remote Detonation weakness, giving you another way to fight these enemies. Smaller crosshairs designed for PC monitors, not TVs. Various gameplay mutators such as Quake Movement Speed, infighting enemies damage each other, removed weakpoints, and more! Optional versions of the levels without the new regular item pickups for those who are 100% committed to the Fun Zone. And the best part? The installation will be completely modular, meaning you can pick and choose exactly how you want to play Doom Eternal! Want to try out the new weapons without disrupting the "Fun Zone"? Just keep the weapon .ZIP files and delete everything else! Ever wondered how the Quakecon 2018 build felt to play? Delete the weapon .ZIP files and use the 2016 ruleset .ZIP files with the rebalanced levels! Like certain weapon mods but not others? Mix and match any combination of weapons you want! You could take the LavaMod Combat Shotgun and give it the Eternal Sticky Bombs and 2016 Charged Burst! Anything is possible! What makes the LavaMod weapon set so special? The LavaMod weapons have been rebuilt from the ground-up to restore the gamefeel of classic Doom or (in the Rocket Launcher and Plasma Rifle's cases) Quake while still staying balanced within NuDoom's design. Every aspect of the weapons will feel familiar to long-time players, from the amount of shots the shotguns take to kill enemies to approximately the same ranges to kill them from. Combat as a whole has been restructured in order to make every single weapon in the arsenal useful in combat even into the endgame stages. Whereas DPS weapons (Heavy Cannon, Plasma Rifle, Chaingun) were basically useless in vanilla while Combo weapons (Super Shotgun, Ballista, Rocket Launcher) dominated the meta, the balanced has been shifted so both types of weapons come in handy. DPS weapons now have mild stunlocking properties to make up for their slower TTK, while Combo weapons use much more ammo to push the less-skilled players with poor aim away from spamming them. Did I mention the Unmaykr is hitscan now? Quote You just want to run around with the Super Shotgun for 4 hours. Not true. The rebalanced LavaMod levels have been designed with Hugo Martin's vision of constant weapon switching in mind. You will never be able to just Super Shotgun your way out of any one arena in LavaMod with just the ammo pickups given to you. At some point, you will run out of shells and need to switch to either bullets, cells, or rockets in order to complete an arena. Because LavaMod is designed around a Famine Mode+ playstyle by default, you can't just weasel your way out of an encounter by chainsawing for more shells every 20 seconds, either. Proper inventory management is the key to victory--with healthy doses of ammo found in secrets to help you along the way, of course. See full playlist of features from newest to oldest here. When will LavaMod be released?Soon™. Currently, I am finishing up the last of the first passes on the levels where I add more item pickups. From there, I'll move on to the second passes where I'll add in the new enemy encounters, secrets, and fix any visual bugs with my item placements. After that, it will just be a matter of finishing any gameplay modifiers I haven't been able to figure out yet and then packaging the mod for release. The 1.0 release will feature the whole stock campaign and should hopefully be released by the summer of 2021. The DLC campaigns and Master Levels will unfortunately have to wait for later releases. Someday, I'd even like to go back and make LavaMod for Doom 2016, but it would take a lot of work. Will this mod help me win in Battlemode? Spoiler Not unless you want to get banned for life. Edited September 10, 2021 by I Drink Lava Fixed Mega Mirror link again 12 Quote Share this post Link to post
omx32x Posted March 9, 2021 hey thats a really cool idea to a mod though my pc cant even run 2016 so i wont be playing it until a few years down the line 2 Quote Share this post Link to post
Martin-CAI Posted March 9, 2021 Wow, it sounds big. Looking forward to try it. 2 Quote Share this post Link to post
thelazyqdude Posted March 9, 2021 Even more replayability for Doom Eternal? Woohoo! 2 Quote Share this post Link to post
I Drink Lava Posted March 10, 2021 15 hours ago, Martin-CAI said: Wow, it sounds big. Looking forward to try it. Back in December, I offered a beta test of the Super Gore Nest level to the few hundred people who watched my progress videos. Not a single person signed up, not even the two people who were interested. I may host a private beta test here if anyone is interested. I kind of want to keep it away from the actual modding Discord server because I fear people there might copy my files. 0 Quote Share this post Link to post
DELUXE Posted March 10, 2021 I thought I recognized your name, then remembered that I watched a few of your videos some time back because I was trying to implement 3D audio for Unreal Gold and retail Half Life. Nice to see you here, and nice to see that Eternal already has a burgeoning mod scene. D16 has been out for almost 5 years, and I don't think I ever saw any overhaul mods of this scale for it, especially not less than a year into the game's life. I'm guessing the Nudoom mod community hangs out on ModDB or Nexus? I'll look into how installation for this stuff works. Would be nice sink more hours into the game, as cosmetic events aren't exactly something worth playing for. 1 Quote Share this post Link to post
AtimZarr1 Posted March 10, 2021 2 hours ago, DELUXE said: I'm guessing the Nudoom mod community hangs out on ModDB or Nexus? It's mostly a combination of Nexusmods and the 2016/Eternal modding Discord. 1 Quote Share this post Link to post
NoXion Posted March 10, 2021 Looks like there's something for everyone here. Very ambitious! I'm curious; does this mean that the community has made its own modding tools? Between efforts like this, proteh's randomizer mod, and Delta's upcoming Master Campaign Mod, I'm impressed at what's being done so far without official support. 1 Quote Share this post Link to post
I Drink Lava Posted March 11, 2021 1 hour ago, NoXion said: I'm curious; does this mean that the community has made its own modding tools? Between efforts like this, proteh's randomizer mod, and Delta's upcoming Master Campaign Mod, I'm impressed at what's being done so far without official support. It's a very hacky method. A handful of dedicated modders reverse-engineered the file format and learned how to extract and replace certain resources with patched .EXEs and an injector. So far, you can either alter the game's .decl files (for altering entitydefs), .entities files (for adding new entitydefs to previously existing maps), .blang files (the various text throughout the game) or texture files (most of the available mods are cancerous memes). You can't import anything new or alter level geometry, you just replace what's already in there. I would love for someone to figure out the sound format so I could replace some of the wimpy weapon sound effects, but it seems to be encrypted by third-party Wwise middleware that requires a commercial license. 5 hours ago, DELUXE said: I'll look into how installation for this stuff works. Would be nice sink more hours into the game, as cosmetic events aren't exactly something worth playing for. There is a skin unlocker tool, but I believe it only works client-side, not server-side. The admin of the Discord server also forbids users from unlocking the paid-for Twitch Prime skins even though you technically could unlock them with the tool. The community seems to be very insular and doesn't really spread their work far outside of a few people who upload to NexusMods. A lot of them are younger people who maybe played Brutal Doom once and maybe bought DUSK during a Steam sale, so they're not too familiar with Doomworld if they're even aware it exists. Some of the best custom Master Levels by elizabethany and FaDa aren't even up on NexusMods, just the server which has no real categorization for finding older content. 1 Quote Share this post Link to post
thewormofautumn Posted March 11, 2021 (edited) On 3/9/2021 at 4:01 PM, I Drink Lava said: The goal of LavaMod is to tear down Hugo Martin's "Fun Zone" and let players rebuild it for themselves in order to create their own ideal Doom Eternal experiences. Anything is possible! You will never be able to just Super Shotgun your way out of any one arena in LavaMod with just the ammo pickups given to you. At some point, you will run out of shells and need to switch to either bullets, cells, or rockets in order to complete an arena. Because LavaMod is designed around a Famine Mode+ playstyle by default, you can't just weasel your way out of an encounter by chainsawing for more shells every 20 seconds, either. Proper inventory management is the key to victory--with healthy doses of ammo found in secrets to help you along the way, of course. okay so I’m selective in my quotes but these don’t match up. Can we create the experiences we want or will the mod force a restrictive play style on us? Have I read this wrong? Edited March 11, 2021 by thewormofautumn 0 Quote Share this post Link to post
I Drink Lava Posted March 12, 2021 20 hours ago, thewormofautumn said: Can we create the experiences we want or will the mod force a restrictive play style on us? The default installation package will be set up with the intended setup that the mod was balanced around. Customizing the mod will be as simple as deleting the .ZIP files you don't want or replacing them with the optional 2016 .ZIP files. Spoiler For instance, if you do not want to play with the default LavaMod Famine Mode+ playstyle and would rather play with the 2016 Free-For-All playstyle, then you would go into the Mods folder, delete the .ZIP files labelled "LavaMod_-_No_Ammo/Armor/Health_Drops_From_Enemies.ZIP", and replace them with the lootdrop .ZIP files from the optional 2016 components folder. It might sound complicated on paper, but I'm sure most users will have no problem setting it up. A customizable mod launcher would be ideal for something like this, but that's beyond my area of expertise. I could bring up the subject on the modding Discord, though. 0 Quote Share this post Link to post
DELUXE Posted March 15, 2021 Well, two days later and I've gotten the hang of messing with mods. For being an entirely unofficial, community-made way of injecting files, the process is more straightforward than I presumed. Downloaded the Master Campaign with recommended tweaks, and the game felt like new. Whenever you're ready to release 1.0, I'll be eager to give it a shot :v) 0 Quote Share this post Link to post
Stoltzmann Posted March 15, 2021 12 minutes ago, DELUXE said: Well, two days later and I've gotten the hang of messing with mods. For being an entirely unofficial, community-made way of injecting files, the process is more straightforward than I presumed. Downloaded the Master Campaign with recommended tweaks, and the game felt like new. Whenever you're ready to release 1.0, I'll be eager to give it a shot :v) Do mods like master campaign work with DRM-free .exe of eternal? 0 Quote Share this post Link to post
DELUXE Posted March 16, 2021 On 3/14/2021 at 9:09 PM, Stoltzmann said: Do mods like master campaign work with DRM-free .exe of eternal? If the file structure is the same, then I’d wager that mods would work. The biggest issue would probably be version compatibility, so if your DRM-free .exe is the one that was accidentally shipped with the game at launch, something like Master Campaign likely won’t work since it was designed around later updates. 0 Quote Share this post Link to post
omx32x Posted April 12, 2021 seens like things are improving quickly keep up the good work dude 1 Quote Share this post Link to post
Muusi Posted April 14, 2021 I have both DLC's still unplayed as i kinda got sick of the constant weapon switching and low ammo etc but i'm def gonna get back into DE after this mod comes out! DE needs more of that classic feel. 1 Quote Share this post Link to post
Yurax Posted April 15, 2021 11 hours ago, Muusi said: I have both DLC's still unplayed as i kinda got sick of the constant weapon switching and low ammo etc but i'm def gonna get back into DE after this mod comes out! DE needs more of that classic feel. Why you hate weapons switch? Its fun. Ballista for weakpoints, empty sticky bombs carousel into mob, rocket salvos for big ones, minigun for knights and barons... You want to spray everything with minigun or rocket barrage? Activate cheats then! 1 Quote Share this post Link to post
Muusi Posted April 15, 2021 (edited) 3 hours ago, Yurax said: Why you hate weapons switch? Its fun. Ballista for weakpoints, empty sticky bombs carousel into mob, rocket salvos for big ones, minigun for knights and barons... You want to spray everything with minigun or rocket barrage? Activate cheats then! I just want to use the weapon i feel like in any given situation. Mostly it's the kickass Shotgun and it's Full-Auto barrel mod. Now when the honeymoon with DE has long gone, i feel like 2016 had better gameplay but both of them lack something the classic games have. I want a ton of slower monsters and have them not mostly confined in huge Quake III style arenas. I'm not at all saying they're bad games at all and it's not a shame to be less than the legends that are the classic Doom games. Edited April 15, 2021 by Muusi 2 Quote Share this post Link to post
I Drink Lava Posted April 16, 2021 16 hours ago, Yurax said: You want to spray everything with minigun or rocket barrage? Activate cheats then! You do realize this project was created as the definitive answer to these kinds of strawman arguments, right? 12 hours ago, Muusi said: I want a ton of slower monsters and have them not mostly confined in huge Quake III style arenas. It's impossible to do this within engine constraints, as levels are loaded in chunks at each checkpoint and despawn everything prior. I wanted to do a non-linear Super Gore Nest or have some cool out-of-bounds secrets in some levels but it just isn't possible. I guess you could use the classic Doom movement speed mutator to emulate that feeling of slow monsters, though I must warn you: it plays like complete garbage due to a lack of acceleration parameters. 0 Quote Share this post Link to post
Muusi Posted April 16, 2021 2 hours ago, I Drink Lava said: It's impossible to do this within engine constraints, as levels are loaded in chunks at each checkpoint and despawn everything prior. I wanted to do a non-linear Super Gore Nest or have some cool out-of-bounds secrets in some levels but it just isn't possible. I guess you could use the classic Doom movement speed mutator to emulate that feeling of slow monsters, though I must warn you: it plays like complete garbage due to a lack of acceleration parameters. Oh i wasn't expecting this from your mod, i was just describing what my ideal new Doom games would play like. Your mod seems excellent :) 1 Quote Share this post Link to post
thelazyqdude Posted April 26, 2021 I just realized that you're the same guy that made those Dusk SDK videos. Good stuff. 1 Quote Share this post Link to post
I Drink Lava Posted April 30, 2021 (edited) EDIT: I'm reworking this "rocket climbing" feature to be balanced and not allow players to skip so much of the levels. It'll be more of a "rocket glide" if I can find the right values. Edited April 30, 2021 by I Drink Lava 0 Quote Share this post Link to post
Muusi Posted June 3, 2021 Did i already say i want this so bad? Im not playing the DLC's before this baby comes out. Also, sound modding gives me hope for someone to whip up a classic PSX Doom soundpack😍 1 Quote Share this post Link to post
I Drink Lava Posted June 4, 2021 Quote Did i already say i want this so bad? Im not playing the DLC's before this baby comes out. You'd have to wait a long time, then. The initial LavaMod release is only the main campaign levels. The DLCs and Master Levels might not even come until 2022 or even possibly 2023. I have obligations outside this mod's development, and I've been letting my main channel's content (video game HRTF demonstrations) fall behind just so I could finish this massive project faster. 0 Quote Share this post Link to post
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