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Wolfman's Gameplay Modifications: Revamped


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Welcome to Wolfman's Gameplay Modifications: Revamped! a balance mod that aims to make Doom a much more fun, engaging, and consistent experience across the board. I had a lot of time to think about the way I did things with the previous versions and I believe (IMHO) that this is the most refined version of my mod yet, and I hope that you have as much fun playing it as I had revisiting it! The goals of the project are as follows:


-Removal of damage RNG from weapons and monsters. This not only makes the weapons in your arsenal more reliable and effective, but it also makes your encounters with monsters much more consistent and deadly overall.

 

-Providing balance changes to weapons to improve their effectiveness, monsters to improve their lethality, and items to improve their viability.

 

-Introducing dynamic difficulty scaling to make the jump from difficulty to difficulty more influential and impactful, with monster damage being balanced around this scaling system and Hurt Me Plenty being used as a middle ground.

 

-Trimming the fat from my previous versions of the mod. There are many bits of custom content that I removed for the sole purpose of making the experience more focused and balanced overall, and I only kept in what could be fully integrated into the experience in a consistent fashion.

 

A full list of changes can be found below.

 

Changes and Credits:

Spoiler

--------------------------------------------------------------WEAPON CHANGES-------------------------------------------------------------------

Universal:

-All weapons now have a much faster switch speed, not only allowing you to switch between them quicker but also allowing for the potential of weapon combos. I won't get into it too much, so play the mod and experiment for yourself :D.

 

Fist:
-Attack was modified so that the damage frame comes out when the player's arm is at the peak of the windup animation

-Player no longer switches weapons upon berserk pack pickup

-15 damage per punch (30 DPS), 150 damage per berserk punch (300 DPS)

 

Chainsaw:
-Berserk applies to the chainsaw as well as the fist

-Fire rate increased from 8.75 SPS to 11.6 SPS

-15 damage per hit (165 DPS), 30 damage per berserk hit (330 DPS)

 

Machine Pistol (NEW WEAPON):

-Replaces the pistol

-Possesses perfect accuracy regardless of how fast you fire the weapon (decent sniping potential)

-Does not fire in 2 shot bursts unlike the chainguns (very easy to control)

-Uses bullet ammo and fires at a rate of 5 shots per second (exactly half the fire rate of the chainguns)

-12 damage per bullet (60 DPS)

 

Shotgun:

-Vertical spread has been added (half as much as the super shotgun)

-Pellet count increased from 7 to 10

-12 damage for 8 of the pellets, 8 damage for the other 2 pellets (112 DPS)

 

Chaingun:

-Can now only be found by killing chaingunners and picking this weapon up off their corpse

-Horizontal spread accuracy increased by 25%, Vertical spread has been added (25% more accurate than the shotgun vertical spread)

-Perfectly accurate tap-firing has been removed (This change was made to keep the machine pistol relevant)

-Fire rate increased from 8.75 SPS to 10 SPS

-12 damage per bullet (120 DPS)

 

Super Shotgun:

-12 damage for 16 of the pellets, 8 damage for the other 4 pellets (224 DPS)

 

Super Chaingun (NEW WEAPON):

-Replaces chaingun drops placed by level designers

-Horizontal and vertical spread is 25% more accurate than the super shotgun, and is double that of the regular chaingun

-Fires and uses 2 bullets per shot, has the same fire rate as the chaingun (amazing stunlock potential)

-Possesses a cool down animation after firing that lasts 10 frames (compared to the plasma rifle's 20 frames)

-12 damage per bullet (240 DPS)

 

Rocket Launcher:

-Fire rate increased from 1.75 SPS to 1.95 SPS (roughly 2 shots per second)

-Splash damage has a full damage radius of 2/8th of the total splash radius (32 out of 128. This is mainly so that rocket damage is entirely consistent on direct hits)

-104 direct damage, 128 splash damage (232 per rocket, 464 DPS)

 

Plasma Rifle:

-Projectile speed increased from 25 to 30

-32 damage per plasma ball (352 DPS)

 

BFG9000:

-Ammo usage increased from 40 to 50

-600 damage per BFG ball, 65 damage per BFG tracer (2600 total tracer damage, 3200 DPS)

 

-------------------------------------------------------------MONSTER CHANGES-------------------------------------------------------------------

Note: Damage values described here are taken from the base damage of each monster and doesn't taken into account difficulty damage scaling

 

Zombieman:

-A_Chase frame decreased from 4 to 3 (more aggressive)

-6 damage per bullet

 

Shotgun Guy:

-Health increased from 30 to 40

-Pellet count per shot increased from 3 to 4

-6 damage per pellet (max damage is 24)

 

Heavy Weapon Dude:

-Health increased from 70 to 80

-6 damage per bullet

 

Imp:

-12 damage per projectile/melee

 

Demon/Spectre:

-Movement speed increased by 25%

-Attack speed increased by 25%

-24 damage per bite

 

Cacodemon:

-Projectile speed increased by 25%

-24 damage per projectile, 36 damage per bite

 

Lost Soul:

-Health decreased from 100 to 40

-A_Chase frame decreased from 6 to 3 (much more aggressive)

-12 damage per bite

 

Pain Elemental:

-Increased attack aggression (using "MISSILEMORE" flag)

 

Hell Knight/Baron Of Hell:

-Attack speed increased by 8% (now has the same attack speed as the imp)

-36 damage per projectile, 48 damage per melee

 

Arch-vile:

-Health increased from 700 to 800

-Increased pain chance from 3.13% to 12.89% (from 10 to 40)

-Removed splash damage and radius from attack (attacks only deal direct damage now. This change was made to make arch-vile damage entirely consistent)

-60 damage per blast

 

Arachnotron:

-Projectile speed increased by 20%

-24 damage per plasma ball

 

Mancubus:

-36 damage per projectile (72 damage per volley)

 

Revenant:

-Missile attack speed increased by 10%

-Reduced melee dead-zone size by 25% (from 196 to 147)

-48 damage per projectile, 36 damage per melee

 

Cyberdemon:

-Attack speed increased by 9%

-Decreased pain chance from 5.47% to 3.13% (from 20 to 10)

-Splash damage has a full damage radius of 3/8th of the total splash radius (48 out of 128. Same reason as the player's rockets but the full damage radius was increased for cyber rockets so that he can deal more consistent splash damage to monsters during infighting)

-76 direct damage, 96 splash damage (172 per rocket)

 

Spider Mastermind:

-Health increased from 3000 to 4000

-Decreased pain chance from 12.89% to 5.47% (from 40 to 20)

-Pellet count per shot increased from 3 to 4

-6 damage per pellet (max damage is 24)

 

Icon Of Sin:

-Health increased from 250 to 300

 

---------------------------------------------------------------ITEM CHANGES----------------------------------------------------------------------

Health Bonus:

-Health gain increased from 1 to 2

 

Soul Sphere:

-Health gain increased from 100 to 200

 

Armor Bonus:

-Armor gain increased from 1 to 2, damage protection increased from 33.335% to 50%

 

Green Armor:

-Damage protection increased from 33.335% to 50%

 

Guard Sphere (NEW POWERUP):

-Replaces the partial invisibility sphere

-Grants 50% damage protection when picked up, colors the screen a gold tint (similar to the radiation suit)

-Lasts 60 seconds

 

Bullet Ammo:

-Max ammo increased from 200 to 300 (without backpack) and 400 to 600 (with backpack)

-Clip ammo gain increased from 10 to 15 (level designer drops) and 5 to 7 (monster drops)

-Super Chaingun ammo gain is 30, Chaingun ammo gain is 15

-Bullet box ammo gain increased from 50 to 75

-Backpack ammo gain increased from 10 to 15

 

Cell Ammo:

-Max ammo increased from 300 to 375 (without backpack) and 600 to 750 (with backpack)

-Cell ammo gain increased from 20 to 25

-Plasma Rifle/BFG9000 ammo gain increased from 40 to 50

-Cell pack ammo gain increased from 100 to 125

-Backpack ammo gain increased from 20 to 25

 

------------------------------------------------------------DIFFICULTY CHANGES-----------------------------------------------------------------

Note: There are some changes that aren't listed here, mainly because they are so insignificant that they don't really matter in the grand scheme of things

 

I'm Too Young To Die:

-Player takes 66% less damage

-Health gains from health items doubled (only applies to health items that don't full heal)

-Removed double ammo

 

Hey, Not Too Rough:

-Player takes 33% less damage

 

Hurt Me Plenty:

-Unchanged

 

Ultra-Violence:

-Player takes 34% more damage

 

Nightmare:

-Player takes 68% more damage

-Increased monster aggression (using "aggressiveness" flag, which only makes monsters more likely to attack)

-Removed respawning monsters, fast monsters, double ammo, and the "Disable Cheats" flag

 

-------------------------------------------------------------------CREDITS-------------------------------------------------------------------------

Machine Gun:

-Submitted: Captain Toenail
-Decorate: Captain Toenail
-Sprites: id Software
-Sprites Edit: Captain Toenail
-Sounds: Id Software
-Idea Base: Quake 2 Machinegun

Resource found on realm667

 

Heavy Chaingun:

-Submitted: Z86
-Decorate: Z86
-Sounds: Raven Software (Quake 4)
-Sprites: Eriance
-Sprite Edit: Z86 (In-between frames)
-Idea Base: Quake 2 and Unreal Tournament Chaingun

Resource found on realm667

 

Guard Sphere:

-Submitted: Ghastly_dragon
-Decorate: The Skulltag Team
-GLDefs: The Skulltag Team
-Sprites: The Skulltag Team

Resource found on realm667

 

Run this mod on the latest version of GZDoom with Doom 2 or Final Doom. Don't use this mod with any other mods that change gameplay, or level packs that replace the weapons, monsters, or items modified here (unless they replace the WolfensteinSS or Commander Keen actors. I left them unmodified for compatibility with megawads that replace them with new enemies).

 

Once again, I hope all of you enjoy this mod and the changes and features that it brings. I hope that you all have a great day and that you remember that you are loved and valid! <3

 

Download (Main Version): https://drive.google.com/file/d/1Ktmj0RrPTFk9eBf7wPBu8pp3Sgwg8Jig/view?usp=sharing

Download (Ultimate Doom Version): https://drive.google.com/file/d/1lionSAMyUPNaF9BtNMkJGQ44l1yee-ue/view?usp=sharing

Edited by TheWolfman00001

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Probably be a good idea to provide a quick video showing what the mod does in action as still images don't really do it much justice in this case.

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4 hours ago, Biodegradable said:

Probably be a good idea to provide a quick video showing what the mod does in action as still images don't really do it much justice in this case.

I'll get to doing that then. Thanks!

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Alright, I recorded some gameplay footage, uploaded it to youtube, and linked those videos in the new videos tab that I added to the main post. Hopefully it helps clear some things up!

Edited by TheWolfman00001

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Did some more reformatting of the main post. hopefully it catches people's attention a bit more! (Sorry, I am not very good at this sort of thing)

Edited by TheWolfman00001

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Removed "aggressiveness" flag from nightmare

-Reimplemented fast monsters into nightmare difficulty and modified the parameters for it (projectiles and monsters that were previously affected by fast monsters are no longer faster and move at normal speeds)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Edited by TheWolfman00001

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Removed revenant missile attack speed buff

-Nerfed cyberdemon attack speed buff from 12% to 9%

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Removed the "Disable Cheats" flag from all of the difficulties

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Removed revenant projectile speed nerf

-Rebalanced guardsphere (increased damage protection from 25% to 50%, reduced power-up duration from 60 seconds to 30 seconds)

-Rebalanced bullet ammo (max ammo decreased from 400 to 300 without backpack, and 800 to 600 with backpack, amount of ammo gained from ammo drops reduced by 50%)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Restored revenant missile attack speed buff (missile attack speed increased by 10%)

-Further rebalanced guardsphere (decreased damage protection from 50% to 37.5%, increased power-up duration from 30 seconds to 45 seconds)

-Further rebalanced bullet ammo (max ammo increased from 300 to 320 without backpack, and 600 to 640 with backpack, amount of ammo gained from ammo drops increased by 10%)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Reworked "I'm Too Young To Die" difficulty (implemented 25% monster health decrease, removed double ammo)

-Reworked "Nightmare" difficulty (implemented 25% monster health increase, removed fast monsters)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

 

PS: This is probably going to be the last update. There are other projects that I want to start working on that I have put off on doing for far too long.

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped (Alright, THIS is the last update, I swear). The changes are as follows:

 

-Further reworked "I'm Too Young To Die" difficulty (implemented doubled health gains from health items, removed decreased monster health)

-Further reworked "Nightmare" difficulty (reimplemented "aggressiveness" flag, removed increased monster health)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped (Just some last minute refinement). The changes are as follows:

 

-Further rebalanced guardsphere (increased damage protection from 37.5% to 50%)

-Fixed a minor inconsistency in the damage scaling values

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped (Even more last minute refinement). The changes are as follows:

 

-Buffed pain elemental (implemented "MISSILEMORE" flag, which makes the pain elemental more aggressive)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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2 minutes ago, Teo Slayer said:

I can't wait for it. It looks amazing like any other Mod I've played

Eyyyy, Thanks for the comment my friend! I hope you enjoy the mod <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped (At this point don't believe anything I say about last updates lol). The changes are as follows:

 

-Reduced revenant melee dead-zone size by 20% (from 196 to 156)

-Decreased cyberdemon pain chance from 5.47% to 3.13% (from 20 to 10)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Further rebalanced bullet ammo (max ammo decreased from 320 to 300 without backpack, and 640 to 600 with backpack, amount of ammo gained from ammo drops decreased by 10%)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

Edited by TheWolfman00001

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Further rebalanced guardsphere (increased power-up duration from 45 seconds to 60 seconds)

-Further reduced revenant melee dead-zone size (from 20% to 25%, actual values are from 156 to 147)

-Replaced the videos and screenshots at the top of the post to reflect the current version of the mod

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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Hello everyone, I just put out a version of Wolfman's Gameplay Modifications: Revamped that is compatible with The Ultimate Doom. Since the mod was primarily balanced around Doom 2, this version of the mod might be a bit unbalanced, but I hope you all enjoy it!

You can find the link to this version of the mod in the main post or you can download it using the link below.

Download (Ultimate Doom Version): https://drive.google.com/file/d/1lionSAMyUPNaF9BtNMkJGQ44l1yee-ue/view?usp=sharing

Edited by TheWolfman00001

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1 hour ago, rescue86k said:

It looks good. Like the changes. Will have to test in-game. Thanks for detailed description. 

Heya, thanks for the comment! I hope you enjoy the mod and the changes it brings! <3

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Not a bad mod. I'm all for removing RnG from Doom. Tried it out on Sunlust, and it's quite fun. Makes the game a LOT easier though. I think the player does a little bit too much damage, and buffing the health of the enemies might make it a teensy bit more balanced. As is though, it's still quite fun.

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6 hours ago, whybmonotacrab said:

Not a bad mod. I'm all for removing RnG from Doom. Tried it out on Sunlust, and it's quite fun. Makes the game a LOT easier though. I think the player does a little bit too much damage, and buffing the health of the enemies might make it a teensy bit more balanced. As is though, it's still quite fun.

Heya, Thanks for the comment! I can definitely see what I can do in regards to monster health, though I will say that if you want a more difficult experience you can play on ultra-violence or nightmare since enemies come in larger quantities and deal much more damage than on hurt me plenty or the lower difficulties. Thank you for playing! <3

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3 hours ago, TheWolfman00001 said:

Heya, Thanks for the comment! I can definitely see what I can do in regards to monster health, though I will say that if you want a more difficult experience you can play on ultra-violence or nightmare since enemies come in larger quantities and deal much more damage than on hurt me plenty or the lower difficulties. Thank you for playing! <3

I did some playtesting with increased enemy HP and I ultimately decided that the HP values won't be changed from what they are currently as they made the overall gameplay much less fast paced and fun. My apologies @whybmonotacrab

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Put out a minor update to Wolfman's Gameplay Modifications: Revamped. The changes are as follows:

 

-Further nerfed arch-vile pain chance (increased from 5.47% to 12.89%, actual values are from 20 to 40)

 

I have updated the changes and credits documentation to reflect these changes as well as updated the download link. I hope you are all enjoying my mod and I hope that you have a great day! <3

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I went to play it, found out it's for gzdoom. I failed to read that in description. Is it difficult to make it compatible for Zandronum? 

 

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Actually if you could, test it for Zandronum . If it works then I might be doing something wrong. It's a very vanilla mod but maybe gzdoom was required for advanced features or something?

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47 minutes ago, rescue86k said:

Actually if you could, test it for Zandronum . If it works then I might be doing something wrong. It's a very vanilla mod but maybe gzdoom was required for advanced features or something?

Heya, thanks for the comment. Unfortunately I already tested it out to see if it was zandronum compatible a week or so ago and it doesn't work. My guess is that the decorate code that's supported by zandronum is out of date and as such some of the code used isn't registered as valid. Apologies for the inconvenience

Edited by TheWolfman00001

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