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ROGUE PICKUPS - A GZDoom Gameplay Mod (v1.3)


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Interesting. This basically makes every pickups sentient, similar to Run From For It?

 

Edited by TheNoob_Gamer
realized a mistake

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Huh, while slapping this together yesterday I didn’t actually realize that Run For It existed (it looks about 100x better). This is basically the same thing, except it only affects pickups (no decorations, projectiles, and no legs). 

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reminds me of how i played dm in doom legacy a long time ago. and iirc it was the first port where we had player skins.

 

so i played as... a box of shells. and shot the other dude as he tried to pick me up.

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8 minutes ago, Pirx said:

reminds me of how i played dm in doom legacy a long time ago. and iirc it was the first port where we had player skins.

 

so i played as... a box of shells. and shot the other dude as he tried to pick me up.

 

Hah, Prop Hunt but the props have guns. That sounds like a recipe for a good time!

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Looks interesting. I can imagine this causing all sorts of chaos and hilarity. :D

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14 hours ago, TheNoob_Gamer said:

Interesting. This basically makes every pickups sentient, similar to Run From For It?

 

 

I was thinking the same!

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1 hour ago, Clippy said:

[video]

 

That was fun to watch, haha. E2M3 was a surprisingly great choice.

 

My embarrassing lack of testing showed up pretty quick. Turns out, the Backpack and Berserk just stopped (disappeared) after 1 tic in their Spawn states instead of looping (and after checking the rest of them, the Rad Suit and Medikit were actually doing it too, whoops). So, yeah, they were instantly vanishing off the face of phobos. Fixed! Thanks for bug testing! Also added a NODAMAGE flag to all of the pickups, so that they can't be telefragged or inadvertently killed by the "kill monsters" command or any such nonsense. The download link in the OP has been updated.

 

I did consider making the Explosive Barrels run around, but I ended up deciding to keep it strictly pickups.     

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4 minutes ago, RonnieJamesDiner said:

 

That was fun to watch, haha. E2M3 was a surprisingly great choice.

 

My embarrassing lack of testing showed up pretty quick. Turns out, the Backpack and Berserk just stopped (disappeared) after 1 tic in their Spawn states instead of looping (and after checking the rest of them, the Rad Suit and Medikit were actually doing it too, whoops). So, yeah, they were instantly vanishing off the face of phobos. Fixed! Thanks for bug testing! Also added a NODAMAGE flag to all of the pickups, so that they can't be telefragged or inadvertently killed by the "kill monsters" command or any such nonsense. The download link in the OP has been updated.

 

I did consider making the Explosive Barrels run around, but I ended up deciding to keep it strictly pickups.     

 

Would it be hard to make am optional extra download with moving barrels? You can call it my Clipmas present

 

Legit tho I had a lot of fun with this - I'm excited you were able to make fixes with my vid - getting new version!

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Also was I crazy or did that Plasma Gun open the door in my video ?? LOL hilarious stuff

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All of the pickups are technically monsters now, so they'll open any door that regular monsters can. I considered disabling that, but this is way more fun.

 

22 minutes ago, Clippy said:

 

Would it be hard to make am optional extra download with moving barrels? You can call it my Clipmas present

 

Merry Clipmas: RoguePickups(andSentientBarrels).zip

 

Can confirm that Back to Saturn X: Episode 2 map02 (Underwater Explosions) is ridiculous with that version. 

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19 minutes ago, RonnieJamesDiner said:

All of the pickups are technically monsters now, so they'll open any door that regular monsters can. I considered disabling that, but this is way more fun.

 

 

Merry Clipmas: RoguePickups(andSentientBarrels).zip

 

Can confirm that Back to Saturn X: Episode 2 map02 (Underwater Explosions) is ridiculous with that version. 

 

Thank you so much I will totally have fun with this one!

 

In the meantime I felt compelled to do a berserk only run of E2M3 since I missed the berserk so badly last time

 

 

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7 hours ago, Clippy said:

 

Thank you so much I will totally have fun with this one!

 

In the meantime I felt compelled to do a berserk only run of E2M3 since I missed the berserk so badly last time

 

 

 

 

 i used to play e2m2, m3, m4 for warm-up because the berserks are easily available, but this is nuts.

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@Soulless suggested I play one of my own maps with this mod - instead of being a hindrance this mod made my map waaaay easier. Having a great time with this stuff!

 

 

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For such a simple idea, this was a surprisingly fun mod. i can imagine all the items screaming "Get back!" and "Nooo!" like the Halflife scientists as you run towards them.

 

EDIT: Hmm, it doesn't seem to work with Smooth Doom unfortunately...

Edited by Lizardcommando

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@Clippy The moment you wanted that megasphere and it ran away teleporting hahaha, priceless.

I really dig this mod, but I think it works best when you already have played the map. It can happen that an item is behind a trigger line

and it  isnt there, so the player wont probably cross the line.

 

 

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2 hours ago, Lizardcommando said:

Hmm, it doesn't seem to work with Smooth Doom unfortunately...

 

Yeah, sorry, I don't know much about Smooth Doom or its inner workings. Glad to hear you've been having some fun otherwise (I can't help but hear the Half-Life scientist screams in my head now, heh).

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I thought I would see how it would work with the supercharge mod. This was hilarious I never had to chase things more frequently than in this game play. 

 

Ps it seems like supercharge has to load before the rogue items or it doesn't work

 

 

 

 

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I decided to pair this mod with a sorta-difficult mapset of mine before trying out Scythe MAP26 with it also. It was so much fun - I love how different some of the fights turned out. Because of the powerups and ammo running around and the potential to grab weapons and keys MUCH earlier, encounters could either be easier or harder. Some you could skip depending on how the map is set up.

In my POV, this is best paired with slaughtermaps or large-scale setpiece combat. :D

 

I think one change I would make is having the pickups be affected by impassable linedefs (if at all possible, I'm not educated in mods). In Bloodbath MAP06, you are given everything before heading into the finale, but I had to IDKFA instead because most of the ammo had fell in an inaccessible pit, haha. That could be a real problem if keys or other critical items are involved.

 

Played in GZDoom v4.5, I played version 1.2. I put some links in the description to this thread and the maps I played. Everything else about this amazing mod is in the video. I might poke around with this and other mapsets later on. Enjoy!

 

 

 

Edited by Dunn (& Dunn)

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This is probably the last one because I wanted to experience the moving barrels

 

I want to see how far I could get past episode 1 of original Doom

 

 

 

Spoiler

The only problem I had was I couldn't get the key in map 3. The blue key fell in the pit. But I was able to take the secret exit and had no other obstacles really. The fun part was this items were open secret areas for me before I could get to them which was pretty cool

 

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Thanks for the videos guys, these have been fun to watch!

 

6 hours ago, Dunn (& Dunn) said:

I think one change I would make is having the pickups be affected by impassable linedefs (if at all possible, I'm not educated in mods). In Bloodbath MAP06, you are given everything before heading into the finale, but I had to IDKFA instead because most of the ammo had fell in an inaccessible pit, haha. That could be a real problem if keys or other critical items are involved.

 

I had given the items a MaxDropOffHeight of 256 (sort of arbitrarily), which just meant they could climb down any ledge as high as 256 map units. I probably should've given them a MaxStepHeight of 256 as well. I've gone ahead and added that and updated the download link; items should now be able to climb out of any pit that they're able to drop into. I'm sure this will result in even more chaos on larger maps, which is excellent.

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