RonnieJamesDiner Posted May 19, 2021 (edited) Welcome to ROGUE PICKUPS DOWNLOAD LINK: RoguePickups_v1.3.zip (more bug fixes) Whether by some unsavory UAC meddling, or the wretched powers of Hell itself, the once stationary supplies scattered across the battlefield seem to have grown minds of their own. [Trailer music is PlungeSaw.mid by Bucket, from the Plutonia MIDI project] Description: This is a gameplay mod for GZDoom. Every single pickup, including Health, Armor, Ammo, Weapons, Powerups, and Keys will scurry about the level (some faster than others (FYI, keys are the quickest, because yes)). This may not be compatible with other mods or dehacked stuff. Edited May 22, 2021 by RonnieJamesDiner 21 Quote Share this post Link to post
TheNoob_Gamer Posted May 19, 2021 (edited) Interesting. This basically makes every pickups sentient, similar to Run From For It? Edited May 19, 2021 by TheNoob_Gamer realized a mistake 1 Quote Share this post Link to post
Redead-ITA Posted May 19, 2021 Oh wow this is run for it without the legs! Still pretty good non the less! 1 Quote Share this post Link to post
RonnieJamesDiner Posted May 19, 2021 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). 2 Quote Share this post Link to post
Pirx Posted May 19, 2021 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. 2 Quote Share this post Link to post
RonnieJamesDiner Posted May 19, 2021 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! 2 Quote Share this post Link to post
MFG38 Posted May 19, 2021 Looks interesting. I can imagine this causing all sorts of chaos and hilarity. :D 1 Quote Share this post Link to post
Walter confetti Posted May 19, 2021 14 hours ago, TheNoob_Gamer said: Interesting. This basically makes every pickups sentient, similar to Run From For It? I was thinking the same! 0 Quote Share this post Link to post
Killerratte Posted May 20, 2021 This seems like a gimmick that would fit into the Corruption Cards mod. 1 Quote Share this post Link to post
RonnieJamesDiner Posted May 20, 2021 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. 1 Quote Share this post Link to post
Clippy Posted May 20, 2021 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! 1 Quote Share this post Link to post
Clippy Posted May 20, 2021 Also was I crazy or did that Plasma Gun open the door in my video ?? LOL hilarious stuff 0 Quote Share this post Link to post
RonnieJamesDiner Posted May 20, 2021 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. 1 Quote Share this post Link to post
Clippy Posted May 20, 2021 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 3 Quote Share this post Link to post
lokbustam257 Posted May 20, 2021 finally, cacoward mockaward now would be resurrected! This is epic 2 Quote Share this post Link to post
Pirx Posted May 20, 2021 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. 2 Quote Share this post Link to post
Clippy Posted May 20, 2021 @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! 4 Quote Share this post Link to post
Lizardcommando Posted May 20, 2021 (edited) 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 May 20, 2021 by Lizardcommando 3 Quote Share this post Link to post
Soulless Posted May 20, 2021 @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. 2 Quote Share this post Link to post
RonnieJamesDiner Posted May 20, 2021 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). 1 Quote Share this post Link to post
Clippy Posted May 21, 2021 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 1 Quote Share this post Link to post
KeaganDunn Posted May 22, 2021 (edited) 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 May 22, 2021 by Dunn (& Dunn) 3 Quote Share this post Link to post
Clippy Posted May 22, 2021 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 1 Quote Share this post Link to post
RonnieJamesDiner Posted May 22, 2021 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. 3 Quote Share this post Link to post
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