jogroh Posted August 1, 2021 (edited) I replaced all the monsters in doom2 with archviles lol They all maintain their original Health/Pain Chances, to lower the difficulty from definitely impossible to likely impossible. Revenants are a little weird in GZDOOM (no idea why) The wad should work on any port with support for inline DEHACKED patches, including but not limited to: - GZDOOM - ZDOOM - LZDOOM - ZANDRONUM - Crispy DOOM I also included a regular .deh file for vanilla support download: https://www.mediafire.com/file/l24ppgzz35at3lb/oops_all_archviles.zip/file Edited August 4, 2021 by jogroh Fixed critical bug that causes a softlock on Map07 and Map30 18 Quote Share this post Link to post
Teo Slayer Posted August 1, 2021 Ay, my nightmares are becoming true 3 Quote Share this post Link to post
DynamiteKaitorn Posted August 3, 2021 My reaction to playing this: Spoiler 3 Quote Share this post Link to post
Teo Slayer Posted August 3, 2021 I just played it and I regret everything 1 Quote Share this post Link to post
Dodgy Dave Posted August 3, 2021 I was going to make some plithy remark about how the loss of hitscan attacks and low HP of the monsters in the earlier levels would actually make the first part of the game easier. Then I got jumped by Specters on map 03. Great archvile themed level names too, 10/10. Give this man his Mockaward already. 3 Quote Share this post Link to post
Caleb13 Posted August 3, 2021 (edited) If there is Hell and has a special corner for Doom players, I guess it looks like this. Edit: I noticed that imp conversion is not done properly, sometimes their sprites show (the screenshot below is from MAP05 starting area). Also, they will infight if they hurt each other with splash damage. Edit 2: MAP07 and MAP32 don't work when you kill fatso/anachnotron and Keen replacements. I played in GZdoom 4.5.0. Edited August 3, 2021 by Caleb13 1 Quote Share this post Link to post
Pistoolkip Posted August 3, 2021 Played the first three levels for your amusement. Died terribly in the Gantlet (or Archlet if you will), but learned some tactics on the way. 2 Quote Share this post Link to post
Pistoolkip Posted August 3, 2021 21 minutes ago, Caleb13 said: If there is Hell and has a special corner for Doom players, I guess it looks like this. Edit: I noticed that imp conversion is not done properly, sometimes their sprites show (the screenshot below is from MAP05 starting area). Also, they will infight if they hurt each other with splash damage. Edit 2: MAP07 and MAP32 don't work when you kill fatso/anachnotron and Keen replacements. I played in GZdoom 4.5.0. I noticed the same thing, but only on MAP01. Got video as proof though. 0 Quote Share this post Link to post
jogroh Posted August 3, 2021 (edited) yeah i figured out what was causing it, but i thought it was funny so i kept it lol edit: this was meant to be a quote, oops Edited August 3, 2021 by jogroh 0 Quote Share this post Link to post
Fort Escapades Posted August 3, 2021 Should have changed all enemies and things to Archviles. Have a real nightmare on your hands. No pickups, just archies. 0 Quote Share this post Link to post
jogroh Posted August 3, 2021 26 minutes ago, Fort Escapades said: Should have changed all enemies and things to Archviles. Have a real nightmare on your hands. No pickups, just archies. honestly i thought about it, but I figured this was more fair. MAP02 would be a nightmare lol. 1 Quote Share this post Link to post
Yumheart Posted August 3, 2021 (edited) I honestly found it to be a pretty fun and engaging challenge playing the first episode of Doom II. Turns The Crusher into survival horror. Some very serious critisism about this jokewad which might just be due to me playing in LZDoom: - Enemies with melee attacks like Imps, Pinkies and Revenants still do those when you get up close which KiNdA bReAkS tHe ImMeRsIoN and makes some fights slightly more cheesable. - Dead Simple doesn't function anymore. After disposing of the Archvile-Mancubi at the start, the walls didn't lower. Unbelievable. Edited August 3, 2021 by C3ntralPr0cessing 1 Quote Share this post Link to post
jogroh Posted August 4, 2021 (edited) 1 hour ago, C3ntralPr0cessing said: I honestly found it to be a pretty fun and engaging challenge playing the first episode of Doom II. Turns The Crusher into survival horror. Some very serious critisism about this jokewad which might just be due to me playing in LZDoom: - Enemies with melee attacks like Imps, Pinkies and Revenants still do those when you get up close which KiNdA bReAkS tHe ImMeRsIoN and makes some fights slightly more cheesable. - Dead Simple doesn't function anymore. After disposing of the Archvile-Mancubi at the start, the walls didn't lower. Unbelievable. The first bug applies to all ports i've tested it with, but Dead Simple works fine for me in Crispy Doom/GZDoom. Can't see why it wouldnt work on LZ tho. Edit: i think i know what's going on, actually. Will release a patch within the next couple hours, but my solution *might* break the Icon of Sin and Map32. Edit2: Ok so I was wrong, it actually doesn't work on GZDoom my bad. It worked when i first replaced the Mancubi/Arachnotrons but that doesnt apply to the current release. The patch works; Dead Simple and Icon of Sin work perfectly, but Map32 is still broken. Replacing the MediaFire link now. Edited August 4, 2021 by jogroh 2 Quote Share this post Link to post
jogroh Posted August 4, 2021 If enough people want it, I would be completely fine with making a version that works on Doom 1 (sourceports only ofc), and maybe even Heretic. I've been doing some experiments with DEHACKED and I managed to get the Spiderdemon to act like a pain elemental in doom 1, so i think archviles are definitely possible. 0 Quote Share this post Link to post
jmac Posted August 4, 2021 So far I've only played the first 3 maps on ultraviolence, but I'm actually amazed by how much fun I'm having with this. I imagine it's going to become a complete nightmare on the later levels, but hot damn, there's something really satisfying about killing hordes of low-hp archviles. Like others, I've noticed the imp replacement archviles are a bit wonky, sometimes turning back into imps for a moment. 0 Quote Share this post Link to post
maxmanium Posted August 4, 2021 9 minutes ago, jogroh said: If enough people want it, I would be completely fine with making a version that works on Doom 1 (sourceports only ofc), and maybe even Heretic. I've been doing some experiments with DEHACKED and I managed to get the Spiderdemon to act like a pain elemental in doom 1, so i think archviles are definitely possible. You should be able to get it to work with doom.exe -- it has Doom 2's state table. You just need to provide custom sprites and sounds and change the editor number for the arch-vile so the engine doesn't stop it from spawning. 0 Quote Share this post Link to post
jogroh Posted August 4, 2021 2 minutes ago, maxmanium said: You should be able to get it to work with doom.exe -- it has Doom 2's state table. You just need to provide custom sprites and sounds and change the editor number for the arch-vile so the engine doesn't stop it from spawning. wait fr? Isn't Vanilla Doom missing most of the events that make up the Archvile's Behavior? 0 Quote Share this post Link to post
maxmanium Posted August 4, 2021 1 minute ago, jogroh said: wait fr? Isn't Vanilla Doom missing most of the events that make up the Archvile's Behavior? Well, I haven't tested it myself, but the only things it's missing are sprites and sounds for the archvile itself and its fire. The codepointers for its attacks, and even resurrection frames for other monsters, are all present in the states table. 0 Quote Share this post Link to post
jogroh Posted August 4, 2021 7 minutes ago, maxmanium said: Well, I haven't tested it myself, but the only things it's missing are sprites and sounds for the archvile itself and its fire. The codepointers for its attacks, and even resurrection frames for other monsters, are all present in the states table. definitely worth a shot tho, I'll mess around with it tommorow. 0 Quote Share this post Link to post
"JL" was too short Posted August 4, 2021 It's like you took the design document for the sort of shitty "gameplay mod" that a clever-feeling teenager would inflict upon the world, but you actually put a modicum of though and effort into the execution. I'm not sure how to feel about this. 2 Quote Share this post Link to post
jogroh Posted August 4, 2021 1 hour ago, jerrysheppy said: It's like you took the design document for the sort of shitty "gameplay mod" that a clever-feeling teenager would inflict upon the world, but you actually put a modicum of though and effort into the execution. I'm not sure how to feel about this. I don't know if I should be insulted or flattered by this lol 0 Quote Share this post Link to post
wallabra Posted August 4, 2021 They still collide when they're corpses! I barely started playing so I don't have much to say... yet. Overall I think this is a very interesting concept and I can't wait to play around more with it :) 0 Quote Share this post Link to post
Hawk of The Crystals Posted August 4, 2021 This is evil; and I love it. 1 Quote Share this post Link to post
"JL" was too short Posted August 4, 2021 15 hours ago, jogroh said: I don't know if I should be insulted or flattered by this lol More flattered than insulted, at the very least. I can respect it. 0 Quote Share this post Link to post
General Rainbow Bacon Posted August 4, 2021 I'd really like to see someone do a playthrough of Hell Revealed or something like that using this. 0 Quote Share this post Link to post
Shepardus Posted August 4, 2021 19 hours ago, Gustavo6046 said: They still collide when they're corpses! I noticed this too, not sure if it's a bug or an.... interesting navigational problem. 1 Quote Share this post Link to post
CasualScrub Posted August 4, 2021 Are you proud of what you've done? Are you? Do you enjoy our suffering? 2 Quote Share this post Link to post
wallabra Posted August 4, 2021 I would love this more if the corpses didn't block! They make evading the Arch-Vile attacks all the more nightmarish! It's not like it makes that much of a difference anyway since you can barely see where you go with the flame elementals erupting beneath you all the time! ...sigh... emphasis on the more part. I really wanna play through the entirety of Doom 2 with this on. Don't judge me. 0 Quote Share this post Link to post
jogroh Posted August 4, 2021 1 hour ago, CasualScrub said: Are you proud of what you've done? Are you? Do you enjoy our suffering? yes 3 Quote Share this post Link to post
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