Alaux Posted October 27, 2021 (edited) I bestow this curse upon thee! As depicted by the title, Amogus.pk3 is a gameplay mod for ZDoom-based ports, brought to you by @Korp and I (credits below). All enemies (except Keen) have been replaced with Among Us Imposters, with new attacks and sound effects; an attempt to mix memes and gameplay. Difficulty is rather increased compared to vanilla, but still remains manageable, and might be adjusted based on feedback. No new maps nor weapons; feel encouraged to load it up with custom mapsets and weapon mods! Screenshots: Spoiler Courtesy of @VoanHead, with the DAKKA mod loaded Courtesy of @Zeal, with the Universal Entropy and Demon Counter Strike mods loaded Courtesy of Warum, you know what this is... Works with any of the Doom or Freedoom IWADs.GZDoom is the target source port. However, Zandronum works by leaving the GZDoom-only code in a ZScript lump that should be ignored by Zandronum. As expected, some minor features will be missing in the latter. Tested with GZDoom 4.4.0 and Zandronum 3.0 Lesser testing with GZDoom 4.7.0 and LZDoom 3.87b DOWNLOAD: https://drive.google.com/file/d/1JTucHMwV0_9fKEQOZnQfbeaYKUEKypnA/view?usp=sharing (You can verify the version by checking the version number displayed in the bottom-left corner of the TITLEPIC) Graphics and Music by @Korp - Code by @Alaux Full credit list in the text file and inside the PK3. Please, share any feedback or suggestions you may have. Hope you enjoy! CHANGELOG: Spoiler V1.1 ( 28/Oct/2021 ) - Added a spawn fog effect for Dark Blue Baby. - Doubled the duration for Grey Imposter's pre-attack (aiming) frame; from 6 to 12 tics. - Increased scale for White Imposter's Susguy frames. - Added an Archvile attack for White Imposter. - Added extra particles for White Imposter's revival animation. - Buffed Red Imposter's attack.V1.2 ( 28/Oct/2021 ) - Replaced projectile graphics for Green, Blue and Dark Blue Imposters.V2.0 ( 04/Dec/2021 ) - Added Pain states for all Imposters, including the necessary Pain chances and SFX. - Imposters can now infight. - Added a new difficulty setting to revert the two changes listed above, emulating V1 versions. - Added "WhatsApp Imposter", sometimes spawning in place of the Brown Imposter. - Tweaked the Cyan Imposter's attack. - Tweaked the Mass value for some Imposters. - Tweaked the Speed and FastSpeed values for most projectiles. - Tweaked some projectile effects. - Changed the Red Imposter's death animation. - Purple Imposter now screams "AMOGUS" when performing melee. - Replaced tabs with spaces throughout the code. v2.1 ( 30/01/2022 ) - Tweaked the White, Cyan and Red Imposters' attack. - Gave BOSS and BOSSDEATH flags to Cyan and Red Imposters, and MISSILEMORE just to the latter. - Reduced the Red Imposter's Pain Chance, replaced its melee attack with the missile attack. - The Ramm Imposter now calls A_BossDeath upon death. - Replaced Revenant and Red Imposter SFX with high quality ones. - Replaced White Imposter's "Aim" SFX. - Added unique "See" SFX for bosses (White, Cyan, Red and Ramm Imposters). - Replaced BossBrain (Romero's head). Edited January 31, 2022 by Alaux 29 Quote Share this post Link to post
P41R47 Posted October 27, 2021 8 minutes ago, TheMagicMushroomMan said: Oh, God! Yes, i can't believe it. THIS IS FUCKING AMAZING!!! Thanks guys, for this! Gonna play the heck out of it ;) 4 Quote Share this post Link to post
VoanHead Posted October 27, 2021 (edited) Now, I know what you’re all thinking: “Jfc, not this shit again” But hear me out; I played this mod a tiny bit this evening w/ DAKKA and Rapidfire 2, like for the first 5 maps (some here may call it a… Sussy Dakka 😁). As show in the picture above, it looks ridiculous, but I can vouch that it’s a genuinely fun mod to play. The enemies are replaced w/ more hard hitting, aggressive crewmates that are out for blood. Their projectiles are faster, their behaviors are wild and more unpredictable, but it was an absolute joy to play these past 3 hours. It looks low effort, but it’s really not with all the care put into this mod to make it fun and also doubling as silly w/ its humour. Now I know some of you hate amogus, you can take this mod as some weird catharsis to take out your frustration on how annoying the memes got. But take my word for it, this is some good fun to play on your journey of dooming. Edited October 27, 2021 by VoanHead 5 Quote Share this post Link to post
Korp Posted October 27, 2021 2 minutes ago, P41R47 said: Yes, i can't believe it. THIS IS FUCKING AMAZING!!! Thanks guys, for this! Gonna play the heck out of it ;) Heh, Glad you liked it. We were afraid it wouldnt go far. :P 1 Quote Share this post Link to post
TheMagicMushroomMan Posted October 27, 2021 In all seriousness, nice work. There's nothing wrong with making a mod based on a popular franchise, and don't let anyone tell you otherwise. You could create a Amogus FNaF Fortnite mod and it will still be appreciated by the people here. A good mod is a good mod! 7 Quote Share this post Link to post
The BMFG Posted October 27, 2021 played a tiny tiny bit of the mod. the cyberdemon (the troll amogus) i think needs a buff. i know this mod is satire but i think an improvement on the cyberdemon gameplay would be good. it takes him too long to fire his trollface which gives you too much time to start strafing around so that his trollface will miss. i say make it so the troll faces fires quicker and i think this would improve the gameplay of the mod a bit 0 Quote Share this post Link to post
Alaux Posted October 27, 2021 57 minutes ago, The BMFG said: played a tiny tiny bit of the mod. the cyberdemon (the troll amogus) i think needs a buff. i know this mod is satire but i think an improvement on the cyberdemon gameplay would be good. it takes him too long to fire his trollface which gives you too much time to start strafing around so that his trollface will miss. i say make it so the troll faces fires quicker and i think this would improve the gameplay of the mod a bit A thought that has been lingering in our heads from the beginning. I'll get on it. Thanks! 1 Quote Share this post Link to post
Alaux Posted October 28, 2021 The mod has been updated to V1.1 The download link in the OP has been updated to host the file in a different Drive account. Download the new version from said link. You may now check the version number displayed in the bottom-left corner of the TITLEPIC to verify that you've acquired the latest version. Changes: Spoiler - Added a spawn fog effect for Dark Blue Baby. - Doubled the duration for Grey Imposter's pre-attack (aiming) frame; from 6 to 12 tics. - Increased scale for White Imposter's Susguy frames. - Added an Archvile attack for White Imposter. - Added extra particles for White Imposter's revival animation. - Buffed Red Imposter's attack. 1 Quote Share this post Link to post
Alaux Posted October 28, 2021 The mod has been updated, again, to V1.2 - Refer to the download link in the OP to acquire the latest version. A fairly small update; the only changes being that the Green, Blue and Dark Blue Imposter's projectiles have been updated with improved graphics, at @Korp's demand. 2 Quote Share this post Link to post
Zeal Posted October 29, 2021 The mod Crashes with Smooth Weapons for some reason. It works with other weapon mods, though. Is there any specific reason for that? 0 Quote Share this post Link to post
Alaux Posted October 29, 2021 (edited) 23 minutes ago, Zeal said: The mod Crashes with Smooth Weapons for some reason. It works with other weapon mods, though. Is there any specific reason for that? I performed some quick testing myself, on GZDoom 4.7.0 with the following parameters: gzdoom.exe -iwad doom2.wad -file perk_enhanced.pk3 Amogus.pk3 and gzdoom.exe -iwad doom2.wad -file Amogus.pk3 perk_enhanced.pk3 I did not get any crashes. Then again, as I said, it was a very quick test through Doom 2's MAP01. Could you please specify the source port that you're using, and the conditions that trigger the crash? Does it abort at startup? Edited October 29, 2021 by Alaux 0 Quote Share this post Link to post
Zeal Posted October 29, 2021 14 hours ago, Alaux said: I performed some quick testing myself, on GZDoom 4.7.0 with the following parameters: gzdoom.exe -iwad doom2.wad -file perk_enhanced.pk3 Amogus.pk3 and gzdoom.exe -iwad doom2.wad -file Amogus.pk3 perk_enhanced.pk3 I did not get any crashes. Then again, as I said, it was a very quick test through Doom 2's MAP01. Could you please specify the source port that you're using, and the conditions that trigger the crash? Does it abort at startup? I ran many tests with my mods and i came to the coclusion that, for some reason, Smooth Weapons only crashes when using WadSmoosh in conjuction with Amogus.pk3. It outputed this error: 0 Quote Share this post Link to post
Zeal Posted October 29, 2021 For Reference, "Doom Full" is WadSmoosh with all known Doom IWADS, including the Master Levels 0 Quote Share this post Link to post
Alaux Posted October 29, 2021 52 minutes ago, Zeal said: I ran many tests with my mods and i came to the coclusion that, for some reason, Smooth Weapons only crashes when using WadSmoosh in conjuction with Amogus.pk3. At first glance, it seems like "Doom Full" is messing with the ZScript event handler for Smooth Weapons; possibly also for Amogus.pk3 (there is an event handler in it too), but since it already has to bomb out due to Smooth Weapons breaking, GZ doesn't even try to load our mod, hence not showing any errors. I would perform more testing, but WadSmoosh seems a bit shady and the truth is I'm afraid of running it, and I assume the IWAD output can't be freely distributed. @Zeal: If you want, send me a PM and we can keep discussing this and try to find a solution; I'd rather not flood this thread and chances are I'd have to ask many questions. 0 Quote Share this post Link to post
big smoke Posted November 23, 2021 everyday we stray away from god 0 Quote Share this post Link to post
Vladguy Posted November 23, 2021 This, right here, is Going Down MAP26. Loved it. One suggestion: Commander Keen as a Fortegreen crewmate. Also for some reason the archvile explosion doesn't stay at where the fire is, maybe a bug or intentional 0 Quote Share this post Link to post
Alaux Posted December 4, 2021 On 11/23/2021 at 4:35 PM, Vladguy said: Also for some reason the archvile explosion doesn't stay at where the fire is, maybe a bug or intentional Have you confirmed this? Perhaps you're assuming that the blast doesn't track the fire because the damage is less than usual, which is expected: the White Imposter's AV attack was intentionally coded to be slightly weaker. 0 Quote Share this post Link to post
Alaux Posted December 4, 2021 After much longer than should've been necessary... The mod has been updated to V2.0 - Refer to the download link in the OP to acquire the latest version. As demanded by some, all Imposters now have Pain animations and can fight each other! However, a new difficulty setting has been implemented to maintain the Amogus V1.X gameplay, i.e. no Pain animations nor infighting, for those who want the challenge. On top of that, a new foe to face: the WhatsApp Imposter, sometimes spawning in place of the Brown Imposter (the common Pinky replacement). The rest of changes, not as relevant: Spoiler - Tweaked the Cyan Imposter's attack. - Tweaked the Mass value for some Imposters. - Tweaked the Speed and FastSpeed values for most projectiles. - Tweaked some projectile effects. - Changed the Red Imposter's death animation. - Purple Imposter now screams "AMOGUS" when performing melee. - Replaced tabs with spaces throughout the code. 1 Quote Share this post Link to post
NikkoDikko Posted December 4, 2021 (edited) Holy shit, this is amazing 10/10. Also they feel really satisfying to hit. Edited December 4, 2021 by NikkoDikko 2 Quote Share this post Link to post
MEMEAIDS Posted December 30, 2021 I love this. May God have mercy on your fucking soul. 2 Quote Share this post Link to post
Alaux Posted January 31, 2022 (edited) The mod has been updated to V2.1 - Refer to the download link in the OP to acquire the latest version. This update features, for the most part, "balancing" and a few fixes. Oh, and we've heard your requests regarding Romero's head... Detailed changelog: Spoiler - Tweaked the White, Cyan and Red Imposters' attack. - Gave BOSS and BOSSDEATH flags to Cyan and Red Imposters, and MISSILEMORE just to the latter. - Reduced the Red Imposter's Pain Chance, replaced its melee attack with the missile attack. - The Ramm Imposter now calls A_BossDeath upon death. - Replaced Revenant and Red Imposter SFX with high quality ones. - Replaced White Imposter's "Aim" SFX. - Added unique "See" SFX for bosses (White, Cyan, Red and Ramm Imposters). - Replaced BossBrain (Romero's head). Edited January 31, 2022 by Alaux Mod updated to 2.0 again? That's not right 0 Quote Share this post Link to post
cawmageddon Posted June 15, 2024 just wanted to express my admiration. it might be a shitpost but this was cooked with love and care 3 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.