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Classic Doom Reforged. Would like some feedback.


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https://www.moddb.com/games/doom-ii/downloads/classic-doom-reforged-v16c

 

Hello to everyone. I thought I'd share my work here, which is not exactly new, I've had it uploaded it to moddb.com for a while, but for some reason people have barely commented on it and I'd like to hear some opinions from everyone here, especially veteran Doomers.

 

This is a gameplay mod exclusively for GZDoom (as of this writing, it's version 4.7.1), to be played with The Ultimate Doom, Doom II, and Plutonia (TNT can be played as well, but isn't fully compatible). There are two separate (pk3) files, one solely for TUD, the other for either Doom II or Plutonia. Comes with added mods such as Tilt++, Footsteps, WeaponSway, and Nash's Gore mod, which is an optional separate file but highly recommended to load. Difficulty levels are not implemented. Jumping and/or crouching is entirely up to you, as this is a gameplay mod that includes no custom maps; I do however recommended using freelook with disabled autoaim. No new music files are included, but I've thrown in a plethora of sound effects gathered from several different games, including some seemingly forgotten ones. Many of these sound effects have two versions that play at random; for instance, when entering a teleport, picking up certain items, attempting to open a locked door, and more. This is also the case with monster sounds. Some graphic changes include brightmaps, dynamic lights, particles, static and animated textures and flats, altered sky textures, etc. Other changes include an altered Status Bar complete with map statistics and a new HUD with similar features, among other things. More changes (but not all) include the following:

 

// ITEMS, POWERUPS, ETC //

 

- Voxels for weapon pickups, armour and keys

 

- Active sound effects for some pickups like Armor Shards and Plasma ammo, but also for spherical powerups, Automap and Berserk, which will make these items easier to locate, providing they're hidden

 

- Replacements for the Invisibility, Infrared and Radiation suit powerups. Invisibility is replaced by the Quad Sphere, which does exactly what you'd expect if you're familiar with Quake. Infrared is now a Regeneration powerup. The Regeneration effect lasts the entire level and has a looping sound effect when active. The Radiation suit (renamed to Enviromental Shield) remains the same, but is now a spherical pickup instead of a suit

 

- The Soul Sphere now spawns at random at the start of a map in either a Red or a Blue version. Red gives 100 health points, Blue 50. Each have a slightly different pickup sound - Armor Shards and Health bonuses now give two points

 

- Pickup messages have been changed

 

// WEAPONS //

 

- Smooth firing animations and new sound effects

 

- Ammo for all weapons is cut by half, regardless of difficulty

 

- Removed autofire from the Pistol and Rocket Launcher

 

- Particle effects and whatnot for projectiles and explosions

 

- New Plasma and BFG9000 projectiles

 

// MONSTER CHANGES (PARTIAL LIST) //

 

- Zombiemen now like the player character sprite but still retain their blood spots. They spawn at random in two versions, with or without a helmet

 

- Sargeants now fire one or two shotgun blasts at random

 

- Imps fire regular or faster fireballs at random

 

- Spectres are harder to spot and have black skin

 

- Cacodemons spew up to three fireballs at random. They also bite at close range

 

- Lost Souls have improved flames around them. Killing one up close is not recommended

 

- Cyberdemons are much more dangerous now, you'll see why

 

- Archviles no longer resurrect dead monsters, but have two different attack modes

 

- Some monsters have footstep sounds, proper projectiles alignment, new normal and gibbing deaths, and more

 

- All dead monsters sprites will fade out after a while, including blood spots and gibs generated by Nash's Gore Mod

 

- Replaced Romero's silly lines from the Icon of Sin with something actually Doom-esque, plus other changes

 

// MISCELLANEOUS //

 

- Looping sound effects for some decorative actors (lamps, torches, flies) and projectiles

 

- Random spawners for decorative dead bodies. Decorative dead demons are replaced by human corpses, gibs and blood spots

 

- Colored powerup effects replaced by HUD and Status Bar counters

 

- Improved Automap arrow and better map markers

 

 

On a technical note, do not set Render Mode to Doom Software Renderer. It will inevitably cause performance issues such as slowdowns, projectiles misalignment and other problems. If you want your game to look as close as possible as in Software mode while in OpenGL (which, if you ask me is better than those awful blurred visuals anyway), then use these options:

 

Anisotropic Filter: Off

Banded SW Lightmode: On

Sector light mode: Software

Texture Filter mode: None

Tonemap mode: Palette

 

Additionally, use these as well:

 

Adjust sprite clipping: Always

Particle Style: Square

Sprite Billboard: Y axis

 

Finally, use headphones or crank up the volume to better listen to those powerup sounds I mentioned. The Regeneration effect, Berserk and MegaSphere sounds in particular are not very loud and you might not hear them if you play with noisy music.

 

Hope that covers it, for more info check the CHANGELOG file, I just uploaded version 1.4. Let me know what you think of this mod.

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gzdoom 2021-11-22 15-33-02-88.png

Edited by NaliSeed
Updating mod

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9 minutes ago, TheMagicMushroomMan said:

Looking through the description I see a lot of stuff, but I still don't know what the whole idea is. What is the overall goal of this mod?

Basically improving the vanilla game without going overboard like Brutal Doom and similar mods. 

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Two days, one reply. Wow. It seems I didn't make a bad mod, but an underwhelmingly mediocre one; maybe bad would've gotten me more than a single reply. Thanks for the feedback, everyone.

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I think you'll likely get more feedbacks posting the project on zdoom forums, which is where usually most of the target base for mods are.

Not saying that people here do not enjoy them, but you'll likely find a lot more enthusiastics on zdoom forums.

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19 minutes ago, Deadwing said:

I think you'll likely get more feedbacks posting the project on zdoom forums, which is where usually most of the target base for mods are.

Not saying that people here do not enjoy them, but you'll likely find a lot more enthusiastics on zdoom forums.

Actually, not really. A while ago I did the same thing as here with HeXen Reforged, a similar mod as this one. Well, I posted the link over at the ZDoom forums, and only a single guy commented on it. Granted, it was a positive comment, but It's kind of frustrating when you pretty much get ignored by everyone else. More so when it happens twice. 

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30 minutes ago, NaliSeed said:

Actually, not really. A while ago I did the same thing as here with HeXen Reforged, a similar mod as this one. Well, I posted the link over at the ZDoom forums, and only a single guy commented on it. Granted, it was a positive comment, but It's kind of frustrating when you pretty much get ignored by everyone else. More so when it happens twice. 

Mmm, well your issue in this case is that you're treading used ground.

There are alot of mods that do what your mod does already in this case. Somebody might well look at your topic and go: "Isn't this a Smooth/Beautiful Doom with a few extra bits? Why do I need this?" People will evaluate it on these terms. Even if people do play it, the general rule of internet content is that only 1-3% of people will comment on your work. Is it frustrating? Fo'sho.

I had to do ALOT of footwork and add ALOT of content over the last couple of years to get Walpurgis recognised as much as it currently is (and its still relatively unknown here at Doomworld, though moderately popular at ZDoom forums). I put out videos and add new content constantly, and I've put hundreds of man hours into it. You'll find the same for any of the big mods over there. You need that minimum level of commitment to get recognition.

And even then, at the end of the day, you need to do this because you love it, not because you're looking for internet fame. Because there is always something bigger and better than what you can do.

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As far as MAP01, the pistol without the hold-click auto shooting is nice and changes the game's native start. However, what's intriguing is that it feels like I'm playing Quake1. I like it.

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I was going to test it, but frankly I'm confused on whats even going on with the multiple PK3's for a mod that probably doesn't even need that many. And there is no instructions on what does what. 

 

That portion aside, I've also made a lot of vanilla clone mods that aim at being pretty or some other fashion. You're basically "competing" with Smooth Doom, Beautiful Doom, EVP, and also Brutal Doom. My own titles are REBUVRO- The Rebuild , JASMDoom- Just Another Smooth Doom, PRD:PrettyRetroDoom, Kals Free Sleek Doom; and those are just the Smooth Doom esque clones. The difference here is that I'm not competing with Smooth Doom, except with PRD because its an actual work of art. My others were more just stepping stones to be a better modder and my own love of code tinkering for personal aesthetics to use at home, especially with PRD and KFSD( my Smoothdoom clone for Zandronum). 

 

So HOWDY fellow expanded vanilla lover! I'm happy you gave Hexen some love. 

 

There is a "market" for Vanilla Esque style but its not as large as the modernized combat doom mods, or even as large as Pure vanilla( which still is larger than Brutal fandom by my estimates).

 

As for marketing your mods:

1. Demo Video, Demo video, demo video. Map wads can just use screenys, but Mods should be packing a demo video especially as a Vanilla enhancer type mod.

2. Simplified mod structure of one PK3 or one Wad containing the entire thing; OR each Pk3 titled as what portion it contains. Good example of partitioning is Xims GZDoom3 mod being divided into Monsters, weapons, and World into separate PK3 that can be loaded separate or together.

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48 minutes ago, eharper256 said:

Mmm, well your issue in this case is that you're treading used ground.

There are alot of mods that do what your mod does already in this case. Somebody might well look at your topic and go: "Isn't this a Smooth/Beautiful Doom with a few extra bits? Why do I need this?" People will evaluate it on these terms. Even if people do play it, the general rule of internet content is that only 1-3% of people will comment on your work. Is it frustrating? Fo'sho.

I had to do ALOT of footwork and add ALOT of content over the last couple of years to get Walpurgis recognised as much as it currently is (and its still relatively unknown here at Doomworld, though moderately popular at ZDoom forums). I put out videos and add new content constantly, and I've put hundreds of man hours into it. You'll find the same for any of the big mods over there. You need that minimum level of commitment to get recognition.

And even then, at the end of the day, you need to do this because you love it, not because you're looking for internet fame. Because there is always something bigger and better than what you can do.

Isn't everyone pretty much treading used ground when modding for Doom or Hexen? I mean, we're talking about games that are over twenty years old after all, that have improved significantly throught the years yes, but at their core they remain the same as when they came out. Regardless, it's not praise I was asking for, Internet fame as you put it, when I made this thread, but some opinions and suggestions on how to improve my mod, because I'm not a pro modder and lack experience. Indeed, I would've welcome any positive comment on it; hell, who wouldn't? Even the most humble individual likes being praised, there's nothing wrong with that. But is it really fair to be completely ignored just because your work can be qualified as derivative?  By that logic the vast majority of entertainment forums should be barren,  because virtually everything in that field, in regards to movies or video games, is indeed derivative and generic these days. Funny I had to complain about people not responding just to have people respond. 

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Pardon the Double post this one is the short gameplay mod review portion.

Tested on Doom 2.

Pros:

1. Very fun. 

2. Good use of sounds.

3. Good use of crossed mods into one package.

4. Fast Teleporters!

Cons:

1. Good use of crossed mods into one package. Its not a good or bad thing But this was basically a larger Smooth Doom with a different sounds set.

2. Puffs on guns weren't coded properly so they use the Punch puff instead of BulletPuff.

3. DoomImpBall wasn't replaced so Imps still threw the Vanilla ball when they use their Melee attack instead of Missile attack.

4. ExtremeDeath Flag on SSG... I hate that flag because its buggy. It can cause one-hit kills on Cybers sometimes due to improper coding issues. +D

5. Doom Menu splash is completely off center. setting way too high so that its partially off screen in 640x480 resolution and Stretch ratio.

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1 hour ago, NaliSeed said:

Isn't everyone pretty much treading used ground when modding for Doom or Hexen? I mean, we're talking about games that are over twenty years old after all, that have improved significantly throught the years yes, but at their core they remain the same as when they came out. Regardless, it's not praise I was asking for, Internet fame as you put it, when I made this thread, but some opinions and suggestions on how to improve my mod, because I'm not a pro modder and lack experience. Indeed, I would've welcome any positive comment on it; hell, who wouldn't? Even the most humble individual likes being praised, there's nothing wrong with that. But is it really fair to be completely ignored just because your work can be qualified as derivative?  By that logic the vast majority of entertainment forums should be barren,  because virtually everything in that field, in regards to movies or video games, is indeed derivative and generic these days. Funny I had to complain about people not responding just to have people respond. 


Hi Nali!

I think you misunderstood the "used ground" comment. Creating mods rather than maps are a bit of a different game, as mods are usually made to either subtly or completely alter gameplay, but in any case, create a distinct feeling for the game that is different enough to make people want to use it instead of playing vanilla. It's a tough line to walk in your case, as I see your goal wasn't to significantly change everything (at least at first blush with the mod name). However, I'll point out a couple things people have already mentioned:
1. Ease of Use- ideally one pk3 or wad file or people will lose interest if they can't get it working right away. Some people are more versed in figuring out load orders but if it's avoidable and everything can be packaged together, do that instead.
2. Marketing- the screenshots show weapons that have not been changed, just sprite cosmetics. Showing rather than telling for how things actually work (i.e. a Youtube embed) will be helpful for people to get an idea of what you're after in 30 seconds, not a boring text wall.

3. uh, this:
 

Quote

- Ammo for all weapons is cut by half, regardless of difficulty


which will significantly change the balance of almost every map you apply this to, and not in a good way. reading through the monster attack list, you'll need that ammo as well. this is a significant change to vanilla gameplay, something a lot of people will miss at first glance. I would actually put emphasis on this with a video so that way you don't have the feedback of "isn't this just Smooth Doom?".

Also, never, ever, ever expect that your mod is going to get tons of feedback at the first time around when posted on a website, especially if you're brand new to the scene. I'd actually suggest lots of internal testing and interest gathering on Discord or other chats before you ever post it anywhere. Jimmy's Joy of Mapping server and Bridgeburner's Hellforge are two great examples of this.

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4 hours ago, NaliSeed said:

Two days, one reply. Wow. It seems I didn't make a bad mod, but an underwhelmingly mediocre one; maybe bad would've gotten me more than a single reply. Thanks for the feedback, everyone.

If it is attention and feedback you are after, then you should have worked on something that makes Project Brutality/Brutal Doom work on most machines since that's what a lot of new ZDoomers go for. * More on that later.

 

I am going to side for a bit with EHarper here. Looking at what you are changing, i spot a lot of similarities with other mods that proport to do the same thing: Why would you need Mod B who does effect X, when Mod A does the same thing already?

 

Having said that, i do not think it is deserved that your mod, given the amount of effort put into it, should not be given feedback to. A reason for why this isn't occurring can be multifold:

  • People lack time
  • People note the similarities with other mods and decide not to address
  • And so on and so forth.

The mods that standout, do so because they break new grounds or highlight something unique. By any stretch of the imagination, i think your mod is well-done, but i also think its also well-done before. That's the perception you have to go against.
 

Further more i can't find the Doom Reforged mod on ZDoom, so i have to ask if a thread was even made in the first place.

3 hours ago, NaliSeed said:

Actually, not really. A while ago I did the same thing as here with HeXen Reforged, a similar mod as this one. Well, I posted the link over at the ZDoom forums, and only a single guy commented on it. Granted, it was a positive comment, but It's kind of frustrating when you pretty much get ignored by everyone else. More so when it happens twice. 

Hexen is more of an obscurity than Doom when it comes to mod making and as such gets less responses by default. It sucks but thats how it is.

 

Having said that, this comment isn't telling the entire story: When i look at the thread itself then the OP is pretty barren. There is no explanation of what it is, there are no screenshots, and you were adviced to follow the Project Rules. All the thread shows is ''Just uploaded this on moddb'' with a link.

 

I am sorry, but that is not exactly enticing to anyone. And if that is the example you are giving to strengthen your argument then i should note that it only succeeds in proving the contrary and making yourself part of your own problem.

 

2 hours ago, NaliSeed said:

Isn't everyone pretty much treading used ground when modding for Doom or Hexen? I mean, we're talking about games that are over twenty years old after all, that have improved significantly throught the years yes, but at their core they remain the same as when they came out.

Things like Fury's Sky tell me Doom can break a lot of new grounds still.  Or mods like InstaDoom or Korax's Heritage. At the end of the day, what people want is a mod that is balanced, does something different, and above all, is fun.

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I have to admit, I initially thought this would be a joke mod poking fun at the disastrous WarCraft III: Reforged release.

 

But joking aside, be patient: modding is not meant to be a competition. Not getting noticed immediately does not mean anything.

Edited by Rudolph

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Forget my initial 'tantrum', I realize people are gonna see that right away when scrolling down and quote me on that, which is not what I wanted. But let me make it clear for those who might get this impression: No, this mod is not an attempt to stand beside Brutal Doom, Smooth Doom, Beautiful Doom, etc; that'd be just crazy and unrealistic. In fact, this is what I wrote on the README file when I first uploaded the mod and way before I was even registered here:

 

"... this is more an enhanced version of the vanilla game(s), and by no means on par with heavily modified projects like Brutal Doom, Russian Overkill, and so on."

 

It never even crossed my mind to come up against any other gameplay mods out there, I did this for fun just as much as (mostly) everyone else, with the occasional feelings of frustration and annoyance that comes when you can't get something to work properly. I did think at first that using the word 'Reforged' could be misleading, perhaps even construed as pretentious for a mod that is basically an amalgamation of others; I tried using 'Redux' but that was taken (there's a mod called Hexen Redux over at moddb), maybe 'Reworked' would've worked better.

 

Also, in response to Redneckerz, yes I realize I pretty much screwed up at the ZDoom forums by posting next to no info about HeXen Reforged, but instead just a link to it. My bad, it was the first mod ever I uploaded and things were pretty new to me. In fact, I still don't even know how to upload screenshots, let alone videos, at moddb, and almost any attempt I've done I've made a mess of things by clicking on the wrong place, which ended in me reporting my own mod two or three times and even once archiving it by mistake. It sucks balls when you have to do all these things on a damn phone.

 

BTW, I will not be using the quote function here because I have to write all this down without even being online. I know it's dumb, but things are complicated here where I live regarding the Internet; plus writting all this on my phone would be insane given I'm terrible at it, and english is not my native language.

 

But anyway, in response to what people have mentioned so far, the first thing I should mention is the lack of a single pk3 file for all Doom games. Yes, I wanted to have a single file. I know that's what the Lump filtering feature of ZDoom is for, but somehow I could not get Ultimate Doom to load properly, only Doom II and Final Doom; I figured the solution was just make a single pk3 file for Ultimate Doom, which loads automatically when you drag and drop it on the gzdoom exe. HeXen Reforged has this implemented for regular Hexen or Deathkings, whichever you want to play, and it works fine, but with Ultimate Doom, I'm at a loss. I don't think is a big deal, though, but yeah, ideally is much better to have a single pk3 file. If only I could figure out how to do it.

 

The fading of sprites, I figured this would not be met with much enthusiasm. This is something I made out of personal preference, I like how levels look clean and nice (as far as 'nice' is understood on a game about slaughtering demons), but also because I hate it when monsters drop on a ledge or even a decorative element like a lamp, and just stays there floating, which usually happens with Cacodemons. I would've prefered to make this feature an option you can turn off if it's not of your liking, but that's way, way beyond my modding skills.

 

In response to what kalensar wrote:

 

"Puffs on guns weren't coded properly so they use the Punch puff instead of BulletPuff."

 

I think they work just the same with an unmodded Doom.wad file, I didn't alter the puffs in any way.

 

"DoomImpBall wasn't replaced so Imps still threw the Vanilla ball when they use their Melee attack instead of Missile attack."

 

Imps throw a regular and faster missile at random, the regular ball is the same as the vanilla one except it has dynamic light attached to it and a looping sound effect as they travel. Same as the other, except it's a slightly modified sprite of the Doom 64 DoomImpBall with a trail effect.

 

"ExtremeDeath Flag on SSG... I hate that flag because its buggy. It can cause one-hit kills on Cybers sometimes due to improper coding issues. +D"

 

I'm not really sure what that means, I've never had any issues with the SSG one-hit killing a Cyberdemon, it takes me the usual time to kill one with that weapon.

 

"Doom Menu splash is completely off center. setting way too high so that its partially off screen in 640x480 resolution and Stretch ratio."

 

I never notice that up until now; I had no idea people played at such low resolutions. My screen res is capped at 1920x1080, so I modified the menu splash from there.

 

In response to what Major Arlene wrote about the reduction of ammo capacity: I don't know what the general consensus is, but to me Id games have always have a huge problem with this. Doom, Quake, Wolfenstein, and possibly above all others Doom 3, the amount of ammo they throw at the player is overly ridiculous and sometimes takes a huge toll on the difficulty, and sadly this is also reflected by a large percentage of custom maps. Sure, there are some maps that are not littered with all kinds of ordnance, but these are not the majority. Of course, this might create a particularly nasty problem if you play slaughter maps, where you're often pitted against literally thousands of enemies, which to me is not what I'd call fun. But me cutting ammo by half was made with vanilla Doom in mind, which by now everyone is overly familiar with (I did the same ammo reduction thing in Heretic Reforged, and the same principle applies). I've played and finished hundreds of custom Doom maps with this feature, and yes, there are moments where you may be forced to cheat your way out of an insurmountable situation by giving yourself some ammo by using the console; this indeed has happened to me, but very, very rarely. Same as with fading monster corpses, this should've been made a switchable feature, but again, this is beyond my skills.

 

Anyway, this time for real and not me being sarcastic, thanks for the feedback.

Edited by NaliSeed

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  • 1 month later...

Just uploaded version 1.5 with the following changes:

 

* 1st and foremost, I've packed all content into a single pk3 file using the Lump filtering feature. This means The Ultimate Doom now runs properly from the GZDoom welcome screen, as opposed to having its own separate pk3. I've removed several unimportant brightmap definitions along several unused files, resulting in a cleaner, smaller file, plus updated the README file with more detailed info on the mod

 

* Added Berserk mini-icon to the HUD when picked

 

* Added a modified 'DEM1' flat

 

* Added a second random sound when closing the Super Shotgun

 

* Added a third random spawner to floor pentagrams

 

* Added blinking Cacodemon face to 'MARBFAC4' texture

 

* Added brighter teleport and nuke flat graphics

 

* Added brightmaps to the BFG 9000

 

* Added footstep sounds to Demons and Spectres

 

* Added Dynamic lights to BulletPuff

 

* Added new Death State effects to Plasma projectiles

 

* Added new Plutonia sky to maps 12-20

 

* Added new visual effects to torches

 

* Added particles to the Archvile's vanilla attack

 

* Added smooth animations to 'FIREWALL' textures

 

* Added some HD sounds from SeanTheBermanator's Doom Sound Bulb

 

* Added some tweaks to Nuke Barrel explosions

 

* Added trails to the Imp's vanilla fireball

 

* Added new unlit Candelabra as random spawner

 

* Automap pickup now features new visuals

 

* Candelabra actor now has new dynamic lights and brightmaps

 

* Changed 'Armour' to 'Armor' on the HUD

 

* Disabled SS reload animation when not having enough shells

 

* Doors now play existing and classic sounds at random

 

* Imps no longer prioritize fast missiles above regular ones

 

* Increased speed on teleport flat animations

 

* Increased volume of Megasphere ActiveSound

 

* Increased volume of the Archvile's fire attack

 

* Reduced damage of Lost Soul's explosion

 

* Removed conflicting patch 'COMP03_5'

 

* Removed hiss from Revenant missiles

 

* Replaced unlit candles with floating versions of it

 

* Restored Archvile's NOTARGET flag

 

* Shotgun guys can now randomly drop four shells

 

* Spectres now remain in their semi-invisible state after dying (unless fried by plasma)

 

* The Archvile's vanilla attack now deals damage in addition to the original blast

 

* The Spider Mastermind death sequence now has a screen shake effect

 

* Tweaked some minor brightmap and light defs on some weapons

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  • 1 month later...

Version 1.6 is up:

 

v1.6 (February 15 2022)

 

* Added Damaged Nuke Barrel random spawner

 

* Added animated IoS Cube to Plutonia and TNT menus

 

* Added damaged Techlamp actors as random spawner

 

* Added Elite Chaingunner random spawner

 

* Added gibs to Revenants and Mancubi (works better in conjunction with Nash's Gore Mod)

 

* Added modified "BIGDOOR1" and "COMPSTA2" textures

 

* Added new death animations to Chaingunners and Pinkies

 

* Added new "WISPLAT" image to The Ultimate Doom

 

* Added proper compatibility with TNT: Evilution, with a few modified elements

 

* Added Rocket Launcher fire sounds from Quake 4

 

* Added smoother alt death animation to Cacodemons

 

* Added smoother death animation to Revenants

 

* Added two random spawners for Burning Barrels

 

* Added widescreen Intermission, Title and Cluster graphics to all games

 

* Arachnotron missiles now properly fry the player

 

* Barons of Hell are now slightly more agressive

 

* Hell Knight missiles now use the vanilla sprites with a trail effect

 

* Reduced direct damage of Mancubus missiles, but added splash damage

 

* Shotgun guys and Zombiemen without helmets now spawn brains when gibbed

 

* Vanilla Cacodemon now spawn its eye when gibbed

 

/

 

Check out my take on Heretic and Hexen if you haven't, I just uploaded version 1.2 to Heretic after quite a while without touching it. I'll upload the next version of Hexen's soon. Hopefully. 

 

https://www.moddb.com/members/naliseed/downloads

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3 hours ago, johnnyledger1 said:

Big fan of what I see so far. No critical comments at this time because I didn't know you updated. Prob haven't downloaded a release since last year? maybe? I don't remember. I'll go try out the newest release now. 

Thanks, man. Let me know if you encounter any issues. 

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Just added a new update. Turns out I overlooked these, silly me:

 

* Added missing (and crucial) A_BossDeath function to gibbed and plasma-fried Mancubi and Barons of Hell

 

* Added missing A_FadeOut function from actor RevenantPiece

 

* Fixed an issue with gibbed Revenants not spawning blood with Nash's Gore Mod

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It's intentional, I'm not sure about HeXen and Heretic, but in Doom I disabled the Decal property from all projectiles. That was quite a while ago, I didn't even remember because I've always played with Decals disabled across all games, not much of a fan. 

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  • 1 month later...
  • 2 months later...

New version's up with these changes:

 

* Added Doom 2016's warning sound when near death to Doomguy

 

* Added flying gibs to Hell Knights (works better in conjunction with Nash's Gore Mod)

 

* Added new exploding graphics, sounds and gibs to Lost Souls

 

* Added new random sound to locked doors, from Half Life 2

 

* Added single point variants to armor and health bonuses, with altered sprites, sounds and pickup messages

 

* Reduced damage output on the ArchvileFire attack

 

* Restored missing explosion sound on the ArchvileFire attack

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  • 1 year later...
5 hours ago, PhoenixCyanFire said:

If you have the time, I really like the standard HUD/Statusbar for this. Could you make a version without the grenades, and at the normal 32x height for me to use? 

Bit busy right now, I'll see what I can do. 

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