DoomGineeris Posted December 9, 2023 (edited) 20 Dalek Variants To Exterminate (plus 4 secret/rare daleks). Over 400 Sounds. Unique Quit Messages And Sounds Upon Quitting The Game. Altered Obituaries and Story Text for each official Doom adventure to fit the dalek-y situation. Brightmaps for certain Dalek sprites. Download Here Latest Version: 1.0 ModDB Page Requires latest version of GzDoom. Make sure to set the Render Mode in "Set Video Mode" or "Display Options" to "Hardware Accelerated" for the correct sprite colours and for brightmaps to be displayed. Hi fellow Doom fans and hopefully some fellow Dalek/Doctor Who fans. I present to you DoomGuy Vs. The Daleks, a semi-novelty mod I've worked on throughout 2023. It replaces every enemy in Doom with a fitting (to me at least) dalek variant from the world of Doctor Who. Your standard Renegade Dalek replaces the Imp, the Time War Dalek replaces the Cacodemon, the Special Weapons Dalek replaces the Revenant, Dalek Caan replaces the Arch-vile, and so forth! Most of the sprites are photographs I've taken of dalek figurines I've collected. The ones that aren't have their creators/source of origin acknowledged in the readme file. A few of the daleks have randomly spawned sub-variants; The Renegades and Imperials both have one extra variant that behave and look exactly the same as each other, but have different voices. And the five members of the infamous yet misunderstood New Dalek Paradigm spawn at random each time you play a level. There is altered story text for Ultimate Doom, Doom II, Final Doom, No Rest For The Living, and even Sigil to fit the dalek theme, and for my own amusement. This is the first mod for any game I've ever officially made... ever. Please be gentle! Although if I've done anything hideously wrong, do let me know. There will most probably be future updates, ranging from general improvements, tweaks, bugfixes to new sounds effect and even new daleks, who knows what the future will hold. In the meantime, exterminate your way through the dalek hierarchy, before they exterminate YOU. Spoiler Spoiler Spoiler Edited December 11, 2023 by DoomGineeris 2 Quote Share this post Link to post
Biodegradable Posted December 9, 2023 Oh my god, lmao this is something else. I can't imagine many people being able to cope with the constant Dalek noises for much longer than a single map though, and it'd have to be a short one less they be driven utterly insane by the constant barrage of uppity dustbins yelling the same word incessantly. 1 Quote Share this post Link to post
Martin Howe Posted December 9, 2023 Spoiler "... I'lll be waiting for you with a plunger" This mod is almost worth it just for that :) 0 Quote Share this post Link to post
DoomGineeris Posted December 9, 2023 (edited) 10 hours ago, Biodegradable said: Oh my god, lmao this is something else. I can't imagine many people being able to cope with the constant Dalek noises for much longer than a single map though, and it'd have to be a short one less they be driven utterly insane by the constant barrage of uppity dustbins yelling the same word incessantly. That's true, although I took this into account a few months ago and added lots of blank sound commands in the SNDINFO files so that the enemies have moments of silence, and not blurt out idle sounds constantly. Map08 Tricks and Traps was a good way of testing out how annoying the Sucker Daleks sounded because you spawn right in front of room with about 15 of them. They all created gosh darn noise pollution by saying SCAN IN PROGRESS every nanosecond but after giving them 25 blank idle sounds they're a lot more reserved than they were originally. This mod does contain a lot of EXTERMINATE but they do say other things as well, and there are a lot of variations of them saying "exterminate" which is a lot more interesting than hearing the same one over and over. More to come in the future I'm sure. Can't have too many sounds imo. Also some of the sounds were originally too trebly so I had to use Audacity to equalize them. If people do have indeed have trouble getting into the mod because of the audio then I will do what I can to make things more tolerable, whether that would involve adding more blank sound commands, less treble to certain sounds or removing sounds entirely etc Edited December 9, 2023 by DoomGineeris 2 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.