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ULTRADOOM (Mod for GZDooM, WIP)


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MANKIND IS DEAD.

BLOOD IS FUEL.

HELL IS FULL.

 

This is my first mod that I've actually uploaded to Doomworld, so excuse me if this is sloppy or awkward. Yes this was in the wrong category, sorry.

 

I've always had a passing interest in the enemy design of Ultrakill and wanted to do some modding of that game to create custom behaviors/enemies, however I don't know a thing about modding in Unity. My solution? Remaking as much of the enemy roster in Ultrakill as I can into the Doom Engine with as few liberties as possible, including in the visual department. Also I wanted to show that DECORATE can be pretty advanced if you know what you're doing. This entire mod runs on it without a single trace of ACS or ZScript in the wad.

 

DISCLAIMER: This mod is INCREDIBLY unfinished, all enemy graphics (barring one boss), the layout of replacements, and general game balance are all subject to change. This release is both to obtain critique and create awareness of the project itself.

 

Credits are also included in the wad itself.

DECORATE IDs are also included in the wad for mappers looking to recreate Ultrakill Maps with this mod in mind.

 

FAQ:

Spoiler

 

Q: Will _ be added?

A: The enemy roster is already set in stone (but not fully added into the game yet). If the enemy you want doesn't get added, it is because they are either beyond the scope of the project, or would be way too had to implement.

 

Q: Why do the effects look the way they do?

A: I wanted to strike a decent balance between looking good without sacrificing PC Performance, thus the effects are a middle ground between classic doom and brutal doom graphic quality.

 

Q: Will you do the weapons?

A: No, my experience with coding weapons is not nearly enough to properly replicate the finer details of Ultrakill's weapons.

 

Q: Why does _ behave differently?

A: Creative liberties for game balance or a lack of a certain feature that would prevent coding it from being a ZScript nightmare, forcing me to adlib. That or compatibility with a certain element specific to this mod (Probably the Soldier's explosion blocking mechanic).

 

 

Screenshots:

Spoiler

 

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QJfTSEl.png

 

 

Download:

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