Tuesday, February 20, 2018

Doom 666 being worked on by me...

I've always wanted to make my own Doom Game. Now I can. After seeing how disappointing Doom 3 and Doom 4 are (with the stupid survival horror shit in Doom 3 and the stupid Platforming in Doom 4) I decided to try to make a Doom Game using Gzdoom that has an old school, but different feeling to it....

Entitled Doom 666, this game isn't out yet and I don't plan to release it any time soon because I don't know what ID software would say but I always wanted to see what a better Doom Game would look like and play like.... Here it comes...

 Based on the Open Source Doom Game Freedoom, Doom 666 has textures, music, and item sprites from freedoom, but has new enemies, weapons and levels, all which have insane hell revealed like gameplay (where hordes of minibosses are used a lot) for a game. It's not the first time I've tried to make a new game with that kind of gameplay but hopefully it goes well... I think it's fine.. It fits well because a lot of doom wads do the same thing...

Taking place long after Doom 2 Hell on earth, Doom  666 has a new marine as the protagonist. During the Hell Invasion of earth in  2122, UAC was banished from Mars.  But secretly the moved to Jupiter and started experimenting on Demons to make experimental demons used for bio warfare. They failed and the demons invaded their base, opened a portal to hell and re-invaded earth with a massive invasion of thousands of demons, some normal, some experimented on.  While this was going on you were sent to Jupiter to stop the UAC base and close the hell gate.  This all happened in a Doom 2 addon that is a prequel to doom 666 called Interplanetary Hell. In Doom 666 you return to earth to stop the demonic invssion and fight the mutated demons only...

The Maps were made by a modified Random map Generator for this project (Randoom).  They were designed to be long and hard. They are a lot longer than most Doom Maps...  Not all are slaughtermaps but some are, those show up past map11 a lot.. Some early ones are hard as hell as well, like map03 for instance... 


Every Doom Weapon and Monster has been recreated with Beastiary Sources... You can see what they look like below.  Some new guns were added in as well but no new enemies were added... Here is images of the new enemies and weapons...

Weapons :

Fist




 Pistol

Shotgun






 Auto Shotgun


 Super Shotgun


 Chaingun


Grenade Launcher (No Rocket Launcher in doom 666)


 Plasma Rifle



BFG9000

.Enemies:

 Former Human:


Imp

 Demon

 Spectre


 Chaingun Guy

 Lost Soul


 Hell Knight


 Baron of Hell


 Revenant

 Mancubus

 Pain Elemental


 Arachnotron


 Arch Vile


 Cyberdemon





Thursday, February 15, 2018

I am doing a run in Improved Doom on my new channel...

I Have started a run through Improved Doom on my new Dailymotion Account... I am doing a wad I made with a random map generator called av2.wad, which is a retextured randomly generated mapset. I designed this mapset to be very difficult, and because of that I think it's a good fit for improved doom... So Far I have gone through map01-map08 of it..  I intend to do the first 20 out of 30 maps on my channel and after that I will continue using improved doom as a mod of choice there...

So far so good..

I did map01-04 with no deaths... I showed off the cyborg powers and the level up system well... I also described the features of the mod, the re balances, how the mod is meant for slaughtermaps, and such... In map01-04 I fought some tough enemies but got through well... I used the cyborg powers wisely, especially health regeneration, which is a must for a wad like this. I kept putting in points into damage resistance as well, because that can save you big time early on...

In map05-08, which I did today, I had a slightly harder time. During a fight against a time imp (an archvile replacement that has an attack that slows down time) I died. But besides that I did fine. It took me a long time to beat map05 and map06 because they had tough fights throughout them and I had weak guns only.  I used health regen a lot on them and also ended up using time freeze at one point...

Luckily, Map07 and map08 were much easier... I got super OP guns like the semi auto BFG9000 and the Uber Minigun.  With those I cleared out the levels much quicker and finished both maps in less than 3 minutes!  It was fun... You can watch these videos (which are the latest 2 posted) here...

Wednesday, February 14, 2018

Improved doom Beta testing and initial bugfixing completed...

So I spent a long time yesterday and last night doing bug testing, bugfixing and other testing for Improved Doom, my upcoming Doom Rebalance/RPG/Random Spawning Mod for Zdoom ports... I spent hours on the mod. Making the initial mod was a 3-4 hour job done a few days ago. Since then I spent hours bugtesting, Bugfixing, and constant backing up the latest version. Last night I made what I think is a final version of the mod, version 3.2

Since Improved Doom was made in three phases and the first 2 phases were not release ready, this new version is technically the latest version for the third phase.  The first phase was similar to the new version but had lots of issues such as enemy damage being too high and limited enemies and weapons.  You also started out way to weak in phase 1 and could die very easily because you're starting HP was 50 or so and not 150 like it is now.  Phase 1 was ditched and a new phase, being completely based on some other mod was made but not released due to the other mod being some one elses...

I wrapped up phase 2 and backed it up but never came back to it because I found great mods like HXRTC and DoomRPG/RLA.  Improved Doom was put on the back burner and forgotten for almost 2 years...  (This was around Summer 2016)...  A few days ago I found a backup of phase 2 and edited it heavily... I imported a wad from phase 2 with custom stuff including new enemies, a scripting library with the new coding for the cyborg powers and levelup system, and such... I took that wad, edited it heavily to get rid of code and other stuff from the other mod and made a new version based on this and stuff downloaded from the beastiary. I downloaded 40 new enemies and 18 new guns.. I went for ones I liked a lot, rather than popular ones... It payed off...

The new version was made but as I made it my sloppy coding caused lots of bugs to appear, misspellings, etc. Some serious issues needed to be fixed... A sprite conflict between the sprites of two enemies from the beastiary was there because I downloaded both enemies.. I had to rename the sprites and patch the decorate of one enemy to compensate... I did that... That was 5 revisions in... I had other issues such as missing monsters in the random spawning list... I added new features such as cluster grenades and some new enemies as well.  Around 8 revisions in it was finished...

Backing up the versions turned out to be a chore. I had to back the mod on to a CD and External HDD every time I made a revision and twice I uploaded a massive online backup to the internet. When I had to patch something to make revision 8, I had to delete and re-upload this version... Basically improved doom made me work a lot to get it working right... It should be ready for release by next month... Extensive testing is needed....

Tuesday, February 13, 2018

More info on my upcoming "Improved Doom" mod.....

Intro

Improved Doom is a rebalance and RPG mod for Doom 2, that requires Zdoom ports to play. So far I have tested it on Gzdoom 3.0.1 and it works fine there.... It probably will work on newer versions but I don't know that, and I don't want to upgrade to a newer version because doomRPG/RLA require an old version to be runnable, so upgrading  makes no sense to me...

Improved Doom is based on my old unfinished and unreleased mod Hardcore Doom. Hardcore Doom, was in all intents and purposes, an "Auto Slaughterfest" type mod that multiplied the enemy count in levels by 10x, added new enemies and put harder enemies in the place of easier ones to make it super hard in normal Doom Maps... It also had built in cyborg powers and player upgrades, that would be gotten when you level up...


Rebalances

Improved Doom ditches the auto slaughter map features (such as multiplied enemy count and harder enemies in the place of easy ones) in favor of a new design that is designed to rebalance the game for super hard mapsets only...  Difficulty settings have been rebalanced, dumping all old difficulty settings for "difficulty configurations", where skill levels were set up so that monster count was selectable separate from enemy damage... So people who wanted high enemy counts could play with them but not take ultra violence type damage if they wanted....

Enemy damage is lowered a lot in Improved Doom by Default, enemies hit you for 30% of the default damage on medium skill configurations, and on hard skill configurations you only take 50% damage. This is a rebalance to counter the dozens of nasty new enemies improved doom throws in your face... Some can do a lot of damage... 

RPG Elements

There is a levelup system in improved Doom. As you kill enemies a script counts the enemies killed till it reaches a number that is multiplied by 2 every time you level up. Once you reach that number you level up. During level up three things happen...

-You get credits. Higher levels give you  more credits.
-You get cyborg powers unlocked. The higher level you are the more powers you get... (see below)
-You get bonuses such as max health increases, max armor increases and sometimes powerups or weapons...

Credits are used to buy things, from ammo to weapons to powerups to most importantly, upgrades to your character. You can upgrade the following stats...

-Max Health
-Movement Speed
-Damage Resistance
-Max Armor
-Certain cyborg powers also have special upgrades...

Cyborg Powers

Cyborg powers include the following abilities you can get and use at any time.. .Currently there is a system where you use mod defined keys to select a power, another defined key to use a power... There is also a third defined key that you can use to select an item/upgrade to buy and a 4th defined key that you can use to buy that selected item/upgrade... All of these keys are bindable in the controls...

Powers -
Cybernetic Movement Boost:
Makes you move faster for a small amount of time
Cybernetic Shield:
Makes you invulnerable for 30 seconds or so by putting a forcefield around you...
Cybernetic Heal:
Allows you to heal yourself a little. Higher level characters can do full heals.
Cybernetic Flight:
Allows you to fly around.
Cybernetic Health Regen:
Allows you to regen your health.
Cybernetic Weapon Firerate increase:
Allows you to fire your guns twice as fast for a limited time.
Cybernetic Weapon Damage Increase:
Makes you do 4 times as much damage for a limited time.
Cybernetic Time Freeze:
Allows you to freeze time for a short while.

Enemies and Weapons:

Improved Doom has tons of new enemies not limited too...

Afrits
Agathodemons
Annihilators
Arachnophytes
Archons of Hell
Azazels
Beam Revenants
Belphegors
Blood Demons
Bruiser Demons
Catharsis
Chaingun Major's
Cyber Imps
Cyber Masterminds
Cybruisers
Dark Devils
NetherworldDarkImps
Death Incarnates
Demolishers
Diabloists
Divine Shadows
Flesh Wizards
Haedexebii
Hectebii
Hades Elementals
Hell Warriors
Lords of Heresy
Melee Revenants
Pyro Demons
Pyro Imps
Rapid Fire Troopers
Satyr's
Stealth Fighters
Suicide Bombers
Thamuz's
Time Imps
Volacubi
Weakeners
Zombie Plasma Tanks
Zombie Missile Tanks

Enemies added by me:
(NOT found on the beastiary!)
Partially invisible Lost Souls
Partially Invisible Kamikaze Lost Souls!
Death Troopers (Super Powerful Zombies with chainguns)
Mini Cyberdemons
Fast Imps
Demon Lords (White barons with a spread of fireballs)
Trolls (Blue Baron/Centaur hybirds)
Phantoms of Hades (Flying hell knights)
Dark Viles (partially invisible Arch Viles - Very hard to kill - they move 3x the speed of a normal AV)
Doom 64 versions of all enemies

Mutated, Zombie and DEATH monsters

All normal Doom 2 enemies (the non custom ones) have Mutated, Zombie, and DEATH Varients of them now...  Mutated Varients have much more health, move faster and shoot more powerful Attacks. Zombie versions do the same thing but resurrect when they die so they must be exploded with rockets or the zombieman rifle. They move much slower than mutated versions.. DEATH versions are just like mutated versions but have a shit ton of health, like 10X the original monster's health...



Weapons of the mod:
AA12 Autoshotgun
Assault Rifle
BFG10K
Black Hole Gun
Dual Laser
Ego Smasher Shotgun
Electro Gun
Flak Cannon
Plasma Repeater
Quad Shotgun
Smasher Autoshotgun
Stunner Rifle
UAC Plasmatic Rifle
Uber Minigun
Zombieman Rifle (Really strong compared to the stock version)

New Guns added by me

Triple Rocket Launcher (shoots three missiles that home in on one target)
Flamethrower
Dual Chainguns
Dual Pistols



The cyborg powers make tough maps much easier.... I tried a randomly generated slaughtermap... I was level 28 by the time I hit map21. I was fighting huge hordes of tough enemies and thanks to my constant upgrading of damage resistance I took very little damage on medium. I had super powerful guns and was able to cream my enemies with my AA12 when I put on the fire rate increase cyborg power. It was a lot of fun...

I hope to release this mod soon....

Monday, February 12, 2018

Why the hell can't people on youtube play the right Doom 2 mapsets with good mods?!

Something that always irks me about doom youtubers is the lack of good mod support.  What do I mean by mod support?

Well no one is willing to play good mapsets for doom with the right mods...  It's an issue.. A big one... Every time I look for someone playing a specific megawad, I get tons of normal unmodded doom 2 playthroughs and Brutal Doom/Project Brutality ones...  Since I don't like unmodded Doom and I don't like those two mods, I ended up being frustrated with the lack of Good doom mods being played in the right megawads....

Search for the following megawads and I guarantee you you will not find a single good playthrough (that has no commentary and no map trashing BS) in the right mods....

Epic 2
Alien Vendetta
Eternal Doom
MM2
Invasion 2
Invasion
2002ADO
ConCERN
Brutal doom starter pack
KDIZD
Many many more...

Here's the issue. No one does these megawads with the right mods, or any mods at all... Not only that, if they choose a wad, they will not play them in the mods I think are really cool.. The lack of playthroughs of good wads with the right mods is astounding on youtube... Don't believe me... Here is a list of good mods and the wads people have done for them... It's terrible.

Good Mods:

Doom RPG/RLA - Alien Vendetta and Icarus... That's it.
HXRTC - Epic 2, and Randomly generated maps, that's it.
Scoredoom - Nothing to be found here...
D4T - Brutal Doom Starter Pack... That's it.
Guncaster - Plutonia.. That's it. The only playthroughs I could find with this mod were done by
an idiot who trashes maps a lot. Don't want to hear that. So his don't count, because they stink.


Bad Mods:

Brutal Doom- Tons of playthroughs
Complex Doom - Hell Revealed/TNT/Plutonia/Epic 2
(yet another idiot who trashes maps a lot... This one is even worse than the other one!)


For Good Mods, I can't find a single playthrough for following megawads:
Hell Revealed
Eternal Doom
MM2
Invasion 2
2002ADO

many many others...

It's an issue... People need to stop playing shitty mods like Complex Doom, Brutal Doom and Project brutality and do playthroughs with mods that are actually good! I've already done that... On my new channel... I've done Doom RPG/RLA Oblige mapsets, and more...  I am trying to fix this issue but I can't do it alone. Other people need to step away from mods like Complex Doom and Brutal Doom.  They aren't fun. They are frustrating and have little replay value.  I think the world has gotten sick and tired of Brutal Doom and Project Brutality... I wish people would recognize that... Play other mods!!!!!!!!

Sunday, February 11, 2018

New Doom 2 mod "Improved Doom" being worked on by me....

Tonight I spent about 2-3 hours doing some mod work for Doom 2.  I've been working on a mod for Doom 2 called improved doom for a long time.... Built from the ashes of a previous Mod by me that was a complete failure, improved doom is mostly a rebalancing mod, designed to be played in super hard maps, ones that throw in huge hordes of difficult enemies...

It is also a monster/enemy replacer mod that randomly replaces enemies and guns with new ones, similar to AEOD, but with the emphasis of Doom friendly ones being used only. That's right, no enemies from other games, only weapons and guns that fit doom well are used in this mod.

I've seen a lot of Randomizer mods and one thing that always bugged me about them is that they always made doom harder, not easier.  Look at mods like Complex Doom, HXRTC, etc... All of them make you take way too much damage.. So for me playing stuff like Alien Vendetta in them is not possible, being a subpar doom player....

I needed something to rebalance the game, add new enemies and weapons and also add in RPG elements as well... Doom RPG+RLA do this but they are again too difficult (especially at higher levels when you take more damage from enemies than at lower levels). I wanted something with similar features to Doom RPG+RLA/HXRTC but balanced for people who aren't great at the game so that They can survive harder mapsets without dying 5-10+ times per level in tough maps that throw hordes of revenants, arachnotrons, hell knights and barons and archviles at the player.

To Rebalance the game, Improved Doom makes a lot of big changes to the game, not limited to:

-Rebalanced Skill levels. No longer do you have a skill setting that encompasses a specific enemy damage factor and enemy count. Enemy counts in skill settings are choseable seperate from the enemy damage. You have the following skill settings due to this:

Easy Enemy Count, Low Damage
Medium Enemy Count, Low Damage
Hard Enemy Count, Low Damage
Easy Enemy Count, Medium Damage
Hard Enemy Count, Medium Damage
Easy Enemy Count, High Damage
Hard Enemy Count, High Damage

-The enemy damage factors for the skill settings are reduced to make it bearable in tough maps.
The first 3 difficulties are pathetically easy and you take only 10% damage. Medium makes you take 30% damage and hard makes you take 50% damage.

-A built in upgrade system allows you to upgrade character abilities at any time, it only requires that you have money (given when you level up - that's right there are levelups like in RPG games in this). You can upgrade your characters Movement Speed (which starts slow), Damage Resistance (which can start low or high, see above), Max Health and Armor. Each upgrade costs a certain amount of money. I found that once I upgraded my players Damage Resistance a lot, even cyberdemons could not easily kill me. This makes the game Potentially way easier but it depends on how you use your upgrades... If you don't put a single point into damage resistance upgrades it will be a challenge, much more difficult than doom in that reguard. But if you put tons of Damage Resistance upgrades onto your player, you will be an absolute god of doom.

-Cyborg Powers... If the last feature didn't make you think this will be piss easy, than this will..

You get cyborg powers as you level up not limited to:

-Cybernetic Movement Boost : Makes you move faster
-Cybernetic Shield : Makes you invulnerable for 30 seconds, by erecting a forcefield around you...
-Cybernetic Healing : Allows you to heal yourself without  the need of medkits. Upgrades for this
can make  this a full heal ability later.
-Cybernetic Flight : Allows you to fly around
-Cybernetic Health Regen : Allows you to slowly regen your health...
-Cybernetic Weapon firerate Increase : Doubles the firerate of all weapons.
-Cybernetic Weapon Damage Increase : Makes you do 4 times as much damage
-Cybernetic Time Freeze : Freezes time for 10 seconds.

You can select which power to use with defined keys in the commands section and use another defined key to use that selected power. Downside is that there is a 30-60 second cooldown period for all powers so you can't use them like crazy. But careful, strategic use of forcefield, damage increase or firerate increase can make maps easier.

-Enemies have less health than mormal. On Easy difficulties (first 4 skill settings), they have 50% heath and on medium skills (next 2 skills) they have 75% of their normal health, and on hard they have 90% of their normal health.

-Insanely overpowered guns...
All of your default weapons are insanely suped up. All shotguns minus the new quadshotgun are semi-automatic now, chaingun is a killing machine, rocket launcher fires way faster, so does the BFG and the plasma does a lot more damage than it used to. Add really overpowered custom weapons to that and you get a kickass arsenal.

Improved doom does random spawning well and it uses a lot of new enemies and guns found on the beastiary but another thing it adds are enemies not found on the beastiary such as Doom 64 enemies and custom ones that are from old megawads dehacked patches but converted to Decorate or custom ones made by me to be difficult.

The mod is mostly finished. I am doing some long term testing in slaughterwads to see if it is bearable for me. Starting with Alien Vendetta. So far I've gotten through maps01-03 of it and died only 2 times thanks to low damage resistance on map01. Maps02-03 I died not once and that was due to me putting tons of points into damage resistance.

Screenshots:






A release for this mod is planned later on next month.....

Stay tuned...

Monday, February 5, 2018

My Doom Gaming Channel Resurrected on Dailymotion...

My old Doom Gaming Channel has been through hell over the last few years.. Alive on youtube, always for a short period of time, it's main problem has been dislikes... Every time I do Doom Related shit on youtube, I get dislikes from idiots who find my stuff so they can dislike it thanks to an incident I had with the Doom Community in 2015... A rather ugly one...

My latest Doom Channel done in 2017 was no different. One day after uploading it to youtube, I got two scripted dislikes on videos that had no views... Soon afterward I would get 4 more dislikes that month... I shut it down in disgust... For months I didn't want to come back to doom stuff on youtube, reguardless of the great mods (Doom RPG + Doom RLA) I found that I could do playthroughs for...


I Don't want to go back to youtube, especially for channel's that get disliked due to Doom playthroughs being found by such idiots...  I worked my ass off on any and all playthroughs done on the channel, and my only reception I got was dislikes on my last Channel... But something made me want to go back to do Doom Channel stuff, especially after making a survival mode/hardcore mode mod for the Doom Mods mentioned above...

For days I checked for youtube alternatives. 3 were eliminated right away... I thought maybe Bitchute would be good, but they allow comments and dislikes there... I felt that maybe the same idiots would find me, and the presence of a complete idiot who posts on the Oblige Forums on Bitchute confirmed this.. So I tried several other sites, many turned out to be not gaming related but the ones that did all had the same problems (dislikes being allowed and comments not able to be shut off at all).  But I lucked out... In a BIG way tonight...

See a long time Ago I found a channel on Dailymotion by a guy who does Hexen and Heretic walkthroughs... Since Heretic and Hexen were cool games I decided to watch his stuff and loved it. Several times I searched for his stuff, forgetting that it was on dailymotion and not youtube.. But I always came back to it. So Tonight I decided to try out Dailymotion...

Dailymotion is much better for me than youtube it turned out..

1) Number 1, there is no way to dislike a video there! Period. Just a like button... That was a HUGE relief. No way will the trolls be able to do that crap to me again this time... It's a better place there..
2) There is no comment section on any of his videos and mine have the same results.. This is a huge plus for me because I don't want negative comments made by idiots who kept on trashing my stuff
on youtube for years.
3) There is no ungenerous video length limit like on youtube. Back on youtube I had to make all my videos 15 minutes or shorter, thanks to my phone number being used in Google phone verification too much. They wouldn't verify my channels any more later so I had to stick to 15 minute videos. Here videos can be 60 minutes long! But not any longer than that... I will be doing 30-45 minutes a night so that is fine.


Now the negatives are that the popularity of this new channel may be quite small.. I don't know yet, I just opened the video account tonight... I have no plans to monetize it, I don't want to make money off of gaming videos because this is the last month I will be able to do them and soon I will get a job so that will take care of money... I really don't want the channel to be super popular either because of the risks involved (people who disliked the videos finding this new channel or worse)... So basically popularity means very little to me...

Here is a link to the new channel. Currently I have only 1 video on the channel and it has no commentary, but commentary enabled videos will start tonight for a long time (most of the month).. I plan to do several video game series involving me completing randomly generated mapsets in Doom RPG + Doom RLA... I think that might be cool so we will see...


Friday, February 2, 2018

Doom RPG+RLA compatible Hardcore Mode Mod made by me...

I am here with an update to my download for Doom RLA and Doom RPG mods for Doom 2. This download allows people to download all the mods in one package and allows people to get an easy to install package of the mods... Normally It's hard as hell to install and run these mods, but this fixes that...

The fun I had with it was astounding...   But something was lacking in the mod so far... Survival mode... As of late a lot of RPG's are starting to implement survival modes into the game where you have to eat and sleep to survive... This started with Games like S.T.A.L.K.E.R. and Fallout : New Vegas and soon spread to Fallout 4 and Skyrim as well.   So I decided to make a mod that is compatible with DoomRPG that makes it so if you play on Hard or Higher you have to eat and sleep to survive....

The way the mod works is simple... There is two timers that count down to 1 minute and 2 minutes respectively.  Once the first one hits 1 minute, it hurts you a tiny bit (10 hitpoints, which for a strong character with a high vitality is nothing really...), and says you are feeling fatigued... Once the second Counter hits 2 minutes, it takes away 25 hitpoints and says you need to eat... If you ignore these it will get worse, the next time they hit they take away twice as much health and then 4 times the next time and it gets exponentially worse...  What do you do to fight this?

See you have the option to sleep and eat in this... Sleeping activates a script which reduces the value the sleep counter takes your health away to the default... It also makes you more hungry at the same time, (just like in STALKER and Skyrim survival mode). It also makes your screen go black to make it look like you are sleeping... The Downside is that you should probably never sleep in a level where enemies are nearby as it is a huge risk that you will be shot, so you should find a completely safe place first...

Eating works by reducing the amount of damage you take from the eating counter by dividing the variable that stores how much damage you take by 2. It also takes away 1 ration... You get 5 rations in total and cannot get more and once you run out you must complete the level to get more, which restocks your rations to the max count of 5 again... This makes the eating part more tricky, because now you have to conserve rations... You may not want to eat a ration each time you get the hunger counter to hit because you only have 5 and later on when you are further into a long level (like 10 minutes in) you may not have enough rations to satiate yourself then and since the hunger would take away more health 10 minutes in than 2 minutes in (200 hitpoints taken away 10 minutes in versus 25 taken away 2 minutes in)...

The hunger feature may also make super long levels like Map24 of eternal Doom (which takes 45 minutes to get through) to become very hard... So this makes strategizing your build much more vital. Do you want to focus on pumping tons of points into vitality and defense to give yourself more max health to fight the hunger with in longer mapsets? It's up to the player, but this makes a good Character build even more vital for a playthrough of a long confusing mapset than it was before without the survival mode enabled.  I have found that vitality and defense builds don't suffer as much from the hunger and sleep penalties as someone without high vitality or Defense. I had a default build setup without stat points allocated and took 25 points, then 50 points, then 100 then 200 points per counter hit for hunger.... Then I restarted map01 and put tons of points into vitality and defense and found the damage taken was far less... So a Good way to fight hunger is to have a high vitality and defense.. (30+ each)...  Keep that in mind when playing Doom RPG with the Survival mode on...

To balance it out, the survival mode mod only works on Hard Difficulties and higher... It is inactive for Medium/easy difficulty players so that people always have a choice whether they want it on or not. If you do want it on, simply play on hard or higher. If you want it off, play on medium...

The mod was quickly thrown together and is kind of a hack... But it works perfectly now after I tested it for 3-4 hours last night and this morning...

The mod works well.. The keys for eating and sleeping are defined in the right places so all you have to do is bind them to keys in the controls.


Donwload the mod package here... Unzip to your Doom 2 folder... Run Loadrpg.bat from the run box in Windows or a dos prompt to run the mods together without issues... Make sure to unzip all the files to your folder including the source port included. Doom RPG and Doom RLA do not work well with Later Gzdoom Builds and require you only run them with 3.0.1 or before...

There are a lot of controls to bind in the options menu. Make sure you bind Open Menu, Open Shop, Skill Wheel, Use Skill 1-5 and Eat and Sleep to keys! I set Open Menu to Tab, Open Shop to Z, Skill Wheel to E, Use Skill 1-5 to F1-F5 and Eat and Sleep to V and B respectively... It works for me...