Improved Doom is a Doom 2 Mod I've been working on for a few months... It is a Mod that is designed to be a rebalance/rpg/random spawning mod. It randomly replaces enemies with harder ones, gives you new guns and items, adds rpg elements, and re balances the game for slaughtermaps. This is the first Doom mod designed to be played in Slaughtermaps that I have seen... I have been looking for a Random Spawning/RPG mod that works well with slaughtermaps and haven't found one yet... That's why I made this.
As you kill enemies, you level up and you can get three things from levelups in improved doom.
-Credits which you can use to buy items or upgrades
-You get cyborg powers unlocked (see below)
-and you can get bonus items or weapons as prize for leveling up.
There are 4 new keys you should bind before playing this, the keys for selecting items to buy and buying selected items are important, so are the keys for selecting a cyborg power to use and the key for using the selected cyborg power. I set them to F1-F4 on my system... There is also a flashlight included in the mod, bind that in the controls and you can use that to see in the dark in dark levels.
You can buy weapons and upgrades... Each costs a certain amount of credits.. Any gun is available in the shop and certain powerups like berserk packs and megaspheres are also available. But the real strength of the buying system is the upgrades you can buy..
There are 2 kinds of upgrades:
Stat upgrades - Allows you to upgrade max health and armor, movement speed, and damage resistance.
Cyborg Power Upgrades - Allows you to upgrade your cyborg powers.
Cyborg Powers are important.. They allow you to survive in tougher maps.
Here is a list of cyborg powers...
Cybernetic Movement Boost - Boost your movement speed temporarily
Cybernetic Heal - Heals you
Cyborg Shield - Allows you to become invincible for a short time.
Cybernetic Flight - Allows you to fly around.
Cybernetic Health Regen - Allows you to regenerate your health.
Cybernetic Weapon Firerate Increase - Increases the fire rates of most of your guns for a short time.
Cybernetic Weapon Damage Increase - Makes your weapons do more damage for a short time.
Cybernetic Time Freeze - Freezes time for a short while.
Use these wisely. There is a 30 second cooldown period after you use a cyborg power, preventing you from spamming them unfairly.
The mod features tons of new enemies, including:
-Enemies from the beastiary
-Enemies from Doom 64
-Enemies from Various old megawads recreated by me
-Totally new enemies made by me.
-It also features a lot of new guns. Some are very overpowered in this.
Rebalancing...
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Improved Doom was designed to be played in insanely hard maps like Hell Revealed or worse. Due to that it had to be balanced for those kinds of maps.
The following things were altered to balance the game better.
-Enemies have less health than normal
-Enemies do less damage than normal
-Enemy count is seperately selectable in skill settings from enemy damage
-Most original doom weapons were altered to fire faster.
-More ammo available for the player than normal.
-No More stimpacks! Instead they get replaced by medikits and medikits get replaced by
portable medikits you can use later.
By Default the batch files for this mod load ambience.wad that is needed to play randoom 10.0 generated maps... That is a plus.. But if you are loading from a command line and want to play a randoom map in improved doom, don't forget to load the ambience.wad like this:
gzdoom -file id.pk3 ambience.wad <your wad>.wad
Here is a download link for the mod... Unzip this to your doom folder (gzdoom required - the batch files expect gzdoom 3.0.1 or higher to be loaded, the thing breaks in zdoom and I can't fix it easily - bit it works in gzdoom 3.0.1 or better)
Bugs:
-A crash prevents this from running in Zdoom. This crash was a bug put in by the code of an unused weapon on the beastiary that apparently won't work in zdoom. I could remove it but it's a pain to do so.
-Unknown script errors happen every time you start a level. It's a bug caused by a scripting library feature that I have no source ACS code for (due to a file deletion accident), so I can't fix it. Don't worry, this effects the mod in no harmful way...