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....
A Blog focusing on Doom Modding, Doom Editing and Random Map Generation of Brutal Slaughtermaps.
Showing posts with label HXRTC project. Show all posts
Showing posts with label HXRTC project. Show all posts
Wednesday, February 14, 2018
Wednesday, November 8, 2017
Doom Mod Review : DoomRPG + DoomRLA + RLME (Rpg mods for Classic Doom)`
Well I found not just one new mod to play doom with recently, not even 2 but 3!
I've been looking For Doom RPG themed mods that can play original and non mod maps well for years. Found HXRTC and that was fine for a while but what really annoyed me about that was the constant use of Gem Pickups in a non-fantasy setting and the lack of skills and stat point leveling... It just had levelups but had no real stats that you could choose from to level up...
Enter DoomRPG, a mod that fixes a lot of those issues.
The Good:
DoomRPG as the title suggests, is a Doom RPG mod. It allows you to level up by killing enemies, and distribute stat points every levelup. The stats you get are Strength, Vitality, Regen, Capacity,
Defense, Agility and Luck.
Here is what these stats do:
Strength = Determines how much damage you do with weapons
Vitality = Determines your max health
Regen = Determines how much health you regenerate over time
Capacity = Determines how much you can carry
Defense = Determines your damage resistance
Agility = Determines your movement speed and jump height
Luck = Determines how often you get certain "lucky" to find pickups like credits, ammo, health, etc.
You buy items with credits enemies drop regularly, and that is limited to armor and ammo at lower ranks (there is a rank system like in COD games = higher the rank the more you can buy). Rank increases when you kill a certain amount of enemies, and decreases when you die.
There is also a lot of new features not found in normal doom in DoomRPG such as Skills you can purchase with "modules" (that get given to you when you levelup - you need them to upgrade stats too), and a working skill wheel. It's tricky to learn how to play this mod because skills in this are vital. You will need your skills to survive, it's not just a case of leveling stats and hoping you will win, if you do that you will die a lot. One skill I HIGHLY recommend is heal. Even at skill level 1 this can save your life provided you have enough energy to use it (Energy is what skills waste when you use them, you replenish it by finding energy powerups). You can upgrade skills levels as well, and it helps. But each level costs more energy to use than the previous level, so you have to manage it well to survive.
There is also a shield you can use, which is similar to the Mass Effect Shields but has some limitations because it replaces armor and strips you of armor. To use it you must find a capaciter, body and a battery. Once you equip all three your shield is ready and with one press of the shield key.
DoomRPG is pretty good on it's own but does have some drawbacks. Certain levels are programmed randomly to be radiation infested levels or acid rain filled levels and those mess up your health a lot...
It's almost unfair to deal with these traps so I highly recommend anyone playing these mods to SAVE before exiting a level to savescum around these stupid traps.
But to really play doomRPG well you need to play it with two other mods which I am reviewing here at the same time as DoomRPG...
Enter DoomRL..
DoomRL or Doom Roguelike Arsenal, is weapon mod that is quite fun and very RPG like. It introduces literally hundreds of new guns and they spawn randomly in the place of other weapons or on dead enemies. Both mods work well together but getting them to load together is really hard... See below for more info on that.
Guns range from Shotguns to Automatic single barreled shotguns, to auto double barreled ones (!) and some really overpowered energy weapons, explosive weapons and pistols, yes that's right Pistols! Pistols in this are not crap, there are some ones that rival the Rocket Launcher in Damage! You have to be VERY lucky to get the top tier weapons at an early level, which is good.
There are 5 playerclasses in this mod. Marine is your basic machinegunner soldier who starts with the chaingun. Each playerclass gets perks.. His perk is he wastes less ammo. The scout is your pistol expert and does 3x-8x damage with pistols as his perk, depending on the fire rate, the slower the fire rate the more damage. He starts with a basic pistol but it is so much better with him than on other playerclasses. But once he gets a really strong pistol (handcannon, etc) he can slay strong enemies with a few pistol shots, and that is fun!. The third playerclass is the technician who is a weapon modding expert... I will get into weapon modding and him a bit later. The next playerclass is the renegade and he is a shotgun expert who does more pellet shots per shotgun blast than other classes as his perk. The final class is the most OP one, the Deadly Demolitionist! He is an explosives expert and his perk is so OP it's stupid, he is completely IMMUNE to splash damage, even enemies splash damage. That means you can kill enemies at point blank range with rockets using him. But is not a huge issue because being overpowered in this mod is one of it's strengths so...
DoomRL revamps the armor system. Armor has to be equipped now. And boots are also available and you need to equip them as well. It's important to have both armor and boots or else you won't get good damage resistance. Basic armor and weapons in this mod are crap though, so It's best to save up credits to get better armor and boots before later levels anyway. Default Combat armor won't help much unless you are VERY lucky. There are tons of other pieces of armor available and they are much better than combat armor which in this is basic armor not great armor like it was in normal doom.
The new guns in DoomRL are quite nice but most of the starting weapons from doom are quite useless due to the difficulty of the mods. These mods are HARD AS HELL, and with default stats, you will die a ton in the first map of the wad you are playing. Until you get to level 2 and pump all your points into vitality and defense, you will struggle mightily at LV 1. (when I mention "LV" from now on I mean character level, not the level you are playing...) Not till you get tons of levelups and put points into the vital skills will it get easier. For me the vital skills are Vitality, Defense and luck. Vitality for the max health, Defense to increase your damage resistance early and Luck to try to get better drops and guns in drops. Enemies can do tons of damage, especially harder ones. Don't play these mods with the monster mod in insane maps like hell revealed UNLESS you are a high level character with good armor, and good stats! You will be ripped to shreds unless you prepare well..
DoomRL balances this difficulty increase well though with the ability to mod weapons. There are mod packs laying around replacing ammo boxes rarely. There are several kinds. Bulk mod packs increase clip size for weapons (there is reloading for weapons in this mod, all guns need to be reloaded), Power mods increase weapon damage and Technical mods increase weapon switch speed, and Agility mods increase weapon accuracy... It helps to mod your guns a lot. But don't mod TOO much... because one feature is absulutely vital to survive this mod, and this feature, Assmemblies, is the most OP feature in the whole mod.
Assemblies are Super OP weapons made by using specific sets of weapon mods on a specific gun in a certain order. For instance, if you take a combat shotgun (the Remington that Shotgun Guys Drop) and add a Power mod and then a technical mod to the shotgun, you turn it into a tactical shotgun, which is a very OP Auto Shotgun. Take Plasma Rifle and apply a bulk mod and then a power mod to it and you turn it into a High Power Plasma gun, which is the most OP weapon that can be gotten early in the game, and it is a must to survive tougher maps. Take a rocket launcher and apply a Technical Mod, an Agility mod, a power Mod and then another Tech Mod to it and it becomes an Infusion Launcher, a rocket launcher that shoots weak BFG blasts everywhere when it explodes... These assemblies are ABSOLUTELY VITAL for you to survive the mod. You cannot beat it without them, so keep that in mind. I find the default guns you get are crap so by level 2 I usually have at least one of these...
But one issue in these mods to me needs another mod to correct, the lack of new enemies. Adding in another mod, RLME adds new enemies into the game (but only for medium difficulty and higher), and that is a must for me. Normal doom enemies get boring very quickly...
The OK:
The mod has issues working with Slaughtermaps. I suggest that you change the monster population to 75% or lower when playing them. That reduces enemy count but gets rid of the annoying "Runaway script" errors that show up. This is for wads such as Alien Vendetta, Hell Revealed, etc, anything that uses high enemy counts. For wads that use Extremely High counts such as Sunder, I suggest you skip them because they often have hard as fuck enemy placement in map 1 and surviving map 1 will be so hard that in this mod it won't be worth it. Basically if the first map involves fighting hordes of tough enemies like Hell Knights or worse then you should avoid it in these mods.
The Bad:
These mods are really fun, but issues prevent them from being the best doom mods I have ever played. Number 1, the damage you take is insane, even with medium to high damage resistance. It is almost unfair. Pinkies and spectres can one hit kill you if you get unlucky. And one feature almost ruins this mod set... Status effects..
Status effects sound good and all, but the sheer lack of a feature to shut them off, is alarming. Status effects include various debuffs that randomly happen when you take damage. Such as blindness (makes you screen go black for a while), Fatigue (makes you move at a slideshow pace for a while), toxicity (makes you take more damage if it gets higher), Radiation (same thing) and more. These status effects are too common, and resisting them is hard. Some are minor, some are not. I can't count the time these came up and I almost died or died, on medium it was a stupid hindrance that I wish wasn't put in this mod. The ones that really piss me off are fatigue and blindness. HOW THE FUCK ARE YOU SUPPOSED TO DODGE AND AIM with them on? You tell me Kyle873! I'm sorry, it's impossible to dodge with High Fatigue put on you and then you die and your Rank drops due to random bullshit like that, that shouldn't be in it at all! I've never played any RPG with features this stupid in my life. And blindness is almost as stupid. Why the hell it's in there I don't know. How are you supposed to aim and dodge if you can't see! You tell me Kyle873!
That feature almost made this mod unplayable. I tolerate it because the rest of the mods features make the game much easier to enjoy, due to the fact that no one made a good RPG mod for Doom that is this good. But this one feature.... It almost ruins it...
Another issue with this mod is the damage you take, which is a minor issue because heal helps a ton and so does High Vitality. But it still is insane that Revenants can do 300 damage on medium... That should not be in this. This isn't Ghost recon, It's doom. High damage makes no sense in a non realistic shooter. I think this person tried to make DoomRPG a REALISTIC RPG, which is cool and all, but realistic features, when overused can ruin classic FPS gameplay. These two mods almost overuse these features, such as Reloading weapons, shitty ass weapons being given in level 1, bullshit status effects and high damage being done by medium enemies... It makes these mods good but not great.
I'm still waiting on a GOOD RPG mod that does not use features like this but puts in good RPG gameplay (aka levelups and other features too)...
These mods however, do not work easily together so You need to do the following...
-Make sure to download Gzdoom 3.0.1.
-Unzip the DoomRPG version that works with the latest DooMRLA, NOT the latest version
to your doom 2 folder.
-Install the DoomRLA, DoomRLA Hud, DoomRLA monster Pack and RLME to the doom2 folder.
-Make a batch file like this...
Gzdoom -file DoomRL.wad DoomRLHud.wad DoomRLMons.wad DoomRPG/DoomRPG DoomRPG/DoomRPG-RLArsenal DoomRPG/DoomRPG-RLMonsters RLME.wad
(use that batch file to load the two mods together).
Review Stats:
Score 8.2/10
Good - Great RPG features. skills, stats, selling system, etc, new enemies, lots of new guns
Bad - Realism, BS Status effects, super high damage being done by medium enemies on Medium,
Hard to get them working together.
I've been looking For Doom RPG themed mods that can play original and non mod maps well for years. Found HXRTC and that was fine for a while but what really annoyed me about that was the constant use of Gem Pickups in a non-fantasy setting and the lack of skills and stat point leveling... It just had levelups but had no real stats that you could choose from to level up...
Enter DoomRPG, a mod that fixes a lot of those issues.
The Good:
DoomRPG as the title suggests, is a Doom RPG mod. It allows you to level up by killing enemies, and distribute stat points every levelup. The stats you get are Strength, Vitality, Regen, Capacity,
Defense, Agility and Luck.
Here is what these stats do:
Strength = Determines how much damage you do with weapons
Vitality = Determines your max health
Regen = Determines how much health you regenerate over time
Capacity = Determines how much you can carry
Defense = Determines your damage resistance
Agility = Determines your movement speed and jump height
Luck = Determines how often you get certain "lucky" to find pickups like credits, ammo, health, etc.
You buy items with credits enemies drop regularly, and that is limited to armor and ammo at lower ranks (there is a rank system like in COD games = higher the rank the more you can buy). Rank increases when you kill a certain amount of enemies, and decreases when you die.
There is also a lot of new features not found in normal doom in DoomRPG such as Skills you can purchase with "modules" (that get given to you when you levelup - you need them to upgrade stats too), and a working skill wheel. It's tricky to learn how to play this mod because skills in this are vital. You will need your skills to survive, it's not just a case of leveling stats and hoping you will win, if you do that you will die a lot. One skill I HIGHLY recommend is heal. Even at skill level 1 this can save your life provided you have enough energy to use it (Energy is what skills waste when you use them, you replenish it by finding energy powerups). You can upgrade skills levels as well, and it helps. But each level costs more energy to use than the previous level, so you have to manage it well to survive.
There is also a shield you can use, which is similar to the Mass Effect Shields but has some limitations because it replaces armor and strips you of armor. To use it you must find a capaciter, body and a battery. Once you equip all three your shield is ready and with one press of the shield key.
DoomRPG is pretty good on it's own but does have some drawbacks. Certain levels are programmed randomly to be radiation infested levels or acid rain filled levels and those mess up your health a lot...
It's almost unfair to deal with these traps so I highly recommend anyone playing these mods to SAVE before exiting a level to savescum around these stupid traps.
But to really play doomRPG well you need to play it with two other mods which I am reviewing here at the same time as DoomRPG...
Enter DoomRL..
DoomRL or Doom Roguelike Arsenal, is weapon mod that is quite fun and very RPG like. It introduces literally hundreds of new guns and they spawn randomly in the place of other weapons or on dead enemies. Both mods work well together but getting them to load together is really hard... See below for more info on that.
Guns range from Shotguns to Automatic single barreled shotguns, to auto double barreled ones (!) and some really overpowered energy weapons, explosive weapons and pistols, yes that's right Pistols! Pistols in this are not crap, there are some ones that rival the Rocket Launcher in Damage! You have to be VERY lucky to get the top tier weapons at an early level, which is good.
There are 5 playerclasses in this mod. Marine is your basic machinegunner soldier who starts with the chaingun. Each playerclass gets perks.. His perk is he wastes less ammo. The scout is your pistol expert and does 3x-8x damage with pistols as his perk, depending on the fire rate, the slower the fire rate the more damage. He starts with a basic pistol but it is so much better with him than on other playerclasses. But once he gets a really strong pistol (handcannon, etc) he can slay strong enemies with a few pistol shots, and that is fun!. The third playerclass is the technician who is a weapon modding expert... I will get into weapon modding and him a bit later. The next playerclass is the renegade and he is a shotgun expert who does more pellet shots per shotgun blast than other classes as his perk. The final class is the most OP one, the Deadly Demolitionist! He is an explosives expert and his perk is so OP it's stupid, he is completely IMMUNE to splash damage, even enemies splash damage. That means you can kill enemies at point blank range with rockets using him. But is not a huge issue because being overpowered in this mod is one of it's strengths so...
DoomRL revamps the armor system. Armor has to be equipped now. And boots are also available and you need to equip them as well. It's important to have both armor and boots or else you won't get good damage resistance. Basic armor and weapons in this mod are crap though, so It's best to save up credits to get better armor and boots before later levels anyway. Default Combat armor won't help much unless you are VERY lucky. There are tons of other pieces of armor available and they are much better than combat armor which in this is basic armor not great armor like it was in normal doom.
The new guns in DoomRL are quite nice but most of the starting weapons from doom are quite useless due to the difficulty of the mods. These mods are HARD AS HELL, and with default stats, you will die a ton in the first map of the wad you are playing. Until you get to level 2 and pump all your points into vitality and defense, you will struggle mightily at LV 1. (when I mention "LV" from now on I mean character level, not the level you are playing...) Not till you get tons of levelups and put points into the vital skills will it get easier. For me the vital skills are Vitality, Defense and luck. Vitality for the max health, Defense to increase your damage resistance early and Luck to try to get better drops and guns in drops. Enemies can do tons of damage, especially harder ones. Don't play these mods with the monster mod in insane maps like hell revealed UNLESS you are a high level character with good armor, and good stats! You will be ripped to shreds unless you prepare well..
DoomRL balances this difficulty increase well though with the ability to mod weapons. There are mod packs laying around replacing ammo boxes rarely. There are several kinds. Bulk mod packs increase clip size for weapons (there is reloading for weapons in this mod, all guns need to be reloaded), Power mods increase weapon damage and Technical mods increase weapon switch speed, and Agility mods increase weapon accuracy... It helps to mod your guns a lot. But don't mod TOO much... because one feature is absulutely vital to survive this mod, and this feature, Assmemblies, is the most OP feature in the whole mod.
Assemblies are Super OP weapons made by using specific sets of weapon mods on a specific gun in a certain order. For instance, if you take a combat shotgun (the Remington that Shotgun Guys Drop) and add a Power mod and then a technical mod to the shotgun, you turn it into a tactical shotgun, which is a very OP Auto Shotgun. Take Plasma Rifle and apply a bulk mod and then a power mod to it and you turn it into a High Power Plasma gun, which is the most OP weapon that can be gotten early in the game, and it is a must to survive tougher maps. Take a rocket launcher and apply a Technical Mod, an Agility mod, a power Mod and then another Tech Mod to it and it becomes an Infusion Launcher, a rocket launcher that shoots weak BFG blasts everywhere when it explodes... These assemblies are ABSOLUTELY VITAL for you to survive the mod. You cannot beat it without them, so keep that in mind. I find the default guns you get are crap so by level 2 I usually have at least one of these...
But one issue in these mods to me needs another mod to correct, the lack of new enemies. Adding in another mod, RLME adds new enemies into the game (but only for medium difficulty and higher), and that is a must for me. Normal doom enemies get boring very quickly...
The OK:
The mod has issues working with Slaughtermaps. I suggest that you change the monster population to 75% or lower when playing them. That reduces enemy count but gets rid of the annoying "Runaway script" errors that show up. This is for wads such as Alien Vendetta, Hell Revealed, etc, anything that uses high enemy counts. For wads that use Extremely High counts such as Sunder, I suggest you skip them because they often have hard as fuck enemy placement in map 1 and surviving map 1 will be so hard that in this mod it won't be worth it. Basically if the first map involves fighting hordes of tough enemies like Hell Knights or worse then you should avoid it in these mods.
The Bad:
These mods are really fun, but issues prevent them from being the best doom mods I have ever played. Number 1, the damage you take is insane, even with medium to high damage resistance. It is almost unfair. Pinkies and spectres can one hit kill you if you get unlucky. And one feature almost ruins this mod set... Status effects..
Status effects sound good and all, but the sheer lack of a feature to shut them off, is alarming. Status effects include various debuffs that randomly happen when you take damage. Such as blindness (makes you screen go black for a while), Fatigue (makes you move at a slideshow pace for a while), toxicity (makes you take more damage if it gets higher), Radiation (same thing) and more. These status effects are too common, and resisting them is hard. Some are minor, some are not. I can't count the time these came up and I almost died or died, on medium it was a stupid hindrance that I wish wasn't put in this mod. The ones that really piss me off are fatigue and blindness. HOW THE FUCK ARE YOU SUPPOSED TO DODGE AND AIM with them on? You tell me Kyle873! I'm sorry, it's impossible to dodge with High Fatigue put on you and then you die and your Rank drops due to random bullshit like that, that shouldn't be in it at all! I've never played any RPG with features this stupid in my life. And blindness is almost as stupid. Why the hell it's in there I don't know. How are you supposed to aim and dodge if you can't see! You tell me Kyle873!
That feature almost made this mod unplayable. I tolerate it because the rest of the mods features make the game much easier to enjoy, due to the fact that no one made a good RPG mod for Doom that is this good. But this one feature.... It almost ruins it...
Another issue with this mod is the damage you take, which is a minor issue because heal helps a ton and so does High Vitality. But it still is insane that Revenants can do 300 damage on medium... That should not be in this. This isn't Ghost recon, It's doom. High damage makes no sense in a non realistic shooter. I think this person tried to make DoomRPG a REALISTIC RPG, which is cool and all, but realistic features, when overused can ruin classic FPS gameplay. These two mods almost overuse these features, such as Reloading weapons, shitty ass weapons being given in level 1, bullshit status effects and high damage being done by medium enemies... It makes these mods good but not great.
I'm still waiting on a GOOD RPG mod that does not use features like this but puts in good RPG gameplay (aka levelups and other features too)...
These mods however, do not work easily together so You need to do the following...
-Make sure to download Gzdoom 3.0.1.
-Unzip the DoomRPG version that works with the latest DooMRLA, NOT the latest version
to your doom 2 folder.
-Install the DoomRLA, DoomRLA Hud, DoomRLA monster Pack and RLME to the doom2 folder.
-Make a batch file like this...
Gzdoom -file DoomRL.wad DoomRLHud.wad DoomRLMons.wad DoomRPG/DoomRPG DoomRPG/DoomRPG-RLArsenal DoomRPG/DoomRPG-RLMonsters RLME.wad
(use that batch file to load the two mods together).
Review Stats:
Score 8.2/10
Good - Great RPG features. skills, stats, selling system, etc, new enemies, lots of new guns
Bad - Realism, BS Status effects, super high damage being done by medium enemies on Medium,
Hard to get them working together.
Labels:
Doom,
DoomRLA,
DoomRPG,
Gaming,
Gaming Channels,
HXRTC project,
Mods,
PC,
RPG mods
Sunday, June 18, 2017
Doom Mod Review : Scoredoom
This is my first Doom Mod Review... I love doom gameplay mods that are good. I think a lot of doom mods are underrated to the point that the community dislikes or trashes them and because of this you see very few to no playthroughs of the Doom Games, nevermind Doom Addons with the mod on youtube. Case in point : This mod I'm doing a review of...
Scoredoom is an engine mod for the classic doom games. It's one of those mods that is a new engine in itself, but it brings new gameplay features to default doom that most engines don't do. Like skulltag, it adds new powerups to the game and enemies as well. Unlike skulltag, these additions are not something that requires a levelset that is built for them for you to see them in the game... In fact this difference is the reason I recommend this mod over skulltag for single player games. Boring multiplayer (with broken bots that couldn't even handle a co-op game) couldn't save skulltag for me. And the fact that the new enemies and weapons in skulltag don't show up in single player by default is the reason I don't play skulltag, period. However, what I see in Scoredoom makes me not want to play any other engine anymore, period....
Let me elaborate.
Other engines have mods that randomly replace enemies with new ones. Many of these are complete crap and have little to no new enemies, or have issues. Such mods like Herculine's Doom Downgrade (upgrade), AEOD, Project Brutality don't interest me. Because they don't add Enough new enemies and if they do the enemies are all from other games which is bad because that's not what doom is supposed to be like in the first place. Only Scalliano's 667 Shuffle (despite it being called crap by idiots in an responses to my idgames review of 10x.wad), HXRTC project, and Complex Doom + Addons really do the game justice with enough new content for the game plus other features to make it more than just some randomizer mod.
So why Do I recommend Scoredoom as an engine over even those mods?
Well for first, it adds the powerups that every other doom mod with powerups desperately needed in single player, the equivalent of the Skulltag Rage and Spread powerups! No other mod has done this.. These were so fun in skulltag in the wart series that I loved them to the point of stupidity. Now I get to use them in maps not designed for them. The Rage powerup doubles weapon firing speed. It's hilariously overpowered but it this mod with all of it's new enemies that do tons of damage you will need this. The spread is just as overpowered, even more so than the rage because it triples the weapons fired projectiles without wasting 3x ammo! That is great for tough situations because you can just spread Plasma/Grenade/Rocket tough enemies to death. It's super great for insane maps. So It gets bonus points for that. That adds a ton of fun to existing maps. On top of that adding health regen powerups, damage resistance increasing ones, double and quad damage, and a hillarious damage reflection powerup that hurts enemies when they shoot or damage you, makes this mod's powerups better than any mods powerups by far.
Now the reasons this mod was made was not for that or the new enemies which I will get to in a minute. It was made to add a scoring system to doom. Now you score points for killing or hurting enemies, finding items and secrets and finding keys and opening locked doors that require keys. That is really fun too. But the most fun part is the fact that you can get multikill bonuses with this which are amazingly fun to get. This is really fun in insane maps because you can score huge point amounts.
Another great feature is the secondary fires they added to all guns but the pistol, chainsaw and fist. They allow you to kill enemies easier. The shotgun secondary fires a slug round, the chaingun secondary fires faster but spreads the shots out more, the rocket launcher secondary fires grenades at 2x the speed of the rocket firing speed, the plasma secondary shoots railgun blasts and the BFG secondary shoots a damn nuclear missile just like the nuclear missile launcher on the beastiary armory section at realm667. All are useful. But the most useful has to be the the new Super Shotgun secondary. It fires the equivalent of 8 shotgun blasts in one shot! Not just 4.... 8! This is so powerful that with quad damage I once kicked a cyberdemon's ass in 2 hits! It is so useful. I use it when I fight the tougher hell knight, baron, archvile, mancubus replacements and all cyberdemon replacements when I lack a BFG.
The mod has tons of new enemies in it. Some random replacement mods have a few beastiary enemies or even a lot..... But this one has 90% of the beastiary enemies in it at least, and tons of new ones on top of that. Total count of enemies : 300+! If there ever was a mod to add enough beastiary enemies into the game, this is it. Expect to fight a lot of heretic/hexen/duke3d/blood themed enemies though... It's not entirely faithful to doom. Some of the enemies will challenge you. The default former humans now have tons more variety with the addition of autoshotgunners, auto-pistollers, rocket zombies (multiple kinds!), grenade throwing zombies, super shotgun shooting zombies that drop the ssg, and more. And if you think that's good, they finally added in the tank and flying vehicle enemies on the beastiary to randomly replace zombies. It makes sense, soldiers should be driving vehicles. The vehicles are tough too... They even have a chaingun toting super tank that appears a lot as well... That's not scratching the surface when it comes to demons. They have dark imps, snake imps, more dark imps, doom 64 imps, mutant imps, etc. Same thing is true for demon's spectres, etc. The cacodemon and hell knight/baron replacements are really cool. They have some unique kinds of cacodemon and lost soul replacements not found in any other mod, such as weakeners, mini cacodemons that shoot fireballs that stick to walls that when you hit or touch them, reduce your damage resistance by 1/2, making you take more damage for a while. They also have a mutated caco-cyst that fires automatic fireballs, he is nasty. The hellknight/baron replacements are cool. They have Hell Warriors, Bruiser Demons, Hell's furies, cyber hell knights, cyber barons, baron/arachnotron hybrids, hellknight/arachnotron hybrids, teleporting balor's, the belphegor's from skulltag, and a cyber varient of them too! The archvile replacements are quite cool as well. A lot are from the beastiary, but a few are not. One really cool one, the arch spawner, summons in a horde of various enemies to guard him as a periodic attack. He flies and is green colored. If you see him, kill him QUICK. Then there are the cyberdemon and spider replacements. Thamuzes, Annihilators, Infernux grands, you name it. Lots of duke3d cyclodian emporer reskins are also seen in this category. You also will fight cyberdemon/spider mastermind hybrids, many of them. You get thamuz masterminds, thamuz annihilators, and worse. For spider replacements you get the usual demolishers, but you also get insanity spiders from the boss resource wad and the insanely overpowered supreme fiends that are basically flying spider masterminds with bomb attacks. They are bad. On top of that they add a lot of new cyber and spider replacements not found on the beastiary, like insanity spiders (from the boss resource wad), insanity arachnophyte's (!), insanity demolishers, and even a fucking insanity supreme fiend! If there ever was a mod to feature the perfect cast of new enemies, it's this people!
To balance the huge amount of super damaging enemies, they boosted your normal (non soul sphere) max health to 200. It fits but it doesn't really make it easier. Enemies do tons and tons of damage, and even with 200 health, you can be instakilled by nonboss enemies on easy. It's a little TOO hard. I made a plugin to reduce damage by a lot to balance this out.
Some other features of the mod may end up becoming hard as hell for doom 1 players. The boss levels in Doom 1 were easy enough in the original game. In this mod however, they have been changed significantly. Now instead of the level ending or a wall lowering to allow the player to reach the exit when the bosses die, you have to fight a huge gauntlet of 15+ bosses. The first one you kill spawns another boss, plus powerups and tons of new enemies once you kill it. That one will do the same till you have killed tons of bosses. They are all different. You Fight baron replacements in e1m8, cyber replacements in e2m8, spider replacements in e3m8 and e4m8. You have to deal with a huge boss horde like this to finally end the boss level. It's hard as hell and has killed me a lot. Luckily you can turn it off. But I still like it too much to get rid of it. It's a cool concept.
It does have a few issues. In 3.0r2 you cannot do online high scoring with the new enemies turned on. It sucks. And to enable the bonus pack monsters you should copy the sdcustomcombined.ini to the sdcustom.ini before loading. There are a few bugs though. 2 enemies have the same sprites, a lost soul and cacodemon replacement, and it looks bad. More game breaking is one enemy added by the bonus pack breaks the game bad. This enemy, the nukage beast, if found in a level, can make the engine crash with a "kernel exception" error. To fix this, edit your modified sdcustom.ini from above to remove the "nukagebeast=2" line from it and your zdoom-<username>.ini as well. Because of the way the mod works, the nukage beast becomes unkillable as well, and you should remove it from the ini files to not have this issue like I did.
To download this mod, you can download it from scoredoom.com. There is a list of high scores from lots of major wads. They also have a section under faq that lists every kind of the 300 enemies seen in the mod. But that download is missing addons I have made for the mod that you should get....
I have made the following addon packs for scoredoom....
Sd-dlpatch.wad - Makes dynamic lighting work by default - a must for me
sd-easier.wad - reduces enemy damage by a shit ton. Only use if you aren't that good at doom.
sd-flash.wad - adds a flashlight to use in maps that have darker areas. Hit F to toggle
sd-gfxpatch.wad - GREATLY improves blood and lighting effects. Adds halos to light sources
sd-improvedguns.wad - Makes guns shoot faster by default. Only use in hard as hell maps like Hell Revealed...
sd-improvedgunsprites.wad - Replaces all the gun sprites with better ones from a mod I found online.
You can find these addons in the skins folder of the gzscoredoom folder in my scoredoom download
which you can get here. Whichever download you get, this one or the one on scoredoom.com, simply extract the gzscoredoom folder to your doom folder, copy whatever doom iwads/pwads you have to that folder and run gzscoredoom.exe -file <wad name> to play.
Scoredoom is an engine mod for the classic doom games. It's one of those mods that is a new engine in itself, but it brings new gameplay features to default doom that most engines don't do. Like skulltag, it adds new powerups to the game and enemies as well. Unlike skulltag, these additions are not something that requires a levelset that is built for them for you to see them in the game... In fact this difference is the reason I recommend this mod over skulltag for single player games. Boring multiplayer (with broken bots that couldn't even handle a co-op game) couldn't save skulltag for me. And the fact that the new enemies and weapons in skulltag don't show up in single player by default is the reason I don't play skulltag, period. However, what I see in Scoredoom makes me not want to play any other engine anymore, period....
Let me elaborate.
Other engines have mods that randomly replace enemies with new ones. Many of these are complete crap and have little to no new enemies, or have issues. Such mods like Herculine's Doom Downgrade (upgrade), AEOD, Project Brutality don't interest me. Because they don't add Enough new enemies and if they do the enemies are all from other games which is bad because that's not what doom is supposed to be like in the first place. Only Scalliano's 667 Shuffle (despite it being called crap by idiots in an responses to my idgames review of 10x.wad), HXRTC project, and Complex Doom + Addons really do the game justice with enough new content for the game plus other features to make it more than just some randomizer mod.
So why Do I recommend Scoredoom as an engine over even those mods?
Well for first, it adds the powerups that every other doom mod with powerups desperately needed in single player, the equivalent of the Skulltag Rage and Spread powerups! No other mod has done this.. These were so fun in skulltag in the wart series that I loved them to the point of stupidity. Now I get to use them in maps not designed for them. The Rage powerup doubles weapon firing speed. It's hilariously overpowered but it this mod with all of it's new enemies that do tons of damage you will need this. The spread is just as overpowered, even more so than the rage because it triples the weapons fired projectiles without wasting 3x ammo! That is great for tough situations because you can just spread Plasma/Grenade/Rocket tough enemies to death. It's super great for insane maps. So It gets bonus points for that. That adds a ton of fun to existing maps. On top of that adding health regen powerups, damage resistance increasing ones, double and quad damage, and a hillarious damage reflection powerup that hurts enemies when they shoot or damage you, makes this mod's powerups better than any mods powerups by far.
Now the reasons this mod was made was not for that or the new enemies which I will get to in a minute. It was made to add a scoring system to doom. Now you score points for killing or hurting enemies, finding items and secrets and finding keys and opening locked doors that require keys. That is really fun too. But the most fun part is the fact that you can get multikill bonuses with this which are amazingly fun to get. This is really fun in insane maps because you can score huge point amounts.
Another great feature is the secondary fires they added to all guns but the pistol, chainsaw and fist. They allow you to kill enemies easier. The shotgun secondary fires a slug round, the chaingun secondary fires faster but spreads the shots out more, the rocket launcher secondary fires grenades at 2x the speed of the rocket firing speed, the plasma secondary shoots railgun blasts and the BFG secondary shoots a damn nuclear missile just like the nuclear missile launcher on the beastiary armory section at realm667. All are useful. But the most useful has to be the the new Super Shotgun secondary. It fires the equivalent of 8 shotgun blasts in one shot! Not just 4.... 8! This is so powerful that with quad damage I once kicked a cyberdemon's ass in 2 hits! It is so useful. I use it when I fight the tougher hell knight, baron, archvile, mancubus replacements and all cyberdemon replacements when I lack a BFG.
The mod has tons of new enemies in it. Some random replacement mods have a few beastiary enemies or even a lot..... But this one has 90% of the beastiary enemies in it at least, and tons of new ones on top of that. Total count of enemies : 300+! If there ever was a mod to add enough beastiary enemies into the game, this is it. Expect to fight a lot of heretic/hexen/duke3d/blood themed enemies though... It's not entirely faithful to doom. Some of the enemies will challenge you. The default former humans now have tons more variety with the addition of autoshotgunners, auto-pistollers, rocket zombies (multiple kinds!), grenade throwing zombies, super shotgun shooting zombies that drop the ssg, and more. And if you think that's good, they finally added in the tank and flying vehicle enemies on the beastiary to randomly replace zombies. It makes sense, soldiers should be driving vehicles. The vehicles are tough too... They even have a chaingun toting super tank that appears a lot as well... That's not scratching the surface when it comes to demons. They have dark imps, snake imps, more dark imps, doom 64 imps, mutant imps, etc. Same thing is true for demon's spectres, etc. The cacodemon and hell knight/baron replacements are really cool. They have some unique kinds of cacodemon and lost soul replacements not found in any other mod, such as weakeners, mini cacodemons that shoot fireballs that stick to walls that when you hit or touch them, reduce your damage resistance by 1/2, making you take more damage for a while. They also have a mutated caco-cyst that fires automatic fireballs, he is nasty. The hellknight/baron replacements are cool. They have Hell Warriors, Bruiser Demons, Hell's furies, cyber hell knights, cyber barons, baron/arachnotron hybrids, hellknight/arachnotron hybrids, teleporting balor's, the belphegor's from skulltag, and a cyber varient of them too! The archvile replacements are quite cool as well. A lot are from the beastiary, but a few are not. One really cool one, the arch spawner, summons in a horde of various enemies to guard him as a periodic attack. He flies and is green colored. If you see him, kill him QUICK. Then there are the cyberdemon and spider replacements. Thamuzes, Annihilators, Infernux grands, you name it. Lots of duke3d cyclodian emporer reskins are also seen in this category. You also will fight cyberdemon/spider mastermind hybrids, many of them. You get thamuz masterminds, thamuz annihilators, and worse. For spider replacements you get the usual demolishers, but you also get insanity spiders from the boss resource wad and the insanely overpowered supreme fiends that are basically flying spider masterminds with bomb attacks. They are bad. On top of that they add a lot of new cyber and spider replacements not found on the beastiary, like insanity spiders (from the boss resource wad), insanity arachnophyte's (!), insanity demolishers, and even a fucking insanity supreme fiend! If there ever was a mod to feature the perfect cast of new enemies, it's this people!
To balance the huge amount of super damaging enemies, they boosted your normal (non soul sphere) max health to 200. It fits but it doesn't really make it easier. Enemies do tons and tons of damage, and even with 200 health, you can be instakilled by nonboss enemies on easy. It's a little TOO hard. I made a plugin to reduce damage by a lot to balance this out.
Some other features of the mod may end up becoming hard as hell for doom 1 players. The boss levels in Doom 1 were easy enough in the original game. In this mod however, they have been changed significantly. Now instead of the level ending or a wall lowering to allow the player to reach the exit when the bosses die, you have to fight a huge gauntlet of 15+ bosses. The first one you kill spawns another boss, plus powerups and tons of new enemies once you kill it. That one will do the same till you have killed tons of bosses. They are all different. You Fight baron replacements in e1m8, cyber replacements in e2m8, spider replacements in e3m8 and e4m8. You have to deal with a huge boss horde like this to finally end the boss level. It's hard as hell and has killed me a lot. Luckily you can turn it off. But I still like it too much to get rid of it. It's a cool concept.
It does have a few issues. In 3.0r2 you cannot do online high scoring with the new enemies turned on. It sucks. And to enable the bonus pack monsters you should copy the sdcustomcombined.ini to the sdcustom.ini before loading. There are a few bugs though. 2 enemies have the same sprites, a lost soul and cacodemon replacement, and it looks bad. More game breaking is one enemy added by the bonus pack breaks the game bad. This enemy, the nukage beast, if found in a level, can make the engine crash with a "kernel exception" error. To fix this, edit your modified sdcustom.ini from above to remove the "nukagebeast=2" line from it and your zdoom-<username>.ini as well. Because of the way the mod works, the nukage beast becomes unkillable as well, and you should remove it from the ini files to not have this issue like I did.
To download this mod, you can download it from scoredoom.com. There is a list of high scores from lots of major wads. They also have a section under faq that lists every kind of the 300 enemies seen in the mod. But that download is missing addons I have made for the mod that you should get....
I have made the following addon packs for scoredoom....
Sd-dlpatch.wad - Makes dynamic lighting work by default - a must for me
sd-easier.wad - reduces enemy damage by a shit ton. Only use if you aren't that good at doom.
sd-flash.wad - adds a flashlight to use in maps that have darker areas. Hit F to toggle
sd-gfxpatch.wad - GREATLY improves blood and lighting effects. Adds halos to light sources
sd-improvedguns.wad - Makes guns shoot faster by default. Only use in hard as hell maps like Hell Revealed...
sd-improvedgunsprites.wad - Replaces all the gun sprites with better ones from a mod I found online.
You can find these addons in the skins folder of the gzscoredoom folder in my scoredoom download
which you can get here. Whichever download you get, this one or the one on scoredoom.com, simply extract the gzscoredoom folder to your doom folder, copy whatever doom iwads/pwads you have to that folder and run gzscoredoom.exe -file <wad name> to play.
Sunday, May 28, 2017
A Classic Doom Mod that everyone who is a fan of RPG games should play.
I've played some damn cool doom mods over the last few months. Complex Doom (which you should all be aware of), Brutal wolf (not brutal wolfenstein - brutal wolf is a realistic brutal doom addon with tons of new enemies and highly realistic guns), and last but not least the latest mod I have tried... HXRTC project!
Plenty of mods have tried to do random spawning: The act of randomly replacing existing doom enemies/guns from the original game with new custom varients. A lot do it well.. A few don't. Some don't have enough new enemies or guns to make it interesting (like Project Brutality/etc). Some have way too much (Aeod) and some have a lot but there isn't anything really new about what they do (aka they only use beastiary enemies and guns - like Scalliano's 667 shuffle). I was a huge fan of the that 667 shuffle mod for years and I saw people trashing it on idgames a lot for stupid reasons. Anyway none of the above mentioned mods blend random spawning in with RPG elements. A few blend it in with realism (Complex Doom/Brutal Wolf). Some of those make it so hard it's unplayable by default. But none add RPG elements on top of that. Some mods have rpg elements but tend to have totally new levels to make that work... Well... I finally found a mod that does add new enemies and guns into any doom level and brings in fairly good rpg elements.
HXRTC mod is a doom mod for gzdoom only made by HexereticDoomer... It is a doom rpg mod. Yes... A doom rpg mod. But not just any Doom Rpg Mod, no. It's a doom rpg mod with TONS of new enemies and weapons and more! Some of these new enemies and guns are from the beastiary, others are not. Most of the guns are totally new. And all are well designed. They are overpowered as hell to make up for the difficulty curve early on as a low level character. They have secondary fires that can overpower many enemies, even strong ones. But the strong enemies can overpower you quite nastily in this, hell even weaker ones will at lower levels. All enemies do increased damage. Sometimes it's dramatic. I saw a guy doing epic 2 in this and he got 100 damage done to him by one revenant fireball. That's a bit extreme but it shows you how tough this mod can be... At first.
Good news is that only the beginning of levels are challenging in this mod (unless you play an insane wad that has a brutally hard start like sunder or something like that). As you level up your health increases per level. You also get bonuses to two stats, attack and defense. I have no clue what they do but they must help you somehow in attacking enemies (damage related and such) and taking less damage overall, respectively. The max health increases really show. Thanks to the new stackable health system the mod has. In normal doom your max health is 200. In this there is no max health! It can go as high as 3000-4000 and even higher! Thanks to the various classes of items (such as low level, medium, high, etc) you can get huge 200-500 boosts to your health with a single soul sphere. I got a soul sphere that boosted my health from 200 to 700 in an instant and all of the sudden became a doom god overnight...
There is a buying system in the mod. Random enemies drop gold coins and gems which give you money. At first you get small amounts but eventually you will be filthy rich no matter what. Random enemies also drop "trade droids" that sell a random item for a big price from 4000-20000 gold. If you are rich enough you can buy it. It allows yo to acquire anything in the game easily if you get lucky enough.. Vety rpg like...
Other cool bonuses you can get are the one that kicks in when you get damaged too much. It makes your guns do more damage then. It doesn't last forever but for a while you can pwn your enemies quickly. Factor in the insane max health and overpowered guns and you become an insanely overpowered space marine that can rip through an archvile horde in 10 seconds. It sounds ridiculously easy, and it is.... If you play easy maps....
The challenge comes in playing harder mapsets with this. This mod is perfect for slaughtermaps people!
I tried hell revealed map13 in this. I kicked ass in it. It was on easy. But it was very very easy. If you want to play harder megawads that have gigantic hordes of harder enemies and don't want to spend 30 minutes per level hiding from revenants while slowly killing a huge horde of them with rockets while dodging the 1 or 2 archviles that are mixed in over and over again for 10 minutes.... Then play them with this.Your overpowered guns and max health allow you to rip through them without taking cover. You become a doom god. It's a blast.
It's even a bigger blast with my 2 monster packs people!
I loved the mod so much that It eclipsed complex doom for me. So I decided to do something about the limited enemy types in the mod. By default there are lots of enemies that are new but a lot are missing that are on the beastiary. A few beastiary enemies are present but it seems the rest are freedoom rips and recolors... It desperately needs better new monsters. This is where I come to the rescue people. I made not just one monster pack for the mod. I made 2!
Monster pack 1 contains a lot of new enemies taken from various wads I made. Some of those are based on enemies from Doom Megawads that had dehacked enemies but they were converted to decorate by me.Also in the monster pack are doom 3 enemies recreated in doom 2 and doom 64 enemies as well...
Monster Pack 2 contains beastiary enemies not found in the original mod. A lot of them (around 25+) added into the game. Some ones from the beastiary that were really cool but not uses were the time imp, bruiser demon, azazel, rocket imp, uac bot, weakener, supreme fiend and others.. I brought all of these into HXRTC in monster pack 2.
Another addon I did for HXRTC is the enemy multiplier mod. Based on 10x.wad, the wad that multiplies the enemy count of doom levels by 10 using scripting tricks, this does the same but multiplies the enemy count of weak enemies by spawning multiple spawners of enemy classes by 10 and others by 5 or 3, depending on enemy difficulty. This 10x based mod requires both monster packs.
Other addons I like for the mod are JP hud (which displays an enemy health bar as you aim at enemies), beam flashlight (which gives you a half life styled flashlight, without it turning off when it runs out of power, footsteps mod and others. I made a pack of addons for this mod, and I am releasing them now... To kickstart this release campaign for releases for mods and wads I am making for doom and wolf3d.
Download the mod + my mosterpacks and other addons for the mod (which I didn't make) here!
Unzip to the folder you installed the original mod. Run loadhx.bat <name of wad> in a dos prompt or by typing "C:\<doom folder name>\loadhx.bat <wad name>" in the run box where <name of wad> is the wad you want to run and <doom folder name> is your doom 2 folder. <wad name> needs to be without the .wad extension! So type loadhx.bat mm2 to play mm2 then...
For doom 1 players run the loadhxd1.bat file instead. The usage is the same.
Final doom players I don't have batch files for you because I barely play it anymore...
People who want to run Doom 1 or 2 in the mod with the 10x enemy count increase can run
load10x.bat <wad name> (doom 2) and loadd110x.bat <wad name> (doom 1).
All the batch files load all of the addons including the monster packs
You need the latest gzdoom to play this mod!:
Plenty of mods have tried to do random spawning: The act of randomly replacing existing doom enemies/guns from the original game with new custom varients. A lot do it well.. A few don't. Some don't have enough new enemies or guns to make it interesting (like Project Brutality/etc). Some have way too much (Aeod) and some have a lot but there isn't anything really new about what they do (aka they only use beastiary enemies and guns - like Scalliano's 667 shuffle). I was a huge fan of the that 667 shuffle mod for years and I saw people trashing it on idgames a lot for stupid reasons. Anyway none of the above mentioned mods blend random spawning in with RPG elements. A few blend it in with realism (Complex Doom/Brutal Wolf). Some of those make it so hard it's unplayable by default. But none add RPG elements on top of that. Some mods have rpg elements but tend to have totally new levels to make that work... Well... I finally found a mod that does add new enemies and guns into any doom level and brings in fairly good rpg elements.
HXRTC mod is a doom mod for gzdoom only made by HexereticDoomer... It is a doom rpg mod. Yes... A doom rpg mod. But not just any Doom Rpg Mod, no. It's a doom rpg mod with TONS of new enemies and weapons and more! Some of these new enemies and guns are from the beastiary, others are not. Most of the guns are totally new. And all are well designed. They are overpowered as hell to make up for the difficulty curve early on as a low level character. They have secondary fires that can overpower many enemies, even strong ones. But the strong enemies can overpower you quite nastily in this, hell even weaker ones will at lower levels. All enemies do increased damage. Sometimes it's dramatic. I saw a guy doing epic 2 in this and he got 100 damage done to him by one revenant fireball. That's a bit extreme but it shows you how tough this mod can be... At first.
Good news is that only the beginning of levels are challenging in this mod (unless you play an insane wad that has a brutally hard start like sunder or something like that). As you level up your health increases per level. You also get bonuses to two stats, attack and defense. I have no clue what they do but they must help you somehow in attacking enemies (damage related and such) and taking less damage overall, respectively. The max health increases really show. Thanks to the new stackable health system the mod has. In normal doom your max health is 200. In this there is no max health! It can go as high as 3000-4000 and even higher! Thanks to the various classes of items (such as low level, medium, high, etc) you can get huge 200-500 boosts to your health with a single soul sphere. I got a soul sphere that boosted my health from 200 to 700 in an instant and all of the sudden became a doom god overnight...
There is a buying system in the mod. Random enemies drop gold coins and gems which give you money. At first you get small amounts but eventually you will be filthy rich no matter what. Random enemies also drop "trade droids" that sell a random item for a big price from 4000-20000 gold. If you are rich enough you can buy it. It allows yo to acquire anything in the game easily if you get lucky enough.. Vety rpg like...
Other cool bonuses you can get are the one that kicks in when you get damaged too much. It makes your guns do more damage then. It doesn't last forever but for a while you can pwn your enemies quickly. Factor in the insane max health and overpowered guns and you become an insanely overpowered space marine that can rip through an archvile horde in 10 seconds. It sounds ridiculously easy, and it is.... If you play easy maps....
The challenge comes in playing harder mapsets with this. This mod is perfect for slaughtermaps people!
I tried hell revealed map13 in this. I kicked ass in it. It was on easy. But it was very very easy. If you want to play harder megawads that have gigantic hordes of harder enemies and don't want to spend 30 minutes per level hiding from revenants while slowly killing a huge horde of them with rockets while dodging the 1 or 2 archviles that are mixed in over and over again for 10 minutes.... Then play them with this.Your overpowered guns and max health allow you to rip through them without taking cover. You become a doom god. It's a blast.
It's even a bigger blast with my 2 monster packs people!
I loved the mod so much that It eclipsed complex doom for me. So I decided to do something about the limited enemy types in the mod. By default there are lots of enemies that are new but a lot are missing that are on the beastiary. A few beastiary enemies are present but it seems the rest are freedoom rips and recolors... It desperately needs better new monsters. This is where I come to the rescue people. I made not just one monster pack for the mod. I made 2!
Monster pack 1 contains a lot of new enemies taken from various wads I made. Some of those are based on enemies from Doom Megawads that had dehacked enemies but they were converted to decorate by me.Also in the monster pack are doom 3 enemies recreated in doom 2 and doom 64 enemies as well...
Monster Pack 2 contains beastiary enemies not found in the original mod. A lot of them (around 25+) added into the game. Some ones from the beastiary that were really cool but not uses were the time imp, bruiser demon, azazel, rocket imp, uac bot, weakener, supreme fiend and others.. I brought all of these into HXRTC in monster pack 2.
Another addon I did for HXRTC is the enemy multiplier mod. Based on 10x.wad, the wad that multiplies the enemy count of doom levels by 10 using scripting tricks, this does the same but multiplies the enemy count of weak enemies by spawning multiple spawners of enemy classes by 10 and others by 5 or 3, depending on enemy difficulty. This 10x based mod requires both monster packs.
Other addons I like for the mod are JP hud (which displays an enemy health bar as you aim at enemies), beam flashlight (which gives you a half life styled flashlight, without it turning off when it runs out of power, footsteps mod and others. I made a pack of addons for this mod, and I am releasing them now... To kickstart this release campaign for releases for mods and wads I am making for doom and wolf3d.
Download the mod + my mosterpacks and other addons for the mod (which I didn't make) here!
Unzip to the folder you installed the original mod. Run loadhx.bat <name of wad> in a dos prompt or by typing "C:\<doom folder name>\loadhx.bat <wad name>" in the run box where <name of wad> is the wad you want to run and <doom folder name> is your doom 2 folder. <wad name> needs to be without the .wad extension! So type loadhx.bat mm2 to play mm2 then...
For doom 1 players run the loadhxd1.bat file instead. The usage is the same.
Final doom players I don't have batch files for you because I barely play it anymore...
People who want to run Doom 1 or 2 in the mod with the 10x enemy count increase can run
load10x.bat <wad name> (doom 2) and loadd110x.bat <wad name> (doom 1).
All the batch files load all of the addons including the monster packs
You need the latest gzdoom to play this mod!:
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