Showing posts with label Mods. Show all posts
Showing posts with label Mods. Show all posts

Tuesday, March 13, 2018

My new Project Heresy, it almost finished....

Yesterday I was quite busy with modding.... I was working on what may be my last TC I ever make, a heretic/hexen tc for Gzdoom called heresy. Heresy was designed to be a Gzdoom TC for Doom 2 that recreates heretic and Hexen themes well..   I worked on it for 4-5 hours yesterday and a few minutes today. Being a semi-sequel to Hexen II yet being in a completely different characters footsteps, Heresy involves re-slaying the serpent riders Dsparil and Korax when they get resurrected by an evil mage from Thyrion.


Heresy takes place in all three realms seen in Heretic, Hexen and Hexen II : Parthoris, Cronos and Thyrion.  Each realm gets it's own episode and Boss.  Each Episode features textures from Various Sources including Heretic and Baker's Legacy textures for episode 1, Hexen textures for episode 2 and Hexen II textures for Episode 3.  There are also new enemies and weapons in this mod, ones from the heretic/hexen section of the realm667 beastiary/armory... Just like in previous TC's Randoom 10.0 is used to build the levels here, complete with arches, dynamic lights and ambient sounds...

Heresy allows you to play as a completely new Character, a Barbarian Warlock named Calus IronWolf.  This character is not a good guy. He is evil... Yet he is the one who will stop the evil impure mage from Thyrion from resurrecting the serpent riders, by killing them before they can conquer the realms they represent... As in Heretic, Dsparil is sent to conquer Parthoris again, and Korax is sent to Cronos to conquer it.

The story takes place 500 years after the events of Hexen II. All the protagonists from Heretic. Hexen and Hexen II are long dead now. During the 500 year period after the Fall of Eidolon, each realm saw prosperity. The Kings of all the Parthoris Kingdoms were able to Keep the Peace, and so were the Rulers of Cronos and Thyrion. About 250 years after the fall of Eidolon However, a new threat arises, a threat that all three kingdoms (Parthoris, Cronos and Thyrion) Turn a blind eye too... A cult...

This cult, the Cult of Impure Resurrection  started to spread from Blackmarsh into the other realms. Soon it was very popular in Parthoris and Cronos as well..  The cultists commanded amazing magical power... But what no one saw is that this power comes from the spirits of the Dead Serpent Rider Eidolon.  Calus Joins this cult in silverspring. He becomes a very gifted Acolyte in the Cult.  His power is unmatched, showing no mercy to his victims, all dead from Vile Sorcery he performs. But one day changes his allegiance but not his morality... This day was the day that is was revealed to acolytes that their cult intends to resurrect the serpent riders.  Calus's Grandfather, Tronaldus Druhmp, was killed in Dsparil's Reign over Parthoris that Corvus stopped. Immediately, Calus wants revenge, so he decides to slaughter all the cultists in the cult stronghold in Parthoris. This rage that propelled him was the rage of the death of his grandfather, forcing him to live in a Monastery for the first half of his life where he was abused as a child. His grandfather died but he was supposed to care for Calus. But his grandmother was a religious zealot and forced Calus to live in a Monk lead Monastery.  This tormented him greatly, causing tremendous pain and even nightmares.  Dsparil arrived and had a confrontation with Calus, which caused Dsparil to run in Fear from Calus's rage.  Now only Calus can stop Dsparil and Korax and the Cult Leader, Hyle, who turns out to be the commander of all the serpent riders.

Immediately labeled a Heretic, just like all other Sidhe elves, He immediately got Dsparil to send his minions, minions of Both Parthoris and Korax's reign in Cronos after him. But Calus didn't care. He dismembered every single Minion that opposed him...  This rage lead Calus to the Famed city of the damned where Corvus started his journey to Kill Dsparil 750 years before. Only here can he find Dsparil. Dsparil keeps a portal open to Cronos and there Calus assumes he can find and kill Korax.

Calus gets some huge advantages over any other protagonist in the Heretic/Hexen Series. Number 1, his weapons are very overpowered  compared to the other protagonists weapons. Some of the weapons he wields, can instakill weak bosses with their secondary fires.  What makes this a challenge however is the lack of ammo. You get very small chunks of ammo per drop and almost never get large ammo pickups. This is like heretic in many ways due to that....  Your new weapons are not from any heretic/hexen game minus 1 exception.  They are powerful, and calus will need them to kill of the humongous Hordes of enemies Korax and Hyle sends to vanquish him in Episode 2 and 3.

The enemy count in this mod starts small, but gets insane in episodes 2 and 3.  Expect humongous hordes of tough enemies. This will make the mod quite hard later on....  This unlike any  Heretic/Hexen Game, uses Slaughtermaps for gameplay. It also ditches Hexen Hubs and Puzzles as well as traps... Don't expect this to play like Hexen or Hexen II!

Screenshots:




















Wednesday, March 7, 2018

First of three new Gzdoom TC's made with randoom is a Half-life one.

Since TUC was finished, I decided to not stop the TC making. Coming up right after TUC was another mod I wanted to do for a long time... A half-life Gzdoom TC. Complete with Half-life 1 and 2 enemies converted to decorate and a whole new arsenal. I had made a TC like this back in 2012 or so and never finished it.  The enemies coding and sprites are from another mod but everything else is from the realm667 bestiary this time. 

This half-life TC is called Half-life Assault. It allows you to play not as Gordon Freeman but Adrian Shepherd, the Protagonist of Half-Life : Opposing Force.  This takes place between Half-life 1 and 2 and Gman awakens Shepherd to ask him to help the rebels, who are losing the seven hours war... Sounds familiar? It should be. There was a HL2 Mod made with a very similar story line called Opposing Force 2. But that was cancelled. I really, and I mean REALLY wanted to play that. But it got canned, so I decided to use part of their story.  However, the similarities end there....

In This Shepherd is tasked with infiltrating the Ruins of Black Mesa to find Eli Vance, by his Daughter, Alyx, who escaped Black mesa without him, at least that's what Shepherd thinks... However, he is being fooled. In reality, it's not Alyx who is talking to him, but Doctor Breen, and his is disguising himself as alyx... Shepherd fights his way through City 14, which is infested with Xen Aliens, Combine, and Race-X Aliens...  He makes it to the ruins of Black Mesa and fights through the surface tension inspired outdoor areas till he reaches the enterance to the one remaining area of he black mesa labs that is still fully operational.  Once he gets far enough into Black Mesa he discovers Eli, who warns him not to trust the communications coming from the Fake Alyx/breen... Once he gets to the secret weapons testing facility, Breen Commands him to Blow up Black Mesa, Killing Eli in the Process... He acknowledges Breen as his Superior and proceeds to try to do that, but Eli tries to stop him. He aims a gun at Eli's Head, but Eli Jumps in the air, and the bullet hits his leg, causing his injury you see in HL2. He tries to nuke the Lab but this time the Real Alyx Vance knocks him unconscious.  He wakes up a few minutes later and has to make it to the communications center to tell Breen about his failure.  That's where the mod ends...

This mod takes half-life in a daring new directions, Slaughtermap infested Twitch shooter mechanics replace the puzzle solving of the half-life games... Since it's levels are made with my tweaked oblige called Randoom, there was no way to add puzzles. So I added in hordes of enemies to compensate. You fight Huge hordes of tough enemies in this. Expect 10-15 Alien Grunts/Shocktroopers/Voltigores/etc per fight at times.  It really Makes Half-life a completely different game.

Randoom's new features shine here quite nicely. I used the dynamic lighting and ambient sounds features to really enhance the game. Slopes added in really show off the zdoom features. This makes Doom engine's graphics look just as good as the source engine at times, especially with Gzdoom's Bloom feature turned on.  The architecture is a lot worse, but the graphic quality is just as good, provided you are in a room with a lot of dynamic lighting.....

Enemies from HL1 and Hl2 are in this, minus Hunters and a few others... Some of the enemies had to be rescaled to make them fit in the maps. Gunships are now way smaller, so are striders.  Every other enemy is mostly the same, but a few attacks were changed...

 One difference this has over half-life games is that it has a new palette of guns to use, with secondary fires added to them by me. Old guns like the crowbar are gone in this, replaced by a combat knife in this case. People expecting guns from HL or Opfor will be disappointed. Very few of them return. Instead you get tons of new guns to play around with including:

Combat Knife
Glock 18 (Full Auto Secondary fire)
Revolver (Full Auto secondary fire)
Assault Rifle (Armor piercing round secondary fire)
Light Machinegun (Armor Piercing round secondary fire)
Automatic Shotgun (Quad shotgun secondary fire)
Cryo Crossbow (Triple Round Burst Secondary Fire)
Gas Grenade Launcher (Triple round burst secondary fire)
Spas-12 Shotgun (Tripe round burst Secondary Fire)
Sniper Rifle (Zoom Secondary Fire)
Grenade Launcher (Triple round burst secondary fire)
Ammo Satchels...
Hand Grenades
Channeler (A gun that shoots a powerful energy Beam)


I don't know if I will release this. Don't want valve or Gearbox getting pissed at me. But here are some screenshots of what it's like....







More info on this project soon....

Monday, March 5, 2018

Announcing my upcoming TC for Gzdoom, TUC!

TUC! It's an old idea by me. A crossover between the universes of Duke3d, Shadow Warrior, and Blood. I attempted to make a TC with this name for Duke3d but failed... So I decided to redo it in the gzdoom engine. My first attempt to remake the original TC had badly designed randomly generated maps and was frustrating beyond belief.  This new version is much better.. It uses Randoom 10.0 to make it's maps, complete with 10.0's use of sloped floors, dynamic lighting and ambient sounds..

Making this TC was not easy. It took me 10+ hours today. I spent several hours piecing it together. In order for me to get the enemy sprites and coding, I had to base this on another Mod which I won't name. Due to that you may not see a release of this yet.  I took that mod, edited it's files a LOT to remove 90% of the stuff in it minus the sound files and SNDINFO and Sprites.  Put It's decorate coding for the enemies in a seperate file and started to work on a scripting library that would do one liners for the mod. I imported one liners from Duke3d, Shadow Warrior and Blood before I did any of the above and made a script that played a random one liner once you kill a certain amount of enemies
I made that script check your player class and play the right one liners for that class. I was going under the assumption that you would be able to play as Duke Nukem, Lo Wang or Caleb.

Getting the playerclasses working right was a bitch. No matter what I tried, I could not make a playerclass selecting screen show up in Gzdoom 3.0.1+... So This mod Will require Gzdoom 2.1.1 or earleir to play.  I have it in a seperate folder due to that. I could not get the player classes to work. I kept on trying various things to fix this but it never worked in newer gzdooms, thanks to the Author of Gzdoom "Depreciating" keyconf playerclass definitions, a stupid, stupid move! You wish that source port authors would understand the meaning of backwards compatibility but he does not..


As for things from the games this mod is based on, you get to find weapons from all three games and some new ones as well... All three playerclasses can use all of the weapons, making it interesting, to say the least. It was frankly, very difficult to make it so each playerclass can only use his guns. So I went with this system where all guns are available to all classes minus starting weapons, which are unique. Thanks to the tons of Duke3d/Shadow Warrior/Blood Recreations on the Realm667 armory I was able to import the following guns into TUC...

Duke3d Shotgun
Duke3d RPG
Duke3d Pipebombs
Duke3d Devastator
Shadow Warrior Rocket Launcher
Shadow Warrior Uzi
Blood Flaregun (only caleb can use this)
Blood Sawed off
Blood Tommygun
Blood Napalm launcher
Blood Tesla Cannon

I also recreated the duke3d freezer and the Shadow Warrior Riot gun and railgun using other realm667 weapons. 

As for new guns, Duke starts with a powerful silenced pistol that has a secondary fire (most guns have secondary fires in this). The secondary fires are very powerful. Some make certain guns VERY OP...  The Duke64 SMG's secondary, for instance shoots armor piercing bullets which turn it into a gun that fires shotgun strength shots rapid fire. The RPG from Duke3d shoots several Rockets per Shot for it's secondary fire. The Nuclear Missile Launcher's secondary is SO OP that it can easily kill you! It shoots Nuclear missiles Rapid Fire! I'm not joking..... How's that for putting the Nukem in Duke3d?!

For enemies, almost every single enemy from all three games is in this. Some have slightly different sounds or attacks. For instance the protector drones do not shoot shrink rays anymore. Shrinking enemies is not possible in zdoom engine mods. So you won't see a shrinker in this at all.  New varients of enemies are included, including Hyperblaster and laser rifle shooting enforcers, Blue Protector Drones, Red Coolie Ghosts and more.


The levels were generated with randoom... I did three episodes, which have 2 sections, minus the second episode. Episode 1, for instance, takes place in LA and uses duke3d textures. Part 2 of that is in a military base, while part 1 is in the city. Episode 2 is in military bases in Tokyo, and uses shadow warrior textures. Episode 3 is based off of blood textures and has a city and hi-tech half.

 The enemy count in this mod is insane. I fought several hundred enemies in many levels, and had to use my wits because limited health pickups.  It was a blast. I don't know yet whether this will come out or not but keep checking this blog if you are interested in this. I will update you on this mod later on.


Screenshots:









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!!!!!!!!

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.



Thursday, November 2, 2017

The Ultimate Hell Revealed Pack goes through a Major Change...

My randomly generated tribute to the Infamous Hell Revealed wads went through yet another major change recently... This time it's for the better...

Not satisfied with the levels in the modded Oblige 6.20 map generator version generated for the hell revealed pack wads, I ended up scrapping the hell revealed wads due to this. So Instead I worked on a hybrid 6.20 epic/7.59 oblige hybrid version that had the architecture lighting of the modded 7.59 version I was using and decided to import texture themes from the modded 6.20 version I found that supported new textures, making it so that the modded 7.59 could use these new textures. The results were quite amazing.

So I rebuilt the hell revealed pack wads for the 4th time in a row tonight to try to get them to look better, and thanks to randoom 6.5a (my hybrid oblige) I can do this. Due to these changes, zdoom is needed to run the hell revealed pack wads because the textures are in the zdoom TX_START/END format and not the normal doom format.

The new wads are quite fun, more so than the older ones. They have tons of arch viles which is great. One map has 315! That's insane! There are also tons of tons of cyberdemons in the final hell revealed pack wad, hr777.wad. Don't play that unless you are perfect at doom. Map 1 has 13+! It's totally nuts.

The new textures work quite well in the modded oblige 7.59. I imported them from the modded 6.20 I found and they look great in 7.59 maps... I will use this map generator from now on to make more maps. Not the other 6.20 one because that one doesn't do original rooms, only prefabbed copy and paste ones. This one does. I needed to redo them. 6.20 simply cannot make good maps. The maps all look the same after a while, no real unique rooms. 7.59 is different and much better.

Here (as always) are screenshots:

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I plan to release this version of the hell revealed pack around December 26 2017-Jan 1 2018. Sometime around then. I need time to actually test that and I cannot test during early to mid December due to other issues. I will get testing started tomorrow or the next day... Expect that testing to take 1 month or so. I've got 5 32 map wads to playthrough and make sure they are fun and beatable.

Most of my testing will be inside  the doom mods DoomRPG and DoomRLA. I have been having a fun time with them. They make it easy to beat maps like this if you spec correctly in the rpg mod thing that is in DoomRPG.  Normally I would not be playing a mod like this, but I am not good enough at doom to beat maps like this normally, I will need to boost my HP to 500+ to be able to win these maps and I will need OP guns and DoomRLA has got that! I also plan to play one of  these wads (maps 1-20) on youtube starting tomorrow night! Stay tuned for info on which one I will do in a blog post I post tomorrow night around 11 PM-1 AM 2 days from now...

More info later....


Wednesday, November 1, 2017

Welcome to Doom Modding Madness

First post here in my new blog about Doom Mapping/Modding and stuff..

I've had several blogs, and most of them have focused on game creation as of late. This blog will focus on Doom Modding... I have several things I want to do on this blog, review doom mods, link to projects of mine, including playthroughs of such mods... I will do this in this blog and more...

Since around Summer 2015 I have gotten into tons of new doom mods... Starting with Complex Doom, then in 2016 during the winter (February I think...) I got into a Brutal Doom submod called Brutal Wolf (Not to be confused with Brutal Wolfenstein), then in  Summer 2016 I got into 3 awesome mods, HXRTC Project, Guncaster and Scoredoom. All of the listed mods are great and recently I got into two more Mods for Doom which are RPG themed, DoomRPG and Doom : Rogue Like Arsenal (DoomRLA)...

Currently In my doom folder I have all of the mods minus the first two listed there... I have backed up HXRTC and the other two RPG mods (DoomRPG and DoomRLA) on a DVD if I ever have a big PC failure.   So far my favorites are HXRTC and the two RPG mods... The others I like but not as much...

Reasons I like each mod:
HXRTC :   Cool new guns and weapons plus leveling from RPG games
Complex Doom : Good new Guns and enemies
Brutal Wolf : Very cool guns
ScoreDoom : Great powerups
Guncaster : Insane spells and really cool gun upgrades, overpowered guns
DoomRPG : Cool stats system plus buying and selling and skills (Finally! - no RPG is complete without them!)
DoomRLA : Amazing new guns, some are quite nice...

Reasons I dislike the mods:
HXRTC : Gem Drops! Really? They make NO sense in Doom. Doom aint medieval fantasy!
Complex Doom : Far too difficult
Brutal Wolf : Ditto
Scoredoom : Stupid "sucks" message put in front of your score in slaughtermaps, no new guns.
Guncaster : Slows down to a crawl in insane maps, author is an ass.
DoomRPG : Lack of an easy skill setting... "Easy" is actually medium
DoomRLA : No new really cool enemies. Just guns mostly

I will post more in this blog soon... But this is the gist of the blog right here...