Improved Doom is a Doom 2 Mod I've been working on for a few months... It is a Mod that is designed to be a rebalance/rpg/random spawning mod. It randomly replaces enemies with harder ones, gives you new guns and items, adds rpg elements, and re balances the game for slaughtermaps. This is the first Doom mod designed to be played in Slaughtermaps that I have seen... I have been looking for a Random Spawning/RPG mod that works well with slaughtermaps and haven't found one yet... That's why I made this.
As you kill enemies, you level up and you can get three things from levelups in improved doom.
-Credits which you can use to buy items or upgrades
-You get cyborg powers unlocked (see below)
-and you can get bonus items or weapons as prize for leveling up.
There are 4 new keys you should bind before playing this, the keys for selecting items to buy and buying selected items are important, so are the keys for selecting a cyborg power to use and the key for using the selected cyborg power. I set them to F1-F4 on my system... There is also a flashlight included in the mod, bind that in the controls and you can use that to see in the dark in dark levels.
You can buy weapons and upgrades... Each costs a certain amount of credits.. Any gun is available in the shop and certain powerups like berserk packs and megaspheres are also available. But the real strength of the buying system is the upgrades you can buy..
There are 2 kinds of upgrades:
Stat upgrades - Allows you to upgrade max health and armor, movement speed, and damage resistance.
Cyborg Power Upgrades - Allows you to upgrade your cyborg powers.
Cyborg Powers are important.. They allow you to survive in tougher maps.
Here is a list of cyborg powers...
Cybernetic Movement Boost - Boost your movement speed temporarily
Cybernetic Heal - Heals you
Cyborg Shield - Allows you to become invincible for a short time.
Cybernetic Flight - Allows you to fly around.
Cybernetic Health Regen - Allows you to regenerate your health.
Cybernetic Weapon Firerate Increase - Increases the fire rates of most of your guns for a short time.
Cybernetic Weapon Damage Increase - Makes your weapons do more damage for a short time.
Cybernetic Time Freeze - Freezes time for a short while.
Use these wisely. There is a 30 second cooldown period after you use a cyborg power, preventing you from spamming them unfairly.
The mod features tons of new enemies, including:
-Enemies from the beastiary
-Enemies from Doom 64
-Enemies from Various old megawads recreated by me
-Totally new enemies made by me.
-It also features a lot of new guns. Some are very overpowered in this.
Rebalancing...
--------------------
Improved Doom was designed to be played in insanely hard maps like Hell Revealed or worse. Due to that it had to be balanced for those kinds of maps.
The following things were altered to balance the game better.
-Enemies have less health than normal
-Enemies do less damage than normal
-Enemy count is seperately selectable in skill settings from enemy damage
-Most original doom weapons were altered to fire faster.
-More ammo available for the player than normal.
-No More stimpacks! Instead they get replaced by medikits and medikits get replaced by
portable medikits you can use later.
By Default the batch files for this mod load ambience.wad that is needed to play randoom 10.0 generated maps... That is a plus.. But if you are loading from a command line and want to play a randoom map in improved doom, don't forget to load the ambience.wad like this:
gzdoom -file id.pk3 ambience.wad <your wad>.wad
Here is a download link for the mod... Unzip this to your doom folder (gzdoom required - the batch files expect gzdoom 3.0.1 or higher to be loaded, the thing breaks in zdoom and I can't fix it easily - bit it works in gzdoom 3.0.1 or better)
Bugs:
-A crash prevents this from running in Zdoom. This crash was a bug put in by the code of an unused weapon on the beastiary that apparently won't work in zdoom. I could remove it but it's a pain to do so.
-Unknown script errors happen every time you start a level. It's a bug caused by a scripting library feature that I have no source ACS code for (due to a file deletion accident), so I can't fix it. Don't worry, this effects the mod in no harmful way...
A Blog focusing on Doom Modding, Doom Editing and Random Map Generation of Brutal Slaughtermaps.
Showing posts with label RPG mods. Show all posts
Showing posts with label RPG mods. Show all posts
Sunday, March 4, 2018
Friday, December 15, 2017
DoomRPG+DoomRLA Madness....
As I was waiting to get to the point where I can release my wads in the Hell Revealed Pack, I started Doing some playthroughs of randomly generated wads to enjoy the holiday season. As usual I played in DoomRPG and DoomRLA..... At the beginning, I had no issues at levels 1-10 for my Techician... I had good equipment, and had done an extremely tough mission to acquire Nanofiber Armor, which is always my armor of choice because It cannot degrade....
I had assembled the High powered plasma rifle, and was ready to go into the later levels, and I managed to reach map 20... I got through that fine... But I ran into real trouble in map21-30...
In the earlier maps (map21-25) of the last 10, I had some minor issues, but managed to get past them fine... But when I reached map26-30 Bad things started to happen... SO bad that they are epicly bad!!!!
First of all in map27 I died a lot... I ended up being killed by at least one revenant which killed me over and over again thanks to a bug where I could not fire my weapon at all or move for a few seconds. I somehow got myself out of this by cheating to turn on god mode, and hitting a few keys. By that time, I had died 4 times in a row (because I was trying to fire and failed), and had my rank reduced a shit ton, and even got demoted a few times due to that. that was bad, even really bad, but that was nothing for the bullshit map28 would give me. In map28 I managed to go through 90% of the level without being killed, only to find myself in a stupid BS situation... I ran through a vent only to find myself in the next room, which had a cyberdemon in it. It killed me and it pushed me into a lower bordering sector which had it's ceiling lower than the other sectors in the room. Since I resurrect after death to make it easier on me, I got stuck there... This sector I could not move in at all, and the cyberdemon ended up killing me 4 more times, demoting me even further... I managed to god mode rescue me again, and this time I got through it... I ended up having to duck my way out of it to survive...
But none of that prepared me for the horribly epic yet disgustingly fight with a nightmare cyberdemon in map29!
I ended up beating map29 but I died 4 times in one fight.... This fight was against a level 249 nightmare cyberdemon... This thing had regenerating health and a regenerating shield plus 17000 health in total. It kicked my ass royally!!!! I ended up dying 4 times in a row. It took for fucking ever to beat and in the end I ended up triggering a random event that caused me to run away in fear, some kind of weird light effect... I can't describe it.... I ended up getting to map30 and quit there, I was so frustrated with the game I decided to quit...
By the time I got to map29 I was a level 36 technician. I had good equipment, a nanofiber armor that doesn't degrade, basic boots, and a high powered plasma rifle plus lots of other overpowered guns... I got pwned by the enemies and thanks to complete BS Situations It got really bad...
I had assembled the High powered plasma rifle, and was ready to go into the later levels, and I managed to reach map 20... I got through that fine... But I ran into real trouble in map21-30...
In the earlier maps (map21-25) of the last 10, I had some minor issues, but managed to get past them fine... But when I reached map26-30 Bad things started to happen... SO bad that they are epicly bad!!!!
First of all in map27 I died a lot... I ended up being killed by at least one revenant which killed me over and over again thanks to a bug where I could not fire my weapon at all or move for a few seconds. I somehow got myself out of this by cheating to turn on god mode, and hitting a few keys. By that time, I had died 4 times in a row (because I was trying to fire and failed), and had my rank reduced a shit ton, and even got demoted a few times due to that. that was bad, even really bad, but that was nothing for the bullshit map28 would give me. In map28 I managed to go through 90% of the level without being killed, only to find myself in a stupid BS situation... I ran through a vent only to find myself in the next room, which had a cyberdemon in it. It killed me and it pushed me into a lower bordering sector which had it's ceiling lower than the other sectors in the room. Since I resurrect after death to make it easier on me, I got stuck there... This sector I could not move in at all, and the cyberdemon ended up killing me 4 more times, demoting me even further... I managed to god mode rescue me again, and this time I got through it... I ended up having to duck my way out of it to survive...
But none of that prepared me for the horribly epic yet disgustingly fight with a nightmare cyberdemon in map29!
I ended up beating map29 but I died 4 times in one fight.... This fight was against a level 249 nightmare cyberdemon... This thing had regenerating health and a regenerating shield plus 17000 health in total. It kicked my ass royally!!!! I ended up dying 4 times in a row. It took for fucking ever to beat and in the end I ended up triggering a random event that caused me to run away in fear, some kind of weird light effect... I can't describe it.... I ended up getting to map30 and quit there, I was so frustrated with the game I decided to quit...
By the time I got to map29 I was a level 36 technician. I had good equipment, a nanofiber armor that doesn't degrade, basic boots, and a high powered plasma rifle plus lots of other overpowered guns... I got pwned by the enemies and thanks to complete BS Situations It got really bad...
Thursday, November 16, 2017
DoomRPG and DoomRLA are the best Doom Mods for a RPG Experience....
I've been looking for a Long, LONG time for a Doom mod to do Roleplaying game concepts well.. And after a long time, I have finally found the best doom mods to emulate RPG gameplay in Classic Doom, in Any mapset, with new enemies and weapons included...
Enter DoomRPG, Doom RL Arsenal and RLME!
These three Classic Doom Mods turn your Doom game into an RPG, complete with levelups, stat points to spend, skills, a shield and many new features...I've been playing them nonstop for 16 straight days now.. and I can't get enough of them... My review of these mods gave them a really high score but I think I want to re-iterate why they are good here.
You get to levelup and pick stats to upgrade. But you also get skills to buy and use which is amazing. The last mods I found that let you do this all head their own levels. This will work with ANY level! I've tried it with The Original Doom 2 maps plus some Randomly Genned ones as well. So Far it's not too buggy.. (See below for a clarification of that.) This mod set also has new guns and enemies in it and they are well designed..
You get 5 classes to play as.
-The Marine is your minigunner and wastes less ammo as his perk.
-The Scout is your pistol expert and does 3x-8x damage with pistols depending on their fire rate.
-The Technician is your weapon modding expert. He can carry more mods than other classes.
-The Renegade is your shotgun expert. He shoots more pellets with shotguns.
-The Demolitionist is your explosives expert.. He takes NO Splash damage from his own
explosives.
As you kill enemies, two things will happen that do not happen in normal doom:
-They will drop Money
-You will get XP
When you levelup you get a certain amount of "Modules" that allow you to upgrade stats, buy skills, and do other things. Every thing you can do requires modules so It's important not to waste them.
The skills you get in this are critical to your survival. It's important to use them well and wisely. You only get so much energy and conserving that is important because it drains everytime you use a skill. Skills such as Healing, Summoning Marines or Enemies, Warping to the HQ Map, Auras (buff spells in a more modern style) and Invulnerability are so useful in this.
Overall this makes doom 100x more fun! I am a huge RPG fan. Anyone who likes Classic Doom and RPG's should check this out...
As an added bonus, I am going to recommend these mods for Non RPG Fans for one reason... These mods make Doom Slaughtermaps EASY! Boost your strength to 116 and you can easily kill any enemy with any gun. Boost your vitality a lot and you can get your health to 1000+! Boost your damage resistance to a high value and you take little damage. It's great for insane maps because of this. With default settings it's very hard to do, so make sure you increase "XP Multiplier" and "Levelup Modules Amount Factor" (In DooMRPG Options) to their highest amounts before playing something like Hell Revealed in this. This tweak helps a ton!
With these tweaks on, I leveled up way quicker and was able to tank all my stats by level 6 of a wad. I was a walking tank. Unfortunately this makes the enemies levelup faster too so you have to scale back enemy level by setting "Monster Random Min Multiplier" to 1.3, "Monster Random Max Multiplier" to 3.3 and then set "Monster Aura Curve" to -50 to reduce enemies with auras... Do this
and it should be fun. I did all of this and in my download all of this is done by default.
Unfortunately the bugginess issues of these mods make it impossible to download them and expect the latest versions to work with eachother. See DoomRPG has gotten a lot more unstable with such features as Enemy scripting causing runaway script errors too much in the latest 0.10.1 version. I have a solution for people trying to get these mods to work with eachother, use my download which includes the less buggy 0.9.14 version of DoomRPG and includes all mods and files necessary to run it in one easily installed package. It should make this easier to run for people who have been stymied in trying to get these three mods to run together.
There are other major issues with this mod but they have workarounds at least. The scripting done with existing enemies is a lot and can cause slowdowns in insane maps. It helps to set "Absolute Monster Limit" to 200 to get around this.
The mods are fun as hell and have some important features so binding keys is necessary. There are 20-30 more binds than in normal doom in this thing. You will need to bind keys for lots of new features to run this properly. Luckily I already have done that for you! I have been playing this for a long time So I know all the keys by heart and use them...
Installation instructions.
Download this file and unzip all of it to your doom folder where Doom 2 is installed. Run Loadrpg.bat in your doom 2 folder to play.
I have included a very important help guide for new people to this mod. This guide will help you to survive it easier....
Hints:
DoomRPG+DoomRLA+RLME Hints
Keys:
W - move forward
S - Move Backward
A - Strafe left
D - strafe right
Alt - Jump
Left mouse button - fire
Right mouse button - altfire (some guns only)
Tab - Open player Menu
Z - Open buy/sell menu
x - drop current weapon
c - unequip current armor
[ and ] - select inventory items to use
Enter - Use selected inventory item
E - Skill Wheel (Hold it down and use A and D keys at the same time to select a skill)
F1 - use Skill 1
F2 - Use Skill 2
F3 - Use Skill 3
F4 - Use Skill 4
F5 - Use Skill 5
F6 - Quick Save
F9 - Quick Load
R - Resurrect after death (Cheat)
1-9 - Select Weapons
G - Reload Weapon
Q - Quick Heal
In Player menu:
W - Up
S - Down
Space - go to the highlighted section
(Skills/Stats/Augmentations/Turret/Shield)
Escape - Exit Menu
In Skill Menu:
W - Up
S - Down
A - Left
D - right
Shift+A/D - Next/Previous Page
Space - Buy or Upgrade Selected Skill
E - Skill Wheel (After buying a skill hold this down and hit a or d to cycle through skill
slot to put your new skill in. I only use 4 to 5 skills... The number in each slot is it's
ID number. Hit the key (Use Skill 1) to activate skill with ID 1 for instance...
Escape - Go Back to player menu
In Stats Menu:
W - Up
S - Down
A - Left
D - right
Space - Upgrade selected stat...
Escape - Go Back to player menu
Read and memorize all these keys, especially the menu keys and skill keys! You will need
them!
Hints:
-You Pick a class before starting the game... Pick which one you want. It does not really matter
but some classes have some big advantages...
Marine
Advantage : Wastes less ammo
Scout
Advantage : Does 3x-8x damage with pistols
Technician
Advantage : Can carry more modpacks and can make modpacks from dropped weapons!
Renegade
Advantage : Fires more pellets with non automatic shotguns.
Demolitionist
Advantage : Receives no splash damage from his own rockets!
-Notice the numbers on the top of your screen... These are important.
The one that has a gun next to it is how many guns you are carrying. This can not go
higher than 6. Drop a gun by selecting a weapon and hitting the drop weapon key
to get free space to put another gun in if you have 6 guns...
The number with a cube on it is how many weapon mods you can carry. Before you can
pick up another mod and you have 4 already (or 8 if you are a technician) you need to use
one on a weapon to waste it before you can pick up another...
The one that has a armor vest on it is how many armor pieces you are carrying. This cannot go
higher than 3. To pick up armor if you have 3 armor pieces you need to sell armor peices
in the buy sell menu. Hit Z to go to the buy sell menu and hit SHIFT+A to get to the
armor section and hit the WSAD keys till you are hovering over an armor that has
a green number hovering over it and hit shift+Space to sell this one. Keep repeating
that till you sell enough armor pieces.
-Armor pieces.
Once you find armor it does not get automatically used like in normal doom. You have
to hit [ or ] to select an inventory item and hit Enter to use the armor from your inventory.
If you want to grab armor but cannot you need to hit remove armor (c key) to remove
your currently equiped armor before you can use a new piece of armor.
-Modding Weapons.
There are 4 major kinds of weapon mods in the game. To mod a weapon select the weapon
then select the mod from your inventory and hit enter to use that mod on the weapon.
Power mods - Red color - these increase weapon damage
Technical Mods - Orange Color Non Striped. - These increase switch speed of weapons
Agility Mods - Green - These mods increase weapon accuracy
Bulk Mods - Blue - These increase weapon clip sizes.
It's best not to waste mods for anything though thanks to the next feature...
There are other weapon mod types and those are used for the following features only
-Assemblies
If you use multiple specific types of weapons mods on a specific weapon you can turn
it into a new gun! It will ask you to confirm whether you want to do this, make sure
to hit fire (left mouse) to do that... You need specific weapons and specific weapon
mods to make new guns. here are some formulas I figured out about to help you..
Automatic Shotgun -
Take a combat shotgun (not the normal doom shotgun) and apply a power mod and then
a technical mod to it to make the automatic shotgun. this one is a must... Others are optional.
High Powered Plasma Gun -
Take a plasma rifle and apply a bulk mod then a power mod to it to make the high
powered plasma gun.
Megaton Shotgun -
Take a super shotgun (the doom64 double barreled shotgun) and apply
thre bulk mods and a firestorm mod to it to make the megaton shotgun. you may need to buy
the final mod because it's hard to get.
Infusion launcher -
Take a rocket launcher and apply a technical mod, then an agility mod,
then a power mod then another technical mod to it to make this overpowered plasma explosion
launching Rocket Launcher. Don't use this unless you are either far away from your enemies
or are the demolitionist.
-Skills and Leveling...
As you kill enemies you will levelup. You get modules which are the objects you need
to consume to buy skills, stat points, and other things in the mods.
Make sure to upgrade all your stats or else you will be ripped to shreds.
Important stats are:
Strength - Makes you do more damage with weapons
Vitality - Effects your max health
Energy - Determines how much energy you have to use skills. Make sure you get this to 300-400
asap so you can use Heal at level 2 ASAP!
Defense - Reduces how much damage you take.
Luck - Determines how good the guns you get from enemies are...
Get these stats to high (75-100) levels and you will be a walking god
Now skills are also important. You cannot survive these mods without Skills.
There are lots of skills you can use. Here are the different types:
Healing - Heals you or friendlies.
Auras - Magical stat boosts and powers
Utility - Misc Crap
Summons - Allows you to summon enemies or marines to fight for you.
Offensive spells - Allows you to shoot projectiles at enemies.
To select a skill and use it is complicated though. Do the following.
-Go to the skills page in your player menu
-Hit Shift+A/D to navigate the pages in the skill menu to find the page the skill
you want to use is on.
-Select the skill you want with the WSAD keys...
-Hit space to buy it with modules or upgrade it to it's next level.
-Hold down E and Hit A and D to select a slot to put it in. Make sure to put it in a slot
no higher than 5!
-Leave the menus by hitting ESC twice.
-Remember the number of the slot.
-Hit E Again.
-Use one of the Use Skill 1-5 Keys (F1-F5) To use the skill.
This wastes energy when you do this. Energy Regenerates slowly.
Important Skills:
Heal - Heals you fully. At level 2 it heals status effects making this this the most
usefull skill.
Invulnerability - Makes you invulnerable for 30 seconds.
Transport - Makes you go to the HQ map... Use this at the beginning of levels only!
Red Aura - Makes you do more damage for 30 seconds.
Summon Cyberdemon - A hard one to get and use but it's worth it!
Quick Heal-
Your in a bind and need immediate health. If you have medikits stored away in your inventory
use the quick heal key to fully heal you by 50 points... It's Q by default.
Status effects-
Status effects are like diseases. They afflict you when you take damage sometimes. They include
blindness,Confusion,Fatigue and many more.
Blindness - Makes you go blind for a certain amount of time.
Confusion - Makes your screen get blurry for a certain amount of time.
Fatigue - Makes you move slower for a certain amount of time.
These are annoying so it's best to heal them with the heal skill at level 2...
Buying and Selling-
Hit the z key to go to the buy/sell menu. Hit Shift+A/D to go from page to Page.
Hit WSAD keys to select an item to buy. Hit space to buy it and hit Shift+Space
to sell it if you have it already. You can buy lots of different things but ammo
is the most usefull of these. You will run out of ammo a lot in this mod so
buying ammo only is what I do. Note that buying good weapons is not possible till
you get a really high rank.
The HQ Map -
At the HQ map you can get healed fully (in the right room), Buy items (in the left room)
Fight in the arena (In the back left room), and take on missions (in the left area
of the starting room)... For the intents of this hint guide I will only mention
missions though, for the others are pretty much self explantory.
Missions -
Talk to the marine behind the desk in the first room to start a mission. You need to be rank
2 (Private) to do this. Kill enemies till you rank up if you are not rank 2 yet. There
are lots of different types of missions for different ranks. Higher ranks unlock
more difficult missions. There are 6 types of missions.
Collection - Collect items for money/Modules and an item of choice.
Kill - Kill certain amount of certain enemies for money/Modules and an item of choice.
Kill Auras - Kill a certain amount of enemies with auras on them for
money/modules and an item of choice.
Kill Reinforcements - Kill enemies as they teleport in during the level until they stop
to get money/Modules and an item of choice.
There are two other kinds of missions but I don't know how they work yet.
Pick a mission, hit spacebar to do it and the enemies/items you need to kill/collect
will spawn in the next level you go to.. Good luck.
To actually do a mission you must step inside the level teleport and hit W or S to select
a level and hit space to go to it. Then when you go to the next level, teleport back
using the "teleport" skill to go back to the HQ to get another mission!
Random Events-
Make sure to SAVE before exiting a level in this mod. Random events sometime happen
at the beginning of a level. Most are quite hardcore and can easily kill you. I choose to savescum
around them. Load your save if a message saying "Armageddon Event", "Vicious Downpour", "Power outage" or other things pops up at the beginning of a level. Reload your save to re-start
the next level without the event showing up....
Enter DoomRPG, Doom RL Arsenal and RLME!
These three Classic Doom Mods turn your Doom game into an RPG, complete with levelups, stat points to spend, skills, a shield and many new features...I've been playing them nonstop for 16 straight days now.. and I can't get enough of them... My review of these mods gave them a really high score but I think I want to re-iterate why they are good here.
You get to levelup and pick stats to upgrade. But you also get skills to buy and use which is amazing. The last mods I found that let you do this all head their own levels. This will work with ANY level! I've tried it with The Original Doom 2 maps plus some Randomly Genned ones as well. So Far it's not too buggy.. (See below for a clarification of that.) This mod set also has new guns and enemies in it and they are well designed..
You get 5 classes to play as.
-The Marine is your minigunner and wastes less ammo as his perk.
-The Scout is your pistol expert and does 3x-8x damage with pistols depending on their fire rate.
-The Technician is your weapon modding expert. He can carry more mods than other classes.
-The Renegade is your shotgun expert. He shoots more pellets with shotguns.
-The Demolitionist is your explosives expert.. He takes NO Splash damage from his own
explosives.
As you kill enemies, two things will happen that do not happen in normal doom:
-They will drop Money
-You will get XP
When you levelup you get a certain amount of "Modules" that allow you to upgrade stats, buy skills, and do other things. Every thing you can do requires modules so It's important not to waste them.
The skills you get in this are critical to your survival. It's important to use them well and wisely. You only get so much energy and conserving that is important because it drains everytime you use a skill. Skills such as Healing, Summoning Marines or Enemies, Warping to the HQ Map, Auras (buff spells in a more modern style) and Invulnerability are so useful in this.
Overall this makes doom 100x more fun! I am a huge RPG fan. Anyone who likes Classic Doom and RPG's should check this out...
As an added bonus, I am going to recommend these mods for Non RPG Fans for one reason... These mods make Doom Slaughtermaps EASY! Boost your strength to 116 and you can easily kill any enemy with any gun. Boost your vitality a lot and you can get your health to 1000+! Boost your damage resistance to a high value and you take little damage. It's great for insane maps because of this. With default settings it's very hard to do, so make sure you increase "XP Multiplier" and "Levelup Modules Amount Factor" (In DooMRPG Options) to their highest amounts before playing something like Hell Revealed in this. This tweak helps a ton!
With these tweaks on, I leveled up way quicker and was able to tank all my stats by level 6 of a wad. I was a walking tank. Unfortunately this makes the enemies levelup faster too so you have to scale back enemy level by setting "Monster Random Min Multiplier" to 1.3, "Monster Random Max Multiplier" to 3.3 and then set "Monster Aura Curve" to -50 to reduce enemies with auras... Do this
and it should be fun. I did all of this and in my download all of this is done by default.
Unfortunately the bugginess issues of these mods make it impossible to download them and expect the latest versions to work with eachother. See DoomRPG has gotten a lot more unstable with such features as Enemy scripting causing runaway script errors too much in the latest 0.10.1 version. I have a solution for people trying to get these mods to work with eachother, use my download which includes the less buggy 0.9.14 version of DoomRPG and includes all mods and files necessary to run it in one easily installed package. It should make this easier to run for people who have been stymied in trying to get these three mods to run together.
There are other major issues with this mod but they have workarounds at least. The scripting done with existing enemies is a lot and can cause slowdowns in insane maps. It helps to set "Absolute Monster Limit" to 200 to get around this.
The mods are fun as hell and have some important features so binding keys is necessary. There are 20-30 more binds than in normal doom in this thing. You will need to bind keys for lots of new features to run this properly. Luckily I already have done that for you! I have been playing this for a long time So I know all the keys by heart and use them...
Installation instructions.
Download this file and unzip all of it to your doom folder where Doom 2 is installed. Run Loadrpg.bat in your doom 2 folder to play.
I have included a very important help guide for new people to this mod. This guide will help you to survive it easier....
Hints:
DoomRPG+DoomRLA+RLME Hints
Keys:
W - move forward
S - Move Backward
A - Strafe left
D - strafe right
Alt - Jump
Left mouse button - fire
Right mouse button - altfire (some guns only)
Tab - Open player Menu
Z - Open buy/sell menu
x - drop current weapon
c - unequip current armor
[ and ] - select inventory items to use
Enter - Use selected inventory item
E - Skill Wheel (Hold it down and use A and D keys at the same time to select a skill)
F1 - use Skill 1
F2 - Use Skill 2
F3 - Use Skill 3
F4 - Use Skill 4
F5 - Use Skill 5
F6 - Quick Save
F9 - Quick Load
R - Resurrect after death (Cheat)
1-9 - Select Weapons
G - Reload Weapon
Q - Quick Heal
In Player menu:
W - Up
S - Down
Space - go to the highlighted section
(Skills/Stats/Augmentations/Turret/Shield)
Escape - Exit Menu
In Skill Menu:
W - Up
S - Down
A - Left
D - right
Shift+A/D - Next/Previous Page
Space - Buy or Upgrade Selected Skill
E - Skill Wheel (After buying a skill hold this down and hit a or d to cycle through skill
slot to put your new skill in. I only use 4 to 5 skills... The number in each slot is it's
ID number. Hit the key (Use Skill 1) to activate skill with ID 1 for instance...
Escape - Go Back to player menu
In Stats Menu:
W - Up
S - Down
A - Left
D - right
Space - Upgrade selected stat...
Escape - Go Back to player menu
Read and memorize all these keys, especially the menu keys and skill keys! You will need
them!
Hints:
-You Pick a class before starting the game... Pick which one you want. It does not really matter
but some classes have some big advantages...
Marine
Advantage : Wastes less ammo
Scout
Advantage : Does 3x-8x damage with pistols
Technician
Advantage : Can carry more modpacks and can make modpacks from dropped weapons!
Renegade
Advantage : Fires more pellets with non automatic shotguns.
Demolitionist
Advantage : Receives no splash damage from his own rockets!
-Notice the numbers on the top of your screen... These are important.
The one that has a gun next to it is how many guns you are carrying. This can not go
higher than 6. Drop a gun by selecting a weapon and hitting the drop weapon key
to get free space to put another gun in if you have 6 guns...
The number with a cube on it is how many weapon mods you can carry. Before you can
pick up another mod and you have 4 already (or 8 if you are a technician) you need to use
one on a weapon to waste it before you can pick up another...
The one that has a armor vest on it is how many armor pieces you are carrying. This cannot go
higher than 3. To pick up armor if you have 3 armor pieces you need to sell armor peices
in the buy sell menu. Hit Z to go to the buy sell menu and hit SHIFT+A to get to the
armor section and hit the WSAD keys till you are hovering over an armor that has
a green number hovering over it and hit shift+Space to sell this one. Keep repeating
that till you sell enough armor pieces.
-Armor pieces.
Once you find armor it does not get automatically used like in normal doom. You have
to hit [ or ] to select an inventory item and hit Enter to use the armor from your inventory.
If you want to grab armor but cannot you need to hit remove armor (c key) to remove
your currently equiped armor before you can use a new piece of armor.
-Modding Weapons.
There are 4 major kinds of weapon mods in the game. To mod a weapon select the weapon
then select the mod from your inventory and hit enter to use that mod on the weapon.
Power mods - Red color - these increase weapon damage
Technical Mods - Orange Color Non Striped. - These increase switch speed of weapons
Agility Mods - Green - These mods increase weapon accuracy
Bulk Mods - Blue - These increase weapon clip sizes.
It's best not to waste mods for anything though thanks to the next feature...
There are other weapon mod types and those are used for the following features only
-Assemblies
If you use multiple specific types of weapons mods on a specific weapon you can turn
it into a new gun! It will ask you to confirm whether you want to do this, make sure
to hit fire (left mouse) to do that... You need specific weapons and specific weapon
mods to make new guns. here are some formulas I figured out about to help you..
Automatic Shotgun -
Take a combat shotgun (not the normal doom shotgun) and apply a power mod and then
a technical mod to it to make the automatic shotgun. this one is a must... Others are optional.
High Powered Plasma Gun -
Take a plasma rifle and apply a bulk mod then a power mod to it to make the high
powered plasma gun.
Megaton Shotgun -
Take a super shotgun (the doom64 double barreled shotgun) and apply
thre bulk mods and a firestorm mod to it to make the megaton shotgun. you may need to buy
the final mod because it's hard to get.
Infusion launcher -
Take a rocket launcher and apply a technical mod, then an agility mod,
then a power mod then another technical mod to it to make this overpowered plasma explosion
launching Rocket Launcher. Don't use this unless you are either far away from your enemies
or are the demolitionist.
-Skills and Leveling...
As you kill enemies you will levelup. You get modules which are the objects you need
to consume to buy skills, stat points, and other things in the mods.
Make sure to upgrade all your stats or else you will be ripped to shreds.
Important stats are:
Strength - Makes you do more damage with weapons
Vitality - Effects your max health
Energy - Determines how much energy you have to use skills. Make sure you get this to 300-400
asap so you can use Heal at level 2 ASAP!
Defense - Reduces how much damage you take.
Luck - Determines how good the guns you get from enemies are...
Get these stats to high (75-100) levels and you will be a walking god
Now skills are also important. You cannot survive these mods without Skills.
There are lots of skills you can use. Here are the different types:
Healing - Heals you or friendlies.
Auras - Magical stat boosts and powers
Utility - Misc Crap
Summons - Allows you to summon enemies or marines to fight for you.
Offensive spells - Allows you to shoot projectiles at enemies.
To select a skill and use it is complicated though. Do the following.
-Go to the skills page in your player menu
-Hit Shift+A/D to navigate the pages in the skill menu to find the page the skill
you want to use is on.
-Select the skill you want with the WSAD keys...
-Hit space to buy it with modules or upgrade it to it's next level.
-Hold down E and Hit A and D to select a slot to put it in. Make sure to put it in a slot
no higher than 5!
-Leave the menus by hitting ESC twice.
-Remember the number of the slot.
-Hit E Again.
-Use one of the Use Skill 1-5 Keys (F1-F5) To use the skill.
This wastes energy when you do this. Energy Regenerates slowly.
Important Skills:
Heal - Heals you fully. At level 2 it heals status effects making this this the most
usefull skill.
Invulnerability - Makes you invulnerable for 30 seconds.
Transport - Makes you go to the HQ map... Use this at the beginning of levels only!
Red Aura - Makes you do more damage for 30 seconds.
Summon Cyberdemon - A hard one to get and use but it's worth it!
Quick Heal-
Your in a bind and need immediate health. If you have medikits stored away in your inventory
use the quick heal key to fully heal you by 50 points... It's Q by default.
Status effects-
Status effects are like diseases. They afflict you when you take damage sometimes. They include
blindness,Confusion,Fatigue and many more.
Blindness - Makes you go blind for a certain amount of time.
Confusion - Makes your screen get blurry for a certain amount of time.
Fatigue - Makes you move slower for a certain amount of time.
These are annoying so it's best to heal them with the heal skill at level 2...
Buying and Selling-
Hit the z key to go to the buy/sell menu. Hit Shift+A/D to go from page to Page.
Hit WSAD keys to select an item to buy. Hit space to buy it and hit Shift+Space
to sell it if you have it already. You can buy lots of different things but ammo
is the most usefull of these. You will run out of ammo a lot in this mod so
buying ammo only is what I do. Note that buying good weapons is not possible till
you get a really high rank.
The HQ Map -
At the HQ map you can get healed fully (in the right room), Buy items (in the left room)
Fight in the arena (In the back left room), and take on missions (in the left area
of the starting room)... For the intents of this hint guide I will only mention
missions though, for the others are pretty much self explantory.
Missions -
Talk to the marine behind the desk in the first room to start a mission. You need to be rank
2 (Private) to do this. Kill enemies till you rank up if you are not rank 2 yet. There
are lots of different types of missions for different ranks. Higher ranks unlock
more difficult missions. There are 6 types of missions.
Collection - Collect items for money/Modules and an item of choice.
Kill - Kill certain amount of certain enemies for money/Modules and an item of choice.
Kill Auras - Kill a certain amount of enemies with auras on them for
money/modules and an item of choice.
Kill Reinforcements - Kill enemies as they teleport in during the level until they stop
to get money/Modules and an item of choice.
There are two other kinds of missions but I don't know how they work yet.
Pick a mission, hit spacebar to do it and the enemies/items you need to kill/collect
will spawn in the next level you go to.. Good luck.
To actually do a mission you must step inside the level teleport and hit W or S to select
a level and hit space to go to it. Then when you go to the next level, teleport back
using the "teleport" skill to go back to the HQ to get another mission!
Random Events-
Make sure to SAVE before exiting a level in this mod. Random events sometime happen
at the beginning of a level. Most are quite hardcore and can easily kill you. I choose to savescum
around them. Load your save if a message saying "Armageddon Event", "Vicious Downpour", "Power outage" or other things pops up at the beginning of a level. Reload your save to re-start
the next level without the event showing up....
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
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:
-
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....
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:
-
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...
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...
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