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.
Sunday, March 4, 2018
Saturday, March 3, 2018
New Randoom version 10.0 Made, with tons of new features...
Randoom, my modified version of Oblige is now the only Random Map Generator that is worth it for Doom that is still online... Thanks to sourceforge deleting the oblige site, you can't download that anymore.... So I made a new randoom and added features to it I thought Doom Needed from randomly generated maps.
-Slopes (a lot of slopes in high-tech levels, and arches in Urban/Hellish levels as well)
-Darker Lighting
-light sources in levels (high-tech only for now)
-Doors that are partially opened but broken and need to be ducked under to get through them...
These ideas were inspired by ideas from another modified oblige which is coming out soon called Octothorp station.. I decided to alter stock oblige 7.70 prefabs to implement some of the ideas in that modded oblige. I really liked the darker lighting, the slopes and the doors that needed to be ducked under to proceed...So I added them into randoom. Randoom now requires Zdoom to play... You can't beat the maps outside of zdoom now thanks to the duck doors and the slopes...
I was waiting, for the last few days for Octothorp station to come out. When It didn't come out today I decided to make a new oblige with these features rather than wait any longer... Plus octothorp station requires a specific mod to play that adds ambient sounds, new textures and dynamic lighting... It may be incompatible with other mods, which is bad. The author of that addon said he tested popular mods with it, but I don't like the popular mods much so I needed an alternative. Randoom 10.0 is compatible with any mod so that improves that. And It doesn't require a mod to play either... Uses default textures so that is not an issue for me...
Since the initial version of randoom 10.0 I decided to add support for Zdoom Ambient Sounds and Gzdoom Dynamic Lighting into the maps it generates. Due to this it now requires gzdoom to play. (I think... I can't test this, I don't have zdoom on my PC just Gzdoom). It generates maps with prefabs that have been altered to include ambient sounds and new light sources made with a gldefs inside an optional wad. To play these maps and enjoy these new features, you must load a seperate wad (ambience.wad) before the wad it generates in gzdoom by typing gzdoom -file ambience.wad <whatever>.wad to play your wad... (Just substitute <whatever> for your level)... I tried to get this wad joined in to any wad this map generator makes but couldn't do that...
Here are some screenshots:
Download Link for Randoom 10.0... is here Unzip all the files and the folder to your doom 2 folder and run randoom.bat to run it... Set Gzdoom lighting (if possible) to bright or else certain areas will be pitch black before playing... Make sure to load the ambience.wad before the levels this creates to get the ambient sounds and dynamic lighting!
EDIT : I just Added support for Ambient Sounds, Dynamic Lighting and Slopes in heretic maps. For you to see the dynamic lighting and ambient sounds to work you need to load the enclosed ambhtic.wad in heretic before the wads you generate....
-Slopes (a lot of slopes in high-tech levels, and arches in Urban/Hellish levels as well)
-Darker Lighting
-light sources in levels (high-tech only for now)
-Doors that are partially opened but broken and need to be ducked under to get through them...
These ideas were inspired by ideas from another modified oblige which is coming out soon called Octothorp station.. I decided to alter stock oblige 7.70 prefabs to implement some of the ideas in that modded oblige. I really liked the darker lighting, the slopes and the doors that needed to be ducked under to proceed...So I added them into randoom. Randoom now requires Zdoom to play... You can't beat the maps outside of zdoom now thanks to the duck doors and the slopes...
I was waiting, for the last few days for Octothorp station to come out. When It didn't come out today I decided to make a new oblige with these features rather than wait any longer... Plus octothorp station requires a specific mod to play that adds ambient sounds, new textures and dynamic lighting... It may be incompatible with other mods, which is bad. The author of that addon said he tested popular mods with it, but I don't like the popular mods much so I needed an alternative. Randoom 10.0 is compatible with any mod so that improves that. And It doesn't require a mod to play either... Uses default textures so that is not an issue for me...
Since the initial version of randoom 10.0 I decided to add support for Zdoom Ambient Sounds and Gzdoom Dynamic Lighting into the maps it generates. Due to this it now requires gzdoom to play. (I think... I can't test this, I don't have zdoom on my PC just Gzdoom). It generates maps with prefabs that have been altered to include ambient sounds and new light sources made with a gldefs inside an optional wad. To play these maps and enjoy these new features, you must load a seperate wad (ambience.wad) before the wad it generates in gzdoom by typing gzdoom -file ambience.wad <whatever>.wad to play your wad... (Just substitute <whatever> for your level)... I tried to get this wad joined in to any wad this map generator makes but couldn't do that...
Here are some screenshots:
Download Link for Randoom 10.0... is here Unzip all the files and the folder to your doom 2 folder and run randoom.bat to run it... Set Gzdoom lighting (if possible) to bright or else certain areas will be pitch black before playing... Make sure to load the ambience.wad before the levels this creates to get the ambient sounds and dynamic lighting!
EDIT : I just Added support for Ambient Sounds, Dynamic Lighting and Slopes in heretic maps. For you to see the dynamic lighting and ambient sounds to work you need to load the enclosed ambhtic.wad in heretic before the wads you generate....
Tuesday, February 20, 2018
Doom 666 being worked on by me...
I've always wanted to make my own Doom Game. Now I can. After seeing how disappointing Doom 3 and Doom 4 are (with the stupid survival horror shit in Doom 3 and the stupid Platforming in Doom 4) I decided to try to make a Doom Game using Gzdoom that has an old school, but different feeling to it....
Entitled Doom 666, this game isn't out yet and I don't plan to release it any time soon because I don't know what ID software would say but I always wanted to see what a better Doom Game would look like and play like.... Here it comes...
Based on the Open Source Doom Game Freedoom, Doom 666 has textures, music, and item sprites from freedoom, but has new enemies, weapons and levels, all which have insane hell revealed like gameplay (where hordes of minibosses are used a lot) for a game. It's not the first time I've tried to make a new game with that kind of gameplay but hopefully it goes well... I think it's fine.. It fits well because a lot of doom wads do the same thing...
Taking place long after Doom 2 Hell on earth, Doom 666 has a new marine as the protagonist. During the Hell Invasion of earth in 2122, UAC was banished from Mars. But secretly the moved to Jupiter and started experimenting on Demons to make experimental demons used for bio warfare. They failed and the demons invaded their base, opened a portal to hell and re-invaded earth with a massive invasion of thousands of demons, some normal, some experimented on. While this was going on you were sent to Jupiter to stop the UAC base and close the hell gate. This all happened in a Doom 2 addon that is a prequel to doom 666 called Interplanetary Hell. In Doom 666 you return to earth to stop the demonic invssion and fight the mutated demons only...
The Maps were made by a modified Random map Generator for this project (Randoom). They were designed to be long and hard. They are a lot longer than most Doom Maps... Not all are slaughtermaps but some are, those show up past map11 a lot.. Some early ones are hard as hell as well, like map03 for instance...
Every Doom Weapon and Monster has been recreated with Beastiary Sources... You can see what they look like below. Some new guns were added in as well but no new enemies were added... Here is images of the new enemies and weapons...
Weapons :
Fist
Pistol
Auto Shotgun
Super Shotgun
Chaingun
Grenade Launcher (No Rocket Launcher in doom 666)
Plasma Rifle
BFG9000
.Enemies:
Former Human:

Imp
Demon
Spectre
Chaingun Guy
Lost Soul
Hell Knight
Baron of Hell
Revenant
Mancubus
Pain Elemental
Arachnotron
Arch Vile
Cyberdemon
Entitled Doom 666, this game isn't out yet and I don't plan to release it any time soon because I don't know what ID software would say but I always wanted to see what a better Doom Game would look like and play like.... Here it comes...
Based on the Open Source Doom Game Freedoom, Doom 666 has textures, music, and item sprites from freedoom, but has new enemies, weapons and levels, all which have insane hell revealed like gameplay (where hordes of minibosses are used a lot) for a game. It's not the first time I've tried to make a new game with that kind of gameplay but hopefully it goes well... I think it's fine.. It fits well because a lot of doom wads do the same thing...
Taking place long after Doom 2 Hell on earth, Doom 666 has a new marine as the protagonist. During the Hell Invasion of earth in 2122, UAC was banished from Mars. But secretly the moved to Jupiter and started experimenting on Demons to make experimental demons used for bio warfare. They failed and the demons invaded their base, opened a portal to hell and re-invaded earth with a massive invasion of thousands of demons, some normal, some experimented on. While this was going on you were sent to Jupiter to stop the UAC base and close the hell gate. This all happened in a Doom 2 addon that is a prequel to doom 666 called Interplanetary Hell. In Doom 666 you return to earth to stop the demonic invssion and fight the mutated demons only...
The Maps were made by a modified Random map Generator for this project (Randoom). They were designed to be long and hard. They are a lot longer than most Doom Maps... Not all are slaughtermaps but some are, those show up past map11 a lot.. Some early ones are hard as hell as well, like map03 for instance...
Every Doom Weapon and Monster has been recreated with Beastiary Sources... You can see what they look like below. Some new guns were added in as well but no new enemies were added... Here is images of the new enemies and weapons...
Weapons :
Fist
Pistol
Shotgun
Auto Shotgun
Super Shotgun
Chaingun
Grenade Launcher (No Rocket Launcher in doom 666)
Plasma Rifle
BFG9000
.Enemies:
Former Human:

Imp
Demon
Spectre
Chaingun Guy
Lost Soul
Hell Knight
Baron of Hell
Revenant
Mancubus
Pain Elemental
Arachnotron
Arch Vile
Cyberdemon
Thursday, February 15, 2018
I am doing a run in Improved Doom on my new channel...
I Have started a run through Improved Doom on my new Dailymotion Account... I am doing a wad I made with a random map generator called av2.wad, which is a retextured randomly generated mapset. I designed this mapset to be very difficult, and because of that I think it's a good fit for improved doom... So Far I have gone through map01-map08 of it.. I intend to do the first 20 out of 30 maps on my channel and after that I will continue using improved doom as a mod of choice there...
So far so good..
I did map01-04 with no deaths... I showed off the cyborg powers and the level up system well... I also described the features of the mod, the re balances, how the mod is meant for slaughtermaps, and such... In map01-04 I fought some tough enemies but got through well... I used the cyborg powers wisely, especially health regeneration, which is a must for a wad like this. I kept putting in points into damage resistance as well, because that can save you big time early on...
In map05-08, which I did today, I had a slightly harder time. During a fight against a time imp (an archvile replacement that has an attack that slows down time) I died. But besides that I did fine. It took me a long time to beat map05 and map06 because they had tough fights throughout them and I had weak guns only. I used health regen a lot on them and also ended up using time freeze at one point...
Luckily, Map07 and map08 were much easier... I got super OP guns like the semi auto BFG9000 and the Uber Minigun. With those I cleared out the levels much quicker and finished both maps in less than 3 minutes! It was fun... You can watch these videos (which are the latest 2 posted) here...
So far so good..
I did map01-04 with no deaths... I showed off the cyborg powers and the level up system well... I also described the features of the mod, the re balances, how the mod is meant for slaughtermaps, and such... In map01-04 I fought some tough enemies but got through well... I used the cyborg powers wisely, especially health regeneration, which is a must for a wad like this. I kept putting in points into damage resistance as well, because that can save you big time early on...
In map05-08, which I did today, I had a slightly harder time. During a fight against a time imp (an archvile replacement that has an attack that slows down time) I died. But besides that I did fine. It took me a long time to beat map05 and map06 because they had tough fights throughout them and I had weak guns only. I used health regen a lot on them and also ended up using time freeze at one point...
Luckily, Map07 and map08 were much easier... I got super OP guns like the semi auto BFG9000 and the Uber Minigun. With those I cleared out the levels much quicker and finished both maps in less than 3 minutes! It was fun... You can watch these videos (which are the latest 2 posted) here...
Labels:
Doom 2,
Doom Mods,
Doom RPG Mods,
Gaming,
Improved Doom
Wednesday, February 14, 2018
Improved doom Beta testing and initial bugfixing completed...
So I spent a long time yesterday and last night doing bug testing, bugfixing and other testing for Improved Doom, my upcoming Doom Rebalance/RPG/Random Spawning Mod for Zdoom ports... I spent hours on the mod. Making the initial mod was a 3-4 hour job done a few days ago. Since then I spent hours bugtesting, Bugfixing, and constant backing up the latest version. Last night I made what I think is a final version of the mod, version 3.2
Since Improved Doom was made in three phases and the first 2 phases were not release ready, this new version is technically the latest version for the third phase. The first phase was similar to the new version but had lots of issues such as enemy damage being too high and limited enemies and weapons. You also started out way to weak in phase 1 and could die very easily because you're starting HP was 50 or so and not 150 like it is now. Phase 1 was ditched and a new phase, being completely based on some other mod was made but not released due to the other mod being some one elses...
I wrapped up phase 2 and backed it up but never came back to it because I found great mods like HXRTC and DoomRPG/RLA. Improved Doom was put on the back burner and forgotten for almost 2 years... (This was around Summer 2016)... A few days ago I found a backup of phase 2 and edited it heavily... I imported a wad from phase 2 with custom stuff including new enemies, a scripting library with the new coding for the cyborg powers and levelup system, and such... I took that wad, edited it heavily to get rid of code and other stuff from the other mod and made a new version based on this and stuff downloaded from the beastiary. I downloaded 40 new enemies and 18 new guns.. I went for ones I liked a lot, rather than popular ones... It payed off...
The new version was made but as I made it my sloppy coding caused lots of bugs to appear, misspellings, etc. Some serious issues needed to be fixed... A sprite conflict between the sprites of two enemies from the beastiary was there because I downloaded both enemies.. I had to rename the sprites and patch the decorate of one enemy to compensate... I did that... That was 5 revisions in... I had other issues such as missing monsters in the random spawning list... I added new features such as cluster grenades and some new enemies as well. Around 8 revisions in it was finished...
Backing up the versions turned out to be a chore. I had to back the mod on to a CD and External HDD every time I made a revision and twice I uploaded a massive online backup to the internet. When I had to patch something to make revision 8, I had to delete and re-upload this version... Basically improved doom made me work a lot to get it working right... It should be ready for release by next month... Extensive testing is needed....
Since Improved Doom was made in three phases and the first 2 phases were not release ready, this new version is technically the latest version for the third phase. The first phase was similar to the new version but had lots of issues such as enemy damage being too high and limited enemies and weapons. You also started out way to weak in phase 1 and could die very easily because you're starting HP was 50 or so and not 150 like it is now. Phase 1 was ditched and a new phase, being completely based on some other mod was made but not released due to the other mod being some one elses...
I wrapped up phase 2 and backed it up but never came back to it because I found great mods like HXRTC and DoomRPG/RLA. Improved Doom was put on the back burner and forgotten for almost 2 years... (This was around Summer 2016)... A few days ago I found a backup of phase 2 and edited it heavily... I imported a wad from phase 2 with custom stuff including new enemies, a scripting library with the new coding for the cyborg powers and levelup system, and such... I took that wad, edited it heavily to get rid of code and other stuff from the other mod and made a new version based on this and stuff downloaded from the beastiary. I downloaded 40 new enemies and 18 new guns.. I went for ones I liked a lot, rather than popular ones... It payed off...
The new version was made but as I made it my sloppy coding caused lots of bugs to appear, misspellings, etc. Some serious issues needed to be fixed... A sprite conflict between the sprites of two enemies from the beastiary was there because I downloaded both enemies.. I had to rename the sprites and patch the decorate of one enemy to compensate... I did that... That was 5 revisions in... I had other issues such as missing monsters in the random spawning list... I added new features such as cluster grenades and some new enemies as well. Around 8 revisions in it was finished...
Backing up the versions turned out to be a chore. I had to back the mod on to a CD and External HDD every time I made a revision and twice I uploaded a massive online backup to the internet. When I had to patch something to make revision 8, I had to delete and re-upload this version... Basically improved doom made me work a lot to get it working right... It should be ready for release by next month... Extensive testing is needed....
Labels:
Doom RPG Mods,
DoomRLA,
DoomRPG,
Games,
Gaming,
HXRTC project,
Improved Doom
Tuesday, February 13, 2018
More info on my upcoming "Improved Doom" mod.....
Intro
Improved Doom is a rebalance and RPG mod for Doom 2, that requires Zdoom ports to play. So far I have tested it on Gzdoom 3.0.1 and it works fine there.... It probably will work on newer versions but I don't know that, and I don't want to upgrade to a newer version because doomRPG/RLA require an old version to be runnable, so upgrading makes no sense to me...
Improved Doom is based on my old unfinished and unreleased mod Hardcore Doom. Hardcore Doom, was in all intents and purposes, an "Auto Slaughterfest" type mod that multiplied the enemy count in levels by 10x, added new enemies and put harder enemies in the place of easier ones to make it super hard in normal Doom Maps... It also had built in cyborg powers and player upgrades, that would be gotten when you level up...
Rebalances
Improved Doom ditches the auto slaughter map features (such as multiplied enemy count and harder enemies in the place of easy ones) in favor of a new design that is designed to rebalance the game for super hard mapsets only... Difficulty settings have been rebalanced, dumping all old difficulty settings for "difficulty configurations", where skill levels were set up so that monster count was selectable separate from enemy damage... So people who wanted high enemy counts could play with them but not take ultra violence type damage if they wanted....
Enemy damage is lowered a lot in Improved Doom by Default, enemies hit you for 30% of the default damage on medium skill configurations, and on hard skill configurations you only take 50% damage. This is a rebalance to counter the dozens of nasty new enemies improved doom throws in your face... Some can do a lot of damage...
RPG Elements
There is a levelup system in improved Doom. As you kill enemies a script counts the enemies killed till it reaches a number that is multiplied by 2 every time you level up. Once you reach that number you level up. During level up three things happen...
-You get credits. Higher levels give you more credits.
-You get cyborg powers unlocked. The higher level you are the more powers you get... (see below)
-You get bonuses such as max health increases, max armor increases and sometimes powerups or weapons...
Credits are used to buy things, from ammo to weapons to powerups to most importantly, upgrades to your character. You can upgrade the following stats...
-Max Health
-Movement Speed
-Damage Resistance
-Max Armor
-Certain cyborg powers also have special upgrades...
Cyborg Powers
Cyborg powers include the following abilities you can get and use at any time.. .Currently there is a system where you use mod defined keys to select a power, another defined key to use a power... There is also a third defined key that you can use to select an item/upgrade to buy and a 4th defined key that you can use to buy that selected item/upgrade... All of these keys are bindable in the controls...
Powers -
Cybernetic Movement Boost:
Makes you move faster for a small amount of time
Cybernetic Shield:
Makes you invulnerable for 30 seconds or so by putting a forcefield around you...
Cybernetic Heal:
Allows you to heal yourself a little. Higher level characters can do full heals.
Cybernetic Flight:
Allows you to fly around.
Cybernetic Health Regen:
Allows you to regen your health.
Cybernetic Weapon Firerate increase:
Allows you to fire your guns twice as fast for a limited time.
Cybernetic Weapon Damage Increase:
Makes you do 4 times as much damage for a limited time.
Cybernetic Time Freeze:
Allows you to freeze time for a short while.
Enemies and Weapons:
Improved Doom has tons of new enemies not limited too...
Afrits
Agathodemons
Annihilators
Arachnophytes
Archons of Hell
Azazels
Beam Revenants
Belphegors
Blood Demons
Bruiser Demons
Catharsis
Chaingun Major's
Cyber Imps
Cyber Masterminds
Cybruisers
Dark Devils
NetherworldDarkImps
Death Incarnates
Demolishers
Diabloists
Divine Shadows
Flesh Wizards
Haedexebii
Hectebii
Hades Elementals
Hell Warriors
Lords of Heresy
Melee Revenants
Pyro Demons
Pyro Imps
Rapid Fire Troopers
Satyr's
Stealth Fighters
Suicide Bombers
Thamuz's
Time Imps
Volacubi
Weakeners
Zombie Plasma Tanks
Zombie Missile Tanks
Enemies added by me:
(NOT found on the beastiary!)
Partially invisible Lost Souls
Partially Invisible Kamikaze Lost Souls!
Death Troopers (Super Powerful Zombies with chainguns)
Mini Cyberdemons
Fast Imps
Demon Lords (White barons with a spread of fireballs)
Trolls (Blue Baron/Centaur hybirds)
Phantoms of Hades (Flying hell knights)
Dark Viles (partially invisible Arch Viles - Very hard to kill - they move 3x the speed of a normal AV)
Doom 64 versions of all enemies
Mutated, Zombie and DEATH monsters
All normal Doom 2 enemies (the non custom ones) have Mutated, Zombie, and DEATH Varients of them now... Mutated Varients have much more health, move faster and shoot more powerful Attacks. Zombie versions do the same thing but resurrect when they die so they must be exploded with rockets or the zombieman rifle. They move much slower than mutated versions.. DEATH versions are just like mutated versions but have a shit ton of health, like 10X the original monster's health...
Weapons of the mod:
AA12 Autoshotgun
Assault Rifle
BFG10K
Black Hole Gun
Dual Laser
Ego Smasher Shotgun
Electro Gun
Flak Cannon
Plasma Repeater
Quad Shotgun
Smasher Autoshotgun
Stunner Rifle
UAC Plasmatic Rifle
Uber Minigun
Zombieman Rifle (Really strong compared to the stock version)
New Guns added by me
Triple Rocket Launcher (shoots three missiles that home in on one target)
Flamethrower
Dual Chainguns
Dual Pistols
The cyborg powers make tough maps much easier.... I tried a randomly generated slaughtermap... I was level 28 by the time I hit map21. I was fighting huge hordes of tough enemies and thanks to my constant upgrading of damage resistance I took very little damage on medium. I had super powerful guns and was able to cream my enemies with my AA12 when I put on the fire rate increase cyborg power. It was a lot of fun...
I hope to release this mod soon....
Improved Doom is a rebalance and RPG mod for Doom 2, that requires Zdoom ports to play. So far I have tested it on Gzdoom 3.0.1 and it works fine there.... It probably will work on newer versions but I don't know that, and I don't want to upgrade to a newer version because doomRPG/RLA require an old version to be runnable, so upgrading makes no sense to me...
Improved Doom is based on my old unfinished and unreleased mod Hardcore Doom. Hardcore Doom, was in all intents and purposes, an "Auto Slaughterfest" type mod that multiplied the enemy count in levels by 10x, added new enemies and put harder enemies in the place of easier ones to make it super hard in normal Doom Maps... It also had built in cyborg powers and player upgrades, that would be gotten when you level up...
Rebalances
Improved Doom ditches the auto slaughter map features (such as multiplied enemy count and harder enemies in the place of easy ones) in favor of a new design that is designed to rebalance the game for super hard mapsets only... Difficulty settings have been rebalanced, dumping all old difficulty settings for "difficulty configurations", where skill levels were set up so that monster count was selectable separate from enemy damage... So people who wanted high enemy counts could play with them but not take ultra violence type damage if they wanted....
Enemy damage is lowered a lot in Improved Doom by Default, enemies hit you for 30% of the default damage on medium skill configurations, and on hard skill configurations you only take 50% damage. This is a rebalance to counter the dozens of nasty new enemies improved doom throws in your face... Some can do a lot of damage...
RPG Elements
There is a levelup system in improved Doom. As you kill enemies a script counts the enemies killed till it reaches a number that is multiplied by 2 every time you level up. Once you reach that number you level up. During level up three things happen...
-You get credits. Higher levels give you more credits.
-You get cyborg powers unlocked. The higher level you are the more powers you get... (see below)
-You get bonuses such as max health increases, max armor increases and sometimes powerups or weapons...
Credits are used to buy things, from ammo to weapons to powerups to most importantly, upgrades to your character. You can upgrade the following stats...
-Max Health
-Movement Speed
-Damage Resistance
-Max Armor
-Certain cyborg powers also have special upgrades...
Cyborg Powers
Cyborg powers include the following abilities you can get and use at any time.. .Currently there is a system where you use mod defined keys to select a power, another defined key to use a power... There is also a third defined key that you can use to select an item/upgrade to buy and a 4th defined key that you can use to buy that selected item/upgrade... All of these keys are bindable in the controls...
Powers -
Cybernetic Movement Boost:
Makes you move faster for a small amount of time
Cybernetic Shield:
Makes you invulnerable for 30 seconds or so by putting a forcefield around you...
Cybernetic Heal:
Allows you to heal yourself a little. Higher level characters can do full heals.
Cybernetic Flight:
Allows you to fly around.
Cybernetic Health Regen:
Allows you to regen your health.
Cybernetic Weapon Firerate increase:
Allows you to fire your guns twice as fast for a limited time.
Cybernetic Weapon Damage Increase:
Makes you do 4 times as much damage for a limited time.
Cybernetic Time Freeze:
Allows you to freeze time for a short while.
Enemies and Weapons:
Improved Doom has tons of new enemies not limited too...
Afrits
Agathodemons
Annihilators
Arachnophytes
Archons of Hell
Azazels
Beam Revenants
Belphegors
Blood Demons
Bruiser Demons
Catharsis
Chaingun Major's
Cyber Imps
Cyber Masterminds
Cybruisers
Dark Devils
NetherworldDarkImps
Death Incarnates
Demolishers
Diabloists
Divine Shadows
Flesh Wizards
Haedexebii
Hectebii
Hades Elementals
Hell Warriors
Lords of Heresy
Melee Revenants
Pyro Demons
Pyro Imps
Rapid Fire Troopers
Satyr's
Stealth Fighters
Suicide Bombers
Thamuz's
Time Imps
Volacubi
Weakeners
Zombie Plasma Tanks
Zombie Missile Tanks
Enemies added by me:
(NOT found on the beastiary!)
Partially invisible Lost Souls
Partially Invisible Kamikaze Lost Souls!
Death Troopers (Super Powerful Zombies with chainguns)
Mini Cyberdemons
Fast Imps
Demon Lords (White barons with a spread of fireballs)
Trolls (Blue Baron/Centaur hybirds)
Phantoms of Hades (Flying hell knights)
Dark Viles (partially invisible Arch Viles - Very hard to kill - they move 3x the speed of a normal AV)
Doom 64 versions of all enemies
Mutated, Zombie and DEATH monsters
All normal Doom 2 enemies (the non custom ones) have Mutated, Zombie, and DEATH Varients of them now... Mutated Varients have much more health, move faster and shoot more powerful Attacks. Zombie versions do the same thing but resurrect when they die so they must be exploded with rockets or the zombieman rifle. They move much slower than mutated versions.. DEATH versions are just like mutated versions but have a shit ton of health, like 10X the original monster's health...
Weapons of the mod:
AA12 Autoshotgun
Assault Rifle
BFG10K
Black Hole Gun
Dual Laser
Ego Smasher Shotgun
Electro Gun
Flak Cannon
Plasma Repeater
Quad Shotgun
Smasher Autoshotgun
Stunner Rifle
UAC Plasmatic Rifle
Uber Minigun
Zombieman Rifle (Really strong compared to the stock version)
New Guns added by me
Triple Rocket Launcher (shoots three missiles that home in on one target)
Flamethrower
Dual Chainguns
Dual Pistols
The cyborg powers make tough maps much easier.... I tried a randomly generated slaughtermap... I was level 28 by the time I hit map21. I was fighting huge hordes of tough enemies and thanks to my constant upgrading of damage resistance I took very little damage on medium. I had super powerful guns and was able to cream my enemies with my AA12 when I put on the fire rate increase cyborg power. It was a lot of fun...
I hope to release this mod soon....
Labels:
Doom Mods,
Doom RPG Mods,
Games,
Gaming,
Improved Doom
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!!!!!!!!
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!!!!!!!!
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