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First of all, this mod requiring GZDoom source-port of version 4.8.0 or higher due to some ZScript code fragments.
Allow me to present my crooked handmade weapon pack that was made with big help of fellow Doomer from RDC - DoomStalker. I am very gratitude towards him for his hard work, 'cause I am just not so well mapper & poor modder. He made it project to be real.
Mod itself - a weapon pack that also replacing all gatherable items to new ones (I wanted to play on the feeling of something new). I think that new items have a good resonance with weapons. After all, I just wanted to add some fleur from S.T.A.L.K.E.R.
Many potential players can be scared off by balance of these guns (especially, chainsaw and rocket launcher), so I wanna warn big fans of vanilla, that there is some lovers of chocolate with taste of mud. At least, I wanted player to have some trump-card in his sleeve if everything is insanely sad. After all, I can do some nerfs if things very bad.
Arsenal:
Slot №1 - CQC
Damage: 15 or 30 (depending of active fist (yay, some gacha in my Doom)). With "Ozverin" damage multiplying form x2 or even x4.
If everything is bad, it's always good to punch your enemy in the face, right?
Damage is high, but this is still very risky to run with bare fists.
Slot №1 - "Druzhba" Chainsaw
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Damage: From 10 to 30. There is also a 5% chance to make surroundings enemies panic for 1.5 seconds.
Long time ago it was used to saw trees and after Earth's fall it used to saw demons and imps.
Again, damage is high, but there is a 0.5 seconds delay before ready state (due chainsaw's starting sequence). Don't be afraid, 'cause this weapon is lower in priority, so you always have CQC first to make your maneuvers clear. Also there is still very dangerous to saw cacodemon or baron of hell.
Slot №2 - TT
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Ammo: [image: tsLsuxU.png]
Damage: 20.
TT was always more reliable than karate. He-he...
Without jokes, this is very good starting weapon and spare way, when your primary weapon's magazine is empty. Also it has good accuracy.
Slot №3 - TOZ-34
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Ammo: [image: NbjRq5X.png]
Damage: 8 pellets with 10.
Is hunting season for pinky demons are open? For imps too. And against lost souls this grandpa's TOZ is not bad.
There is nice accuracy of firing, but this may be intense to shoot at "spongy" enemies.
Slot №3 - Saiga-12
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Ammo: [image: NbjRq5X.png]
Damage: 8 pellets with 10.
If only two barrels with two shots for you isn't enough, there is a nice pet with magazine for eight shots. Damage are the same (in comparison with double barrel shotgun) and accuracy is worse, but with this no baron of hell is scary!
Slot №4 - AKM
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Ammo: [image: z1muEbj.png]
Damage: 10.
It is less accurate than TT and damage is lower, but it's compensated very well by high rate of fire.
Nice candidate for firing on the middle distance. Good thing, that chaingunners have many of these.
Slot №5 - RPG-7
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Ammo: [image: DfQAynt.png]
Damage: 500 in radius about 1.5 meter.
I can say that might of this "Tsar Cannon" can be compared to BFG-9000. This is very dangerous to shoot from this dong without checking out what is placed near your own nose.
From one point of view I want to make damage smaller along with radius, but from another point of view I am really like that kind of power in my hands.
Slot №6 - SVD
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Ammo: [image: 1U7Pfol.png]
Damage: 100 with delay of 0.5 seconds between every shot.
This is ideal weapon for hunting down "spongy" enemies, but if you have very many ammo, then you can shot smaller prey as well (like imps and chaingunners).
By the way, you should bind your keys for "Weapon State 1" & "Weapon State 2" functions, 'cause along with scoping in PSO-1 on "Alternative Fire" function there is ability to change zooming factor as well.
Slot №7 - UKM-2000
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Ammo: [image: TOweslC.png]
Damage: 50.
There is a variation of PKM for caliber other than 7.62x54mm R! And this is Polish UKM-2000.
Maybe this is an dubious replacement of BFG-9000, but this beast can gun down "bulls" straight to the grave!
Items
Bonuses
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Cold vodka will heal your wounds (not only mental) and delicious canned meat gonna strengthen your skin.
Health
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Vitamins not gonna be as good, as personal medkit.
Armor
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There is big chance that you will find old light coat, but there is also some chance to find something better in the hidden stashes.
Goodies
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There is some OZK for hazardous areas, backpack, that is full of ammo, computer with some "Google.Maps" installed on, night vision goggles and "Ozverin" (don't overdose with it).
Artefacts
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There is some rumors that besides inhabitants from Hell on Earth there is some mysterious objects are appeared. Some people said that they now are very healthy (like bull), some people said about their iron skin and there is also witnesses of invisible & invulnerable humans.
Keys
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Sometimes you will find a closed door, that can be opened via keycards and strange heads, that may be from aliens. Believe or not, but closed door is closed door.
Screenshots
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You can download this crooked mess here. File has weight around 7 megabytes and laying down on the "Google.Drive" file storage.
Credits
Mods developers team TC "The AMC Squad" for EDuke32 source-port and especially
for their sprite artist SebabDukeBoss20 for dope sprites of hands & guns.
Mods developers team AMK Team for graphics that was used for muzzleflashes and for casings.
Mods developers team GUNSLINGER Team for graphics that was used for blood decals.
User DoomStalker for priceless help and his work with sprites
User JSO_x for testing.
User PhantomBeta for proper reloading code fragment
User Sgt. Mark IV for old-good model of tracer, which beloved by the present day.
User HorrorMovieRei for graphics of sparks that was used in chainsaw.
User RicardoLuis0 for help with understanding difference between A_FireProjectile & A_SpawnProjectile functions.
User HellCattX for casings codebase.
User Agent Ash for consulting about bouncing casings, about proper zooming in/out of PSO-1 and about custom HUD on ZScript. Beside all of that, his old mod from 2011 "Russian Arsenal Revised" was my main source of inspiration while creating this mod.
User Weasel for help with understanding logic of custom HUD.
User Boondorl help with proper zooming in/out of PSO-1.
User Marisa for help with working "Ozverin" with CQC.
User Iretuerye for graphics of PSO-1.
User Cr3pis for graphics of items.
Company Epic Games for sounds from "Unreal Tournament", which was used for chainsaw and for picking up various items.
Company Valve for sounds from "Half-Life", which was used for chainsaw and for picking up various items.
Company ID Software for sounds from "Doom 3", which was used for chainsaw and for picking up various items.
Company Croteam for sounds from "Serious Sam", which was used for picking up various items.
Company GSC Game World from graphics from "S.T.A.L.K.E.R." trilogy, which was used for bulletholes decals and blood splashes.
Company Remedy Entertainment for sounds from "Max Payne", which was used for CQC and for mission starting/completing.
Company Battlestate Games for sounds from "Escape From Tarkov", which was used for falling casings.
I would like to know of other peoples methods for creating resource WADs. My main mapping experience has been participating in community projects such as the DBP's (and one here) and releasing one short 3 map WAD myself. While working on my simple 3 map WAD (Spawn Cell), I had great trouble putting everything together in Slade. What I envision is to make a resource pack for myself with all the textures I'll need, custom DeHackEd stuff and then carry out the mapping.
So for making resource WADs, how do you go about it? Do you use DoomTools, do you bash everything together in Slade, do you use DEH9000 or edit the DeHackEd by hand? I'm not so much asking about which graphical editing tools you use (althought I am interested to hear about it), but which methods/tools are used for organizing and building the resource WAD once all graphics, sprites and sounds have been found or created.
I'VE GOT MY MTV! Version 1.1 / Release date - 31.12.2023
Honestly, I don't know what should I write here, but it's my first standalone wad I ever released, I hope you'll enjoy it.
I tried to polish everything as much as I could, but if there's any major bugs - notify me, I'll try to make a fix.
Do not use mouse look, please, there are some technics that can ruin your visual experience.
Tested with DSDA Doom, Nugget Doom, Doom Retro.
Should work fine with anything Boom and UMAPINFO compatible.
I highly recommend you to use Doom Retro because of visuals, but the above mentioned ports are also fine.
[image: gpet8so.png]
Big thanks for testing: Endoomer, Nikolanchik, RastaManGames
Download link: drive.google.com/file/d/1zO_qXUYcXEWd5vk4ppWWeaUBV5O27Hna/view?usp=sharing
Greetings, fellow Doomers, and happy winter festivities!
This December happens to be a celebrated one, in part due to our favourite FPS reaching three decades of age. For me however, it has one more reason to feel festive...
Ten years ago, I was an odd teenager with an interest in video games. A quite retro-skewed interest, so to say. About a fortnight after playing Half-Life 1 for the first time(first FPS game I beat, fell in love with it at the time), I noticed a Quakecon Sale announcement on Steam. From that point on, I became fixated on getting my hands on the Id Software shooters. Without saying too much, after several months my patience ran dry, and finally, a few days after Christmas, I traded a few TF2 keys(yeah, those were wild times) for a copy of Doom 3:BFG Edition...
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...Next day, after the game finished installing, I got through the first few levels, and I quite quickly became hooked. It was certainly interesting to play a game composed of polygonal environments and sprites, and I kept on going. I remember that the Baron's death animation made an impression on me, and so did the face skin texture. Needless to say, I enjoyed the games very much. Funnily enough, I didn't realise Doom 1 had a run function, so I beat it without it(I think there's a demo category for doing this, IIRC it's called Stroller?). Took me a while to figure out how to progress in Underhalls though, lmao. Some of you might flinch at the fact I was using the Doom BFG edition to play these games, but hey, that's probably a far better method than setting the wrong settings in GZDoom and playing with freelook and jumping, right? XD
Soon enough, I became exposed to the modding scene. The oldest memories relating to that are me watching a compilation of Brutal Doom player deaths and executions. Around that time, I downloaded a copy of Doomseeker, and tried out some servers. The first one I came stepped into was a Mega Man 8-Bit Deathmatch server with a TF2-esque Versus Saxton Hale gamemode, where the players were fighting a Pissed Off Roll character. At that moment, I felt amazed with what Doom is capable of when it comes to being a modding platform. Truly, the sky was the limit, and anything seemed possible. What I also remember from that era is that people really liked playing Zombie Horde, didn't they? Every match I was part of ended with the marines losing though...
Naturally, at that time, I tried to create some things of my own. Unfortunately, I was unable to grasp how the editor works, so I didn't get very far...
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Due to obligations and having a backlog of other games, I didn't get into the modding scene has hard as one'd expect. Thankfully, a few years later, a person in my circles had an interest in playing Zandronum multiplayer, so naturally we played some of that together. A lot of coop sessions throughout some of the strangest wads we could think of, including the legendary Mock 2, but also Mortal Kombat Doom and Sailor Moon Doom(there's like 4 of them). We played with skins on, so at one point, I took some sprites from Ace Attorney and turned them into Zandronum skins. Released at the end of 2017, this would be my first successfully released mod for Doom...
A few months later, during Spring 2018, after I was done with finals, I decided that I had enough, and wanted to finally make a map of my own. Once again, I had a bit of a rocky start, but I ended up making a map for Heretic just to feel unique. It was kinda quirky, kinda flawed, but I suppose it could have been worse. Sometime around the time, I would play Jack in the Dark, which was an attempt to take a bloody and scary adventure like Alone in the Dark and turn it into something happy and child friendly, so I had an idea to create something like that, but for Doom, likely next Halloween. When October turned around, I didn't have enough time to make anything new, so I decided to take my Heretic map and polish it for a public release, which ended up as Escape from the Catacombs. Due to how the idgames archive works, it showed up a few days after Halloween. I was told that I should wait for a /newest review, which was monthly and still going at the time. November issue came, and I wasn't mentioned. Same with December. And then... nobody ever wrote anything for that every again! Talk about disappointment! Since I didn't make a thread, not a lot of people were aware of that map, from what I assumed. Still, for a first map, I think it was okayish, since at every step of the production I wanted to make sure I was putting out the best I could. Still, the fact that it's advertised as vanilla and to this day only runs on GZDoom is a major faux pas...
Months pass, decino annouces his Viewer Submission Round 1. Naturally, the thought of my creation being featured on a gaming channel like this was exciting to me, so as soon as I was done with exams for uni, I got to work. At the time, I didn't really understand how complevels work, so I simply checked if the map runs with Chocolate Doom or PrBoom+ to be safe. Done in about 5 days, Toxic Plant was released. A few months later, the video was released as well . I was surprised that the comments were generally postive, despite this being my second published PWAD. Some people pointed out the fact that the PWAD has a story attached. At the time, I had the wrong impression that this sort of thing was customary in PWADs, but that likely came from me remembering how the Master Levels had a fancy story that didn't much the gameplay, like the Cybedermon being turned into Doomguy or whatever.
October was around the corner, so I got to work on my kid-friendly Doom mod. At the time, my skills in making art and sprites were lacking, so I wanted to find a way to create character sprites, since what I could find at the time from resources was not sufficient for what I needed or wanted. The result: me creating clay models, taking a bunch of photos, and fusing the clay parts together in Photoshop, resulting in PSD files that were over 1GB in size! But hey, I found the process to be rather fun. Unfortunately, I spent too much time on the sprites, so I didn't have time to make the map. Well, the next year was still a possibility...
...And fortunately, it was, and I took it and delivered. decino also released a video featuring it, and it seems like the reception was positive. For once, I released something that's unique and characteristic of me. Of course, I've learned a lot since then, and if I were to remake SPIADW today, it would look a lot different. But hey, a stepping stone...
Since then, I've been releasing PWADs from time to time, though a more important one includes Plunge. It was a college project, where respondents could send their opinions about the game. I'd say it was a success. Certainly, it's great that the professors allowed me to submit something like this!
And that brings us to today, more or less. 30 years of Doom, 25 years of the Boom source port, 10 years of me being a Doom fan and 5 years of me being a mapper. December is a month of significance for both this franchise, and me. But enough about my personal story, as I'd like to announce something...
A Mapping Contest!
Rules:
The point of the contest is to submit ONE playable level for any of the Doom engine games. This includes Doom 1 and 2, but also can include Final Doom, Heretic, Hexen, Strife, Doom 64, and even fan-made stuff like Sonic Robo Blast 2, Adventures of Square, MM8BDM and more!
You can use any complevel or source port you like, just please make sure it runs on modern systems. GZDoom, Boom, MBF, vanilla etc should be fine, and so should something like Eternity Engine or Sonic Robo Blast 2. Please no Doom Legacy though. Note: if you end up making something that only works on outdated ZDoom versions, please tell me about it.
You are not allowed to submit previously published content, only maps made specifically for the contest.
You can include graphic replacements, dehacked patches, and gameplay modifications of any kind. Just make sure to also include a playable map to go along with it.
I intend to be able to play submissions on YouTube(or even Twitch), so please do not include NSFW content of any kind.
The deadline is 1st of May, 2024.
Okay, but what about the judging criteria?
My favourite PWADs happen to:
have an unique approach when it comes to gameplay and level design(Eternal Doom, The Given, Grove)
happen to be Total Conversions
try to take full advantage of the source port being used(Boomedit, Daedalus)
change the characters to something else, such as from other IPs
be "soulful"(weird 90s wads)
So, even if you don't have the ability to create a smashing hit like any of the Cacoward winners, I believe you still have a chance to win me over, especaially if you create something unique and from the heart.
What about the prizes?
Well that's probably to be consulted with the winners. Generally, I plan to have multiple slots for winners, but I could end up creating multiple categories if necessary. Due to my limited financial situation, I probably won't be able to giveaway expensive prizes, but I'd love to give away a bag of Polish trinkets or candies to the winner, or just plain cash. However, embargos and postal services being a bitch is a thing that happens, so I might end up just doing 2d/3d art commissions(I'd love to, actually). A 3D printed SPIADW girl could be nice though. Again, will likely decide after the submissions come in.
In any case, the contest is about celebrating the creativity the Doom fandom is capable of, so even if you don't end up winning, I'd love to see your efforts.
To submit a WAD, post either below, or send one to my e-mail.
I'll see you later!
I think there is a nascent kind of overarching WAD type in Doom which in my opinion is exemplified by some of Impies releases. We all know him for his Dynamite Duchess trilogy but I'm referring to his excellent Splatterhouse TC and his Strange Aeons.
This WAD type would be what I call "A novel in Doom format". There are some other WADS out there that I think would fit the bill.
The main features of a novel in Doom format would be its cohesion between maps creating a sense of journey. This is best accomplished by a single mapper who would have to be quite skilled as there'd need to be some variety to the maps. Also, apart from the intermission screens, the WAD must be in the "show, don't tell" form of storytelling. Thus the geometry of the maps, their themes, features, enemy placement and enemy types (and daresay more) would all convey a non-verbal story which is internally consistent and progresses from map to map.
What about text? This is tricky and I hazard that the less text the better since the primary mechanism of story conveyance must be in the gameplay itself. Thus the text, if any, must play second fiddle to the map and the monsters within. And here is where the skill would come in, to have a strong story without explicitly signalling that presense of one with walls of text.
Does anyone else have any thoughts or criticisms about this? Are there other WADs out there you think embody the "A novel in Doom format" concept?
Categories
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Mapping and Modding
Share your cool mapping tricks, modding ideas or ask for help here
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Doom 2016
The one before Doom Eternal
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Doom Eternal
Rip 'n tear
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