Doom Eternal Xp v.1.4c updates:
The BFG now also get's and Alt-Fire mode at 75k Xp
Bug fixes:
Doom Eternal Xp v.1.4b updates:
Small update. The Shotgun high speed auto fire upgrade seemed a bit too op. So now it is changed to a 3 shell burst.
Doom Eternal Xp v.1.4a updates:
Alt-Fire upgrades added to Chaingun, Rocketlauncher and Plasmarifle
Doom Eternal Xp v.1.4 updates:
Let me know if you find any bugs. Since I was my own beta tester.
Doom Eternal Xp v.1.3c updates:
We moved from Doom EXP, which initially stood for "experience", to calling it now "Doom Eternal Xp" since many features have been added that were shown in the gameplay footage of Doom Eternal.
Doom Eternal Xp v.1.3 updates:
With the custom weapons and new features now implemented, this mod will most likely not be compatible with other weapon/monster mods anymore.
Updates for the upcoming Doom Exp v1.2b
The shotgun hook will be an unlock-able upgrade now that you get at the rank of 10000xp.
Furthermore the stun enemy pain chances have been balanced. Since you could pretty much exploit some monster with the stun of the grapple hook. Now monsters like Cyberdemon, Spidermastermind, Arch Vile and Revenant will not always get stunned. It's more of a 50/50 chance.
The Shotgun hook upgrade will be visible as a new icon
Also Damage indicator icon was replaced with this
changelog 1.2a :
changelog 1.2 :
Mod Type: Singleplayer Xp Rank/Reward System
Source Port: GZDoom (Tested on version 3.6 but should work with older versions too)
Author: Officer D
Build Time : Approximately 1-2 weeks
Programs Used: Slade3, Gimp 2.8, Audacity
Background art by Valentrisrrock
Update : Doom Exp v1.1 released
changelog :
Also there is a separate (.ogg) music pack to go along with it now.
Spice up your Doom experience with the latest update of Doom Exp!
⚠ Important : GZDoom 4.6.1 and above will cause your game to crash to console when accessing the store, initiating slow motion or picking up a time freeze. Due to the developers choice of getting rid of calling console commands from outside the menu. It is recommended to use GZDoom 4.6 which you can grab from here. Forum.zdoom.org
New death animations:
Phoenix dash attack and glacier smash attack:
Checklist for bought upgrades:
Lootbox key and store token:
Scope overlay:
Changelog:
- Minor bug fix where crucible altfire overlay would share the same ID with the Archon of Hell counter.
- After performing an extreme glory kill on Hell Knights and Barons, their legs remain and fall over.
- Small flash effect added to some of the glory kills.
- Shoulder cannon grenade can not be eaten by cacodemons and painelementals anymore.
- Fixed bug where shotgun grenade spams multiple explosions on impact.
- Added Revenant decapitation glory kill.
- Fixed timer for sprite power up pickups.
- Power up pickups now do the eyes reflection on pickup (Custom Overlays must be set to On).
- Alternate death for Mancubus added for kick and punch glory kills.
- Baron can gib when killed with high power.
- Arachnotron death for kick and punch glory kills slightly changed.
- Stores now require tokens for the request.
- Store token rewarded every 3rd map and can also be found in levels and lootboxes.
- Lootboxes can now be opened with keys for better loot. Destroying them loweres chances of good loot.
- When you lose an extra life your kill count score gets reset.
- HyperFragon25 low ammo sound added.
- Big monsters have a small chance of dropping lootbox keys and store tokens.
- Fixed bug - Infinite AltFire on Chaingun.
- 50% chance for lootbox keys to spawn alongside normal keys.
- Phoenix dash attack upgrade added.
- Stomp Attack renamed to Smash Attack.
- Glacier smash attack upgrade added.
- Big performance boost. Monsters no longer run looping status check scripts.
- Dash attack and Slide attack don't speed up anymore when getting the double firing speed power up.
- Ammo/Weapon/PowerUp boxes removed from store. You can buy lootboxes now for 5k XP.
- Removed buy random loot feature.
- Fire Grapple Hook will now randomly play Scorpion's "Get Over Here!" sound.
- Dual Pistol select sound added by HyperFragon25.
- SlowMo ready sound added by HyperFragon25.
- Option added to limit store tokens to 5.
- Sell lootbox keys/Extra life/Store tokens option added to stores.
- You can now use the meat hook key to switch ammo types for Cryobow & Rocketlauncher.
- Added upgrade checklist.
- Glory kills sped up.
- Swallowed SG grenade explosions have an area stun effect on other monsters.
- Added a fade out to the edges on the scope image, since some people seem to have a weird resolution setting that doesn't set it to 16:9 even though the image is 16:9 format.
- Glory points can now be earned with chainsaw alt kills.
- Pistol Start upgrades added to store.
- Fixed missing A_BossDeath in special Death sequences for the Baron of Hell.
- Fixed bug not being able to slide after extra life.
- Fixed! Kill count problem with monster swallowing SG grenades.
- Overlord lost soul attack changed to a shockwave attack.
- Power node containers will always give you 4+ PN now.
- Buy Menu visual clarity slightly improved.
The official Doom Exp group for everybody who loves being part of a service that supports free-speech.
Feel free to join our discord server for exclusive info or to share your thoughts and suggestions. If you are experiencing problems you might get a faster response there as well. Also get early access to development builds of the mod.
Doom Exp has tons of adjustable settings to customize the gameplay to your personal preference. The gameplay mod focuses on high mobility, arcade style...
A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...
A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...
A xp/rank/reward/mobility modification with visual/sound/text notifications. "Doom Exp Settings" menu with many adjustable settings and keybindings. Edited...
Doom Exp has tons of adjustable settings to customize the gameplay to your personal preference. The gameplay mod focuses on high mobility, arcade style...
Doom Exp has tons of adjustable settings to customize the gameplay to your personal preference. The gameplay mod focuses on high mobility, arcade style...
A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...
A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...
A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...
A xp/rank/reward/mobility modification with visual/sound/text notifications. Custom "Doom Exp Settings" menu, Improved Sounds & effects and More Gore!
I'm sorry if this has been asked before, but is this mod incompatible with the Ultimate Doom .wad? I get to E1M3 and it just randomly crashes at random points in the map. It doesn't matter how long I take to get there, it's just something about that map, I've only managed to complete once it after some 30+ attempts, only for the secret level to crash it too.
What version of GZDoom and what's the crash log?
V. 2.4.2 and nothing shows up in the crash log.
Try updating your GZDoom. Without any crash log or error messages, it could be anything unrelated to the mod.
Been loving the mod so far but I've noticed one core balance issue:
Dual Pistols with AP rounds (even with what appears to be a damage nerf to dual pistols vs single with AP) are far and away better than the chaingun in every respect sans the chaingun can summon the shield.
They are more accurate, seem to do more damage per shot, can penetrate enemies, and are a better use of your ammo for the damage and horde killing potential.
On one hand the mod definitely needs to have sniping capabilities of something like the dual pistols for longer range targets, but as it stands balancing the chaingun to be more of a power weapon like the BFG that uses up a lot of ammo really fast seems to have basically become outmoded by the dual pistols once upgraded.
I haven't tried the plasma rounds upgrade for the chaingun but I don't know if they would even fix this problem.
Regenerating health is another strange one where since it's balanced for the later game difficulty, I can't entirely say that it's too powerful since some of the miniboss fights seem to near impossible without it given how often your health and armor fluctuate later into a mapset.
By the way the random events are amazing and easily my favorite part of the mod. When I tell people about the mod I often say "it adds a ton of stuff from eternal and it's the mod where I saw an imp **** himself to death"
The pulse rounds are what make the chaingun useful again, since it is designed to take out fire demons much faster. The reason the AP rounds are so powerful, is because you do have the option try a pistol only run with the pay to win mode enabled. And is a good early upgrade incase you have mini boss spawning set to high and need something to counter them.
With the way the mod is designed to be very dynamic and give the player all the options to customize the difficulty by themselves, it is incredibly hard to get the perfect balance. I'd say near impossible. I'm constantly getting people telling me two opposite things. Some say it's too hard and some say the player is too OP.
Thanks for the feedback. There have already been quite a few changes prior to this one. For example the BFG has gotten it's own ammo type now. Feel free to try it out.
Drive.google.com
For more info on the changelog visit my discord.
Having played a ton of it at this point, it's actually BOTH but in a very different way from most Doom mods. As you get more powerful, basic enemies often become easier and easier to kill but the roadbumps you get like mini-bosses, the arch-vile (who still kicks my *** around level 19 and up) The Doom Hunter suddenly make the game a LOT harder during that period of time because suddenly you are up against something which is worth of the use of al of those abilities and ammo you have been saving up.
I have been looking for a doom mod like this for a while, since I tried out UDV- Truly Brutal with Ultimate Doom Visor and Project Brutality, one where you have a lot of resources and powers but are still up against things which are worthy of them and using all of those powers to your advantage. Things which if you drop your guard can shred you.
The big difference is UDV Truly Brutal kicks you whenever you are down and keeps kicking you whereas this gives you far, far more ways to claw your way up from the brink, especially once you get flame weapons and the chainsaw.
By the way INCREDIBLY clever way of balancing the use of the chainsaw for pickups. That was nothing short of genius for something which easily could have overpowered the game.
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it makes me invincible after i play for long enough
There was a bug when you had extra lives disabled. But should be fixed with v.2.4.2
Or what do you mean?
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This mod Is Awesome
We know