NecroDoom is a gameplay mod featuring the Necrosuit, a heavy-weapons exoskeleton capable of delivering large doses of whoopass to anything that moves (or doesn't move, for that matter). It's mostly just a showoff mod for the recently-ripped Necrodome weapons, but I got a bit carried away and implemented a few neat things that should hopefully make for an interesting gameplay experience. Full list o' Features:
6 new weapons, ranging from twin chainguns to rocket pods.
Brand-new (sorta) military hardware, including the crowd-pleasing Napalm Bomb
Revolutionary (not really) dismount system -- enter/exit the Necrosuit at will (and blow it up if you so desire!)
New HUD, SFX, and title music for grins.
NEW: Cross-game compatibility! Works in all the Dooms, Heretic, Hexen, and Strife!
Forum.zdoom.org
v4 Notes:
So I've done a major-ish update and randomly called it "v4" for some odd reason. The big new feature is Heretic, Hexen, and Strife support, thanks to amv2k9's generous donation of his multi-IWAD support patch, so gear up and give your favorite non-Doom games a try!
First, a few general notes:
- Minimum required ZDoom version has been bumped to 2.6.0, as some new things (bobbing, extended railgun parameters) have been utilized for fun n' profit.
- The Rocket Pod's spread has been altered once more. Instead of a random scattering of messiness, the rockets now fire in a tight-but-diverging diamond pattern. Looks cooler, works better, and makes the weapon a lot more fun to use, IMO. This behavior should be final, this time 'round.
- When not in the suit, alt-fire is now also a melee attack. Picking up the Wrist Blades will also grant a punch dagger to the runner melee, because why not?
- The Necrosuit enter/dismount system has been fixed up to work correctly with hubs. Transitioning between hub levels is treated the same as starting a new map; exiting without a suit will restart you in the suit, and if the suit was previously destroyed, you spawn with 100 HP and 0 armor. Perhaps a bit cheesable, but this is the only real way to prevent duplicate suits from existing in multiple levels (that I'm willing to hack in, anyway).
- Weapons now bob vertically, a bit. Looks a bit nicer, IMO.
- The mod's a .pk3 now, because.
Notes for Heretic:
- To best match Heretic/Hexen's style of gameplay, several new inventory items have been added that replace somewhat-equivalent-ish Raven artifacts. Additionally, Major Repair Kits, which replace Quartz Flasks, are usable from the inventory in Heretic/Hexen.
- Ammo balance should in theory be better than in Doom, since each weapon in Heretic happens to run on its own ammotype, just like Necrodoom. It's probably off right now, though, since playtesting is pending.
- The Wings of Wrath have been replaced by a "Booster" device that levitates the player, but only when outside of the suit. The idea is to provide more incentive for leaving the suit, but this is in some ways an experimental change to see if people are okay with it. In Heretic particularly, the powerup will only last for a short amount of time or until the player re-enters the suit, at which point flight will end unless another Booster is used.
- The Missile launcher spawns in place of the Firemace, but unconditionally (i.e. no special chance-based appearance logic as dictated by MaceSpawner).
- POSSIBLE ISSUE: The Chaos Device replacement artifact is not a teleporter; as such, if there are any maps out there that rely on this device for game progression (i.e. it is the only way for the player to exit a given area), you'll probably get stuck. Might change this on a later date if notable maps have a problem with this.
Notes for Hexen:
- In keeping with the original game's ammo balance, when playing Hexen, there are only two ammo types: Ballistic and Explosive, which correspond to Blue and Green mana respectively (A third "combined" ammo pickup exists that gives both). The HVGun, Chaingun, and Laser Gun use Ballistic ammo while the Rocket Pod, Cannon, and Missile Launcher opt for the Explosive. This is IMO a better alternative to using RandomSpawners for all the mana drops, since which weapon you end up using is no longer strictly up to the RNG.
- In order to place the full roster of weapons, items for all classes will spawn. This allows weaponry to replace each of Hexen's unique weapons for all classes, but as a result, you might run into a few more beasties than you're normally used to.
- POSSIBLE ISSUE: As a side effect of the above point, in some wads, you may encounter overlapping creatures or an excess of items; this can't be helped unfortunately, but shouldn't be too destructive since ZDoom handles overlapping monsters pretty gracefully nowadays.
- As per Hexen's original behavior, the Booster (Wings of Wrath replacement) lasts for the duration of a hub. You will still only be able to fly when outside the suit (i.e. entering it will strip flight), but the flight power will be restored upon exiting the suit.
Notes for Strife:
- For simplicity's sake, the Sigil no longer exists. In its place, you are granted dummy inventory items that should handle progression through the story, so just ignore the oddity of the player never actually wielding it despite the story saying it's there. It's not like it's any stranger than Acolytes ignoring the suspicious guy in a mech suit stomping around everywhere...
- Most enemies in Strife are doubly-resistant to general attacks (except melee), since Strife's entire damage system rolled d4s instead of d8s (effectively making everything do half-damage). This should hopefully make the game semi-balanced-ish, though don't be surprised if you're rolling in ammo early on.
- Melee attacks (both in- and out-of-suit) are silent and will not raise alarms (though will alert Acolytes as the punch dagger does). A silent ranged weapon is available in the form of a silencer item (replacing Crossbow pickups) that will make the runner Shotgun noiseless for 20 shots. I plan on making someone (either Justin or Tevick -- maybe both) sell silencers at some point, so you can snag some more in a later update.
- Though not yet complete (see note above re: silencers), some modified convo scripts are included so that vendors sell Necrodoom ammo types now.
- As in Strife proper, all healing and armor items are carried in the inventory, and behave pretty much the same as Strife's only with different sprites.
- Minor Issue: Though dialogue text has been updated where necessary, the voice acting naturally remains unchanged so there is at least one case ("Here's a Crossbow") where the voice will not match the text. Can't really be fixed unless we can track down Harris's original voice actor and trick him into recording a different line.
- BIG NOTE: Most of Strife (everything beyond the Programmer) remains untested at the moment. It's highly probable that something is borky, so any brave souls who are willing to Strife it up will definitely be a major help.
There are several new items defined as well, to better match the inventory-driven nature of the Raven n' Rogue games:
- Grenade -- Simple thrown bouncy explosive device that replaces Time Bombs and Flechettes. The NecroPlayer class has these set up as its FlechetteType, meaning that the "useflechette" command will correctly toss these.
- Fusion Bomb -- BFG grenade. Bit tricky to use, since you have to be facing your target as you blast 'em, but it's just as effective as a BFG shot in a convenient, portable form. Replaces various offensive artifacts such as Morph Ova and Banishment Devices.
- Booster -- Wings of Wrath equivalent, as described in the Heretic/Hexen sections above. Works only outside the suit, though in Hexen, its effects last throughout the whole hub so long as you're outside the suit.
- Shock Coil -- Electromagnetic device that thrusts enemies away from the player when used for some mysterious reason. Basically a reskinned Disc of Repulsion, since I like them. Replaces you-know-what.
- Lightning Oil -- It's like WD-40 on crack! This stuff lubricates the engines or something and allows you to move a lot faster. Nobody really knows why. Mostly because I needed to replace the Boots of Speed and an "OIL" sprite was all I could find.
- Shotgun Silencer -- Nifty device that renders the runner's Shotgun weapon silent for 20 shots. Applying a second silencer while one is already on will replace the existing one, restoring the number of silenced shots to 20 but not going above said amount. Once applied, the silencer cannot be taken off until used up because this is a videogame and that would be hard to code.
you should make this brutal doom compatible because this is an epic wad and has that potential!
Hi, first I'd like to say thanks for making this mod.
After playing through some doom 1 and 2 I must say I see a lot of potential.
Two ideas that first sprung to mind were:
1) I can see this crossed with a mod like brutal doom with the updated enemies and effects, with heavy metal music blearing with this suit and it's weapons would make for an amazing combination.
2) This suit as an item pick up like a soul sphere in a mod like project brutality, would need balancing etc but like with brutal doom could make for an amazing experience.
All the best and look forward to see where this goes forward if it isn't complete already as it is already pretty great.
The issue with making a mod compatible with Brutal Doom is the fact the code looks like mutilated spaghetti to Doom coders. Trust me, it's not easy. Everything would need to be changed damage-wise, pickup-wise, HUD-wise, movement-wise, projectile-wise and done again for the "realistic" difficulty.
In the meantime, pick up the Project Brutality mod for BrutalDoom, and the overhaul pack for PB, one or the other of them comes with a BUNCH of HUD conversions. Personal favourite is the UDV (Ultimate DOOM Visor)
This version cuts off the helmet animation on each side of the screen top and bottom. Looks horrible like that.
I have to force my aspect ratio to 4:3 which makes my picture look way stretched to fix it. Why did you take out 16:9 compatibility with your newest update?
This mod is such an amazing concept, and I've not seen it done as well with anything else.
It would be an instant classic in my collection.... but...
Why oh why does the HUD not work in 16:9 like Version 1 did?? This alone ruins the mod entirely which is very sad, and seems a huge error.
The lasers could do to have dynamic lighting compatibility, it'd be cool to see them glowing green using GZdoom.
The grenade launchers are also bad as they don't have explode on impact, and the fuse is ridiculously long rendering them actually useless.
And other than that, some walking sound effects, impact sounds of projectiles hitting the armour, and perhaps a tiny bit of scuffing at the edges of the screen to show an armour glass windshield would just make this godly.
I'm honestly gutted this has been abandoned, I wish I knew how to mod so I could personally fix it up!