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scroton

Fractal Doom v0.2.4b

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//////////////////////
// FRACTAL DOOM
//////////////////////

Fractal Doom is a singleplayer/Coop gameplay mod that modifies Doom's monsters (and their projectiles) and the player's weapons to be fractal or geometric.
Everything--monsters, weapons, projectiles--is overall faster than vanilla.


Gameplay Video #3 (embedded below)
Gameplay Video #4 (embedded below)



Gameplay Video/Trailer #2
Gameplay Video/Trailer #1

//////////////////////
// MONSTERS
//////////////////////

Summary:
--Monsters are approximately 50% faster than their vanilla counterparts and have decreased pain chance to compensate for the player's increased firing speed
--Monster projectiles are faster than vanilla projectiles, ranging from 50-100% faster, with a couple even faster than that.
--Monsters in Fractal Doom spawn smaller fractal versions of themselves (and sometimes other monsters) through various means, have fractal projectiles, or sometimes both. Smaller fractal versions of monsters generally deal a proportionate amount of damage to their full-sized counterparts; most of the time slightly more than proportionate, sometimes slightly less. Health follows similar patterns.
--Smaller fractal monsters are similarly generally a proportionate fraction as fast as their parents, except mini archviles which are flat out faster than their parents.
--All thrown mini monsters can be shot and killed in midair. Revenant rockets (with and without riding revenants) can also be shot and killed in midair.
--All thrown mini monsters harm the player if he is hit by one,
--Most mini monsters are pushable and can be moved by the player
--No monster death explosions injure the player.
--Mini archviles can resurrect all monsters, not just mini ones. This includes other mini archviles.
--Monster projectile offsets appear correctly according to their sprites (the sprite offsets have not been changed, just the attack offsets.)
--Monsters have their expected blood colors, as in many other mods.

Zombiemen, Sergeants, and Chaingunners: All are faster, shoot somewhat more accurately than their vanilla counterparts and are quicker to begin shooting, but do deal the same damage per shot as vanilla. Zombiemen have increased health. All have miniature version burst out of them upon death. These mini versions drop mini weapons on death which mini marines can pick up and use.

Imps: Imps are faster, Imp fireballs are faster and Imps are quicker to open fire on the player. Imps throw miniature imps (which can be shot in midair) which in turn throw mini imps of their own. The 2x mini imps the 2x mini imps throw do not throw any smaller imps, just mini fireballs. Thrown mini imps harm the player if the player is hit with one.

Demons: Demons are faster and have a much quicker bite which deals more damage than their vanilla counterparts. However they die and explode upon biting or attempting the bite the player. They explode into mini demons, which in turn explode into even smaller demons. All death explosions jostle around surrounding monsters and players but do not deal damage to players or monsters.

Cacodemons: Cacos are also faster, and they now fire mini cacos at the player much like pain elementals. They also explode into mini cacos upon death like pain elementals. The explosion from this does damage surrounding monsters, other cacos and mini cacos included. Mini cacos will charge at the player like a lost soul upon being spawned; however unlike a lost soul they will track the player and are much harder to avoid. Afterwards they will either fire mini fireballs at the player or charge them like a lost soul.

Mancubi: Mancubi are also faster, and now have a set of angle ranges to their attack pattern, though the attack pattern is otherwise the same. Upon death 4 miniature mancubi burst forth from their bloated corpse in an explosion that jostles them and other monsters and players but does not deal damage.

Arachnotrons: Arachnotrons are faster and now bleed mini spiders which, thankfully, are pretty flimsy.

Revenants: Revenants, in addition to being faster, now shoot two rockets instead of one. They also sometimes shoot Rocket Riding Revenant Rancheros in addition to normal rockets. Like normal rockets they are fired in groups of two. These Rocket Riding Revenant Rancheros hurt as badly as a normal revenant rocket, and the mini revenants riding the rockets jump down and fight the player after the rocket explodes.

Lost Souls: Lost souls are faster than vanilla, and burst into smaller lost souls on death, which in turn burst into even smaller lost souls upon their death. Smaller lost souls will attack the player a decent number of times, and the smallest ones will attack the player a handful of times, after which both will become "lost" and start wandering around unless bothered again.

Pain Elemental: Pain Elementals now have a rocket skull attack in addition to their normal Lost Soul attack. This is done partially to prevent them from being helpless in a close quarter fight as well as to prevent them from completely flooding the entire map with thousands of lost souls and mini lost souls if they get into a fight with another monster. Upon death they burst into two miniature pain elementals, which shoot mini lost souls and mini skull rockets. The mini pain elementals explode into mini lost souls upon death.

Baron of Hell and Hell Knights: Both are faster, and they both throw minature versions of themselves at the player. They also have projectiles which burst into one of two fractal patterns, in addition to their vanilla attacks.

Archviles: Not much has been changed with the archviles, except that they burst into 4 miniature archviles upon death which are launched a significant distance. The mini archviles are faster than their parents and do not attack the player, instead just running around resurrecting monsters (including other miniature archviles.) Whether they run towards or away from the player is random and will randomly change, independently of other miniature archviles.

Cyberdemon: The cyberdemon has been made significantly more challenging.

Spider Mastermind: The Spider Mastermind has been made significantly more challenging.

Wolfenstein SS: The wolfenstein SS has not been tampered with, though there is an official add-on for it (See below for download link and video.)

//////////////////////
// WEAPONS
//////////////////////

All weapons' primary fire DPS is increased 33% over their vanilla counterparts, either through faster shooting (most) or increased damage per shot (plasma, chainsaw.)

The Shopvac is a chainsaw replacement. Primary fire behaves like a normal chainsaw. Kiling normal enemies gives you gib ammo, altfire shoots gibs at enemies.

You can also suck up (they will actually get pulled to you) mini spiders, mini cacos, the smallest mini imps, the smallest mini souls and the smallest mini demons. Such minis are shot back out preferentially in the shopvac altfire, doing almost as much damage as a plasma gun. The minis shot out correlate with the minis sucked up, eg if you suck up 4 imps and 2 cacos, in random order you will shoot back out 4 imps and 2 cacos.

Shopvac video: http://youtu.be/cThqgUPFcC8

If you idfa or idkfa type "give shopvacminis 900" to be able to shoot them instead of gibs.

Fist shoots faster than normal fist and uses both fists in primary fire. Secondary fire has you rip and tear a fractal mini marine out of yourself and hurl it towards the enemy. Hold down for longer throw distance. Uses ammo found in berserk packs or given automatically at the start of a level (1 per level if you have none in zdoom, 1 per level up to 2 if you have less than 3 in zandronum) and takes 30 health from you. Mini marines also have a very low chance to spawn when you're hit. Mini marines spawned this way will carry the same weapon as you do.

Type "Give minimarinecheat" in console to crank up the spawn rate.

Minimarines seek out, pick up, and use mini guns dropped by mini enemies. Minmarines also have actual ammo and even ones spawned already having weapons will pick up mini weapons and use them once they run out of ammo for their spawned gun (or in the case of the ssg minimarine, to use in their spawned gun.) Minimarines are the same color as the player that spawned them and will also change color along with the player that spawned them.

The pistol is replaced by dual pistols.

The pistol, shotgun, SSG, and chaingun all have alternate fires which fire bullets that burst upon hitting stuff into a geometric pattern. Alternate fires cost twice as much as primary fire and are less accurate. They deal a portion of their damage as radius damage, and while this is much more effective against groups of monsters the alternate fire modes all deal the same damage as the primary fire against lone monsters.

The rocket launcher has an alternate fire which takes 15 rockets and launches a ripping projectile rocket which launches mini rockets in a spiral pattern as it flies. It does not rip bosses.

The plasma rifle has an alternate fire that takes 10 cell and divides into a branching (semi) fractal pattern. The use of this will be best served by giving it enough room (it doesn't take too much) to branch before hitting enemies otherwise it's just an ammo waste.

The BFG has an alternate fire that takes 800 cell and launches a spiral patterned series of projectiles which fly in a straight aimed line, devastating all in their wake, before hitting something and exploding after a brief sequence.

//////////////////////
// POWERUPS
//////////////////////

The berserk pack has more flavor than the vanilla berserk pack. In the 45 seconds immediately after picking up a berserk pack, the player will receive a 75% damage reduction, become immune to radius damage, move at 2x speed, deal a small amount of radius damage with their punches, hear a flavor heartbeat sound effect, their screen will tremor, and they will be unable to use any weapon other than the fist for those 45 seconds. Additionally they will be able to spawn minimarines with the fist altfire without losing any health, and even if they have less than 30 health. After the 45 seconds these effects will stop and the berserk pack will afterward function the same as a vanilla berserk pack.

The blur sphere confers a 10% damage reduction in addition to its partial invisibility effect. If people think it's a good idea I'll go with my original idea in later updates and have the blur sphere not affect the aim of non-hitscanners, the idea being that it is actually easier to dodge projectiles when they don't have random aim.

The radiation suit in the Zandronum version does not disappear after being picked up, and instead remains available for other players to use.

//////////////////////
// CREDITS
//////////////////////

Credits have been moved to pastebin because they were very large and doomworld appears not to support spoiler text: http://pastebin.com/KZqJzFi4

Also contained as a text file inside the WAD itself.

//////////////////////
// DOWNLOADS
//////////////////////


ZDoom Version
--Difficulty levels and some monsters are balanced for single player
--Mini marine spawn rate from pain state increased (though none spawn on death, unless you're holding one when you die)
--Mini marines are more talkative than in Zandronum version
--Bullet primary fires use bullets rather than fast projectiles
--Map-placed pickups are split into several pickups which each give less and occupy the same point
--Difficulty Levels:
    Linear: HMP spawns, 2x Ammo, Player only takes 90% Dmg
    Euclidean: HMP spawns
    Cartesian (Default): UV spawns
    Elliptic: UV spawns, Monsters are more aggressive than vanilla (Agg = 0.2)
    Symplectic: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 0.4)
    Recursive: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 0.6)
    Fractal: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 1.0)
    Stochastic: NM spawns, 2x Ammo, 1.5x Armor pickups (but not max armor), Monsters are more aggressive than vanilla (Agg = 1.0), MiniMarines have 2x health, Fast Monsters
    MultiFractal: NM spawns, 4x Ammo, 2x Armor pickups (but not max armor), Monsters are more aggressive than vanilla (Agg = 1.0), MiniMarines have 4x health, Fast Monsters, Monsters respawn
Zandronum 1.2 Version
Zandronum 2.0 Version
--FOR SERVER ADMINS: Skill 1 is the UV equivalent difficulty level, not Skill 3
--Difficulty levels and some monsters are balanced for multiplayer
--Weapon Skins
--Chance for Mini Marine to spawn on death
--Mini marine ammo given at start of level given if you already have only one, rather than only if you have no mini marine ammo
--Everything possible is clientsided
--Bullets and projectiles pass through allies
--The left pistol (fired in single shot, not held) uses normal bullets rather than projectiles, this is in case having only projectiles would break compatibility with some maps
--Difficulty Levels:
    (0)Geometric: HMP spawns, 2x Ammo
    (1)Recursive: UV spawns
    (2)Fractal: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 0.3)
    (3)Stochastic: NM spawns, 2x Ammo, Monsters are more aggressive than vanilla (Agg = 0.6)
    (4)MultiFractal: NM spawns, 2x Ammo, Monsters are more aggressive than vanilla (Agg = 1.0)
ZDoom Monster Version
--Only includes monsters, no weapons or any other modifications
--Does not include mini marines
--Should be compatible with most weapons mods and any other mods that don't replace monsters. If playing a wad that does replace monsters then load Fractal Doom last. Let me know if there are any issues.

Zandronum Monster Version
--Only includes monsters, no weapons or any other modifications
--Does not include mini marines
--Some monsters balanced towards multiplayer
--Everything possible is clientsided
--Should be compatible with most weapons mods and any other mods that don't replace monsters. If playing a wad that does replace monsters then load Fractal Doom last. Let me know if there are any issues.

Official Fractal Wolfenstein SS Add-on
--Replaces the Wolfenstein SS Soldier
--Video: http://youtu.be/CS0ZyZXCHPI

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Cool to see this back again; I have a question, though. Are mini marines a set color or do they inherit from whatever color you have set for your marine? I wouldn't know since I always go with UAC green.

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Your mod looks interesting/amusing. One piece of advice though: your videos would be far more watchable if you didn't dub music on top of them. It doesn't do anything to enhance the videos, it just makes them annoying to watch.

In particular, dubbing "Let the bodies hit the floor" over a video is the worst irritating kind of cliche.

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fraggle said:

In particular, dubbing "Let the bodies hit the floor" over a video is the worst irritating kind of cliche.


I think that's the joke.

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Platinum Shell said:

Cool to see this back again; I have a question, though. Are mini marines a set color or do they inherit from whatever color you have set for your marine? I wouldn't know since I always go with UAC green.


Yeah, glad to be back. Sorry about being dumb before.

Minimarines are the same color as the player that spawns them. They'll also change color along with the player that spawned them, so if you spawn some, then change your color to yellow, the green minimarines will all turn yellow. This is the case in multiplayer too.

Updated the OP with this info in case someone else asks.

fraggle said:

Your mod looks interesting/amusing. One piece of advice though: your videos would be far more watchable if you didn't dub music on top of them. It doesn't do anything to enhance the videos, it just makes them annoying to watch.

In particular, dubbing "Let the bodies hit the floor" over a video is the worst irritating kind of cliche.

plums said:

I think that's the joke.


Yeah, video #1 is meant to be taken as a joke.

Though fraggle, there are two other youtube videos embedded in the OP as well as the two with links, and neither of them contain any music (not even the game music.) I don't know if you just missed them or your browser didn't display them correctly, but I've added their links like the other two in the OP.

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Ah, sorry bout that then. I probably should have put the embeds alongside the links from the getgo rather than replacing the links with the embeds.

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Fractal Doom has received an update. I was going to wait and release these as part of a larger update but the difference a slight change made to the way the pistol, shotgun, SSG, and chaingun altfires work is significant enough that I decided to release it sooner rather than later.

Rather than a starburst of 24 projectiles dealing individual damage, the altfires now have a couple of points of their total damage dealt through a miniature marathon-style explosion (where damage is constant throughout the radius.) This is approximated in the Zandronum 1.2 version. The starburst projectiles remain, but are now only cosmetic.

The fists now have proper sounds, which change when the player has a berserk pack.

The berserk pack also now has more flavor; in addition to the 75% damage reduction that was present for 45 seconds after first picking up the berserk pack, the player will also be immune to radius damage, move at 2x speed, deal a small amount of radius damage with their punches, hear a flavor heartbeat sound effect, their screen will tremor, and they will be unable to use any weapon other than the fist for those 45 seconds. Additionally they will be able to spawn minimarines with the fist altfire without losing any health, and even if they have less than 30 health. After the 45 seconds these effects will stop and the berserk pack will afterward function the same as a vanilla berserk pack.

The blur sphere now confers a 10% damage reduction in addition to its partial invisibility effect. If people think it's a good idea I'll go with my original idea in later updates and have the blur sphere not affect the aim of non-hitscanners, the idea being that it is actually easier to dodge projectiles when they don't have random aim.

The radiation suit in the Zandronum version no longer disappears after being picked up, and instead remains available for other players to use.

The ShopVac isn't quite as loud as it was before.

Weapon skins in the Zandronum version now function correctly, including crouch sprites.

There are two Zandronum versions this time around, 1.2 and 2.0, since the berserk tremor and marathon-style explosions both function better in the 2.0 version, though they are approximated fairly closely in the 1.2 version.

OP has been updated accordingly.

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Fractal Doom has received another update/bugfix. All version have been updated. Like with the last one, this was gonna be released as part of a larger update, but since there is a bugfix included I figured I'd release it now instead.

A lingering crash-causing bug has been tracked down and finally solved; turns out the mini archviles could theoretically (but not in practice) cause an infinite loop and this was occasionally causing crashes.

A minor oversight involving A_BossDeath has also been fixed.

A minor oversight preventing mini archviles from resurrecting other mini archviles has been fixed.

Additionally, the way Fractal Doom handles useless objects like hats, non-resurrectable corpses (such as archviles and cyberdemons) and some (but not all) mini corpses has been changed to cut down on the number of actors the engine and/or server thinks are important. The only visible gameplay change will be that half of most types of mini corpses will not be resurrectable by archviles or mini archives.

OP has been updated accordingly.

As always, I welcome feedback/suggestions/bug reports.

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Excellent mod again Scroton. Question: can you pick up mini marines? I remember talking about it (probably in the Zdoom thread) but was never sure if it got added.

Also, is this thread the most active place for the mod?

Thanks.

EDIT: Also, why do some (I seem to find a handful each map) pinkies (the normal, largest size found in maps by default) appear as stationary, peaceful, invisible and in noclip mode? The hitbox seems to be normal though, and once I damage it enough (if it happens) for it to wake up it will become visible and act normally like it should. If I kill it while it's in this weird mode it splits apart like normal too. Bug?

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You cannot currently pick up mini marines, but it is a planned feature. It will include keeping track of their health, weapons, and ammo. I have a bunch of other stuff that I'm planning on adding as well, as well as some reorganization stuff that won't affect the player, but should make future updates quicker.

That pinky behavior is most definitely a bug, and I'm not sure exactly what is causing it. It will receive a much closer inspection by next update and I aim to have it fixed by then.

The biggest thing is going to be finally tracking down and eliminating the last bug that is causing hard crashes. I believe it is caused by the mini-marines, and is like the mini-archvile bug in the last patch in that an infinite loop could theoretically happen (even though it doesn't) but ZDoom/Zandronum terminates anyway since it thinks it will continue indefinitely. I may be wrong though, and it is actually causing an infinite loop somewhere. I couldn't track it down the last couple of times I took a look at it, but I will for sure by the next patch, even if it means re-writing the mini-marines from scratch.

This thread is the most active place for the mod. I know it hasn't updated in a while but I've been busy with non-Doom stuff as well as caught up in other Doom projects. What's monopolizing all my Doom time at the moment is working on the next version of The Space Pirate, but after that is complete I should have more time to work on the next Fractal Doom update, as well as update Pistol Start Options (several of the "supported" mods have updated since the latest version, some multiple times!) and release a couple of other mini-projects.

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Thanks for the reply. I totally understand you have other shit going on, I just wanted to make sure that the Pinky issue could be replicated. Thanks!

BUG: (I think) When pinkies explode the explosion frame is sunken into the ground by around 50% even with "Adjust Sprite Clipping" set to always. And, if it is intentional, how could I manually raise it? Must be forced to as I've never seen a sprite ignore ASC.

Another BUG:



A suggestion: make mini marines targetable by monsters on sight, like the player. As it stands, the only real time I find mini marines taking damage (or getting killed) is when they move into the middle of a crowd and start attacking from the middle where they're blocked from zipping around to dodge. If they took more aggression from monsters, the player would be better urged to back them up rather than letting them go on a little rampage where every fight they start (for the most part) is 1v1.

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The pinkies' explosion frame shouldn't be sunk into the ground. That was probably an oversight on my part with offsets. I'll check soon to determine what exactly happened.

I'm not sure what's happening in that screenshot that is a bug.

Having monsters target the mini-marines on sight should be possible for ZDoom, and I've thought about implementing such a thing in that version (by saving the TID of each mini-marine, then having each monster during it's spawn state target the mini-marine, check for LOS, and if it doesn't have LOS doing nothing; only thing is I'm not sure how much this will affect performance) but it won't be possible in the Zandronum version, at least not yet. The thing is in both ZDoom and Zandronum friendly monsters are never targeted by hostile monsters unless directly attacked by them, and there's no switch or setting or flag that overrides this.

The only way to do it in Zandronum would be to have the mini-marine explode every couple of tics with a large explosion that deals 1 damage and monsters have 255 painchance for, then have the painstate for that damagetype not be a full painstate and set the monsters' damagefactor for the explosion damagetype to 0. That would still have drawbacks, however, as it would mean that monsters would be "stuck" on the minimarine and could be fired upon for a while without them trying to attack the player (like when monsters infight normally) and it would also mean that monsters would preferentially attack the mini-marine as soon as they were hit by its explosion, even if they saw the player before the mini-marine.

So, to address your suggestion in a more concise manner: probably an eventual feature of the ZDoom version (so long as what I think will work actually works!), maybe even next update. I'll probably put it under the control of a CVar so players can toggle it on or off at their discretion.

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Sounds good. I've never played Zandronum before, maybe one day.

My bad on the bug pic; the frame where he casts the mini marine is too far to the left where you can see his arm cuts off. Would it be my resolution? I've never seen a first person frame bug.

As for mini marine targetting, would thing hate work?

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Ah, I can't believe I didn't notice that. It's the end of the sprite, which is visible because of your screen resolution, as you guessed. Editing that sprite so it reaches down to the bottom of the screen, as well as for a few other sprites that have the same issue, is on the list of things to do.

The issue with Thing_Hate is that it will cause whatever is doing the hating to attack the hatee but so long as the hatee is still alive the hating monster will not attack the player on sight, or even at all, unless attacked first by the player.

EDIT: Though now that I think about it, it could work by having monsters Thing_Hate the mini-marines and do either "manual" LOS checks (in ZDoom) or have the players create explosions (in Zandronum) to get them to attack the player.

EDIT2: But thinking about it again, this should actually work perfectly without having to do hacky stuff to get them to attack the player. All it needs to do is set the monster to Thing_Hate the mini-marines, Do A_Look for 1 tic, then Thing_Hate the player (and add more sequences for more players, unless there's a way to turn off Thing_Hate), then A_Look for 1 tic, then restart.

Thanks for bringing up Thing_Hate Platinum Shell, I had only looked at it once before and would have probably gone with some hacky thing if you hadn't mentioned it again.

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A few other bugs I caught:

*Mini caco's sometimes rapidly hiss (like I think it's related to their charge attack) when they move along walls or get tucked into corners.

*Mini marine sprite for when you have the fists out is just a tad too far to the right.

Also, when you add the ability to pick up mini marines and toss them around, could there be a way to heal them? Maybe a slow health regen since they're brütal.

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Another bug, never saw this one before and it appeared twice on the same map; I've come across invincible mini arachnotrons. They stand still but keep playing their movement animations as if it's a monster knocked onto an edge of a platform. They react normally to pain and bloodsplats show up and the whole nine yards...but they take 0 damage from anything, even mdk and kill monsters/kill miniarachnotron1. They make cool decorations though, and double as step stools.

I think they're caused by them being spawned in too tight of spaces, since both scenarios were quite cramped.

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 When i Click The Downloads It Sends Me To A ad, Are you begging For Money Instead Of Donloads (No Hate :P)

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