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Simple weapon rebalance for efficient combat - vanilla DEHACKED mod

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About This File

DEHACKED mod, compatible with any source port and even the original game.

For a long time, I've been experimenting with improving balance of Doom's weapons (and enemies), to make all of them useful while retaining their "feel", which we players are so much familiar with, as much as possible. Eventually, I settled on this version:

Fist left unchanged. Chainsaw is bloodstained and deals double damage. Pistol fires twice as fast and 100% accurately. Shotgun fires 25% faster and has a new reload animation, resembling SSG's reload. SSG fires about 33% faster, as fast as the unmodified shotgun did. Chaingun fires 25% faster. RL and PG left unchanged. BFG become a rapid-fire weapon, but loses its "blasting" effect - now it works like a more powerful plasmagun, which also consumes more ammo. Bullet capacity increased to 300 (600 with a backpack), plasma capacity increased to 450 (900 with a backpack).

In addition, there are minor changes to some monsters to improve their balance as well, and make them worthy opponents while not too overpowered:

Zombiemen are twice as fast, twice as aggressive, and shoot twice in a row. Demons and spectres move 50% faster, bite faster, and their bites deal damage a lot sooner. Revenant's missile is orange and deals half damage. Arachnotrons start firing at you without their usual long charge.

That's all - enjoy! ;)


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Brewtal_Legend

  
This is pretty cool. I would love to see a version of this with black gloves. I think the pistol may fire a little too fast though. Very easy to end up out of ammo at the beginning. This could still be fine tuned and expanded a little more.

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dg93

  
I like the bloody chainsaw, faster pistol, and chaingun out of all the modifications. All the other stuff was just meh...

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Guest

Unknown date

  
Its almost a vanilla Brutal Doom!-Fellowzdoomer

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Guest

Unknown date

  
I agree with all these changes.

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  • File Reviews

    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
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