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TerminusEst13

[WIP] DemonSteele

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So a short bit ago, Linguica made a topic talking about the overall...lack of presence of gameplay mods on Doomworld. So I figure, well, if there's a bit of concern about a schism in the community, I'll post my latest one here as an experiment and see how people take it.
Hopefully all goes well.



Designed as a love letter to retro games, 80s/90s anime, and early heavy metal, DemonSteele is a complete and total gameplay overhaul for GZDoom/Zandronum that dramatically changes the flow of the game to an extremely fast-paced hack-and-slash brawler. Wield a razor-sharp sword alongside a mighty gun, and make mincemeat of your foes before blasting away his buddies. Effortlessly dodge through return fire and lop off heads one by one. Or just simply cleave through a crowd in one single dash and swipe.

Gameplay rewards thinking fast and acting faster, with enhanced movement systems (Dodges! Rocket jumping!) and your overall effectiveness based entirely on how many enemies you can plow through in a row with minimal damage to yourself. Kill fast and hard, and you'll be rewarded with a slew of special moves and a bunch of damage...hang from a distance and timidly plink at them bit by bit until they die, and you'll be ill-suited for the challenges ahead.


GAMEPLAY VIDEO:




SCREENSHOTS:




DOWNLOAD LINK:
http://github.com/TerminusEst13/Folded1000Times - Github.
http://www.best-ever.org/download?file=demonsteele-v0.9.pk3 Download. (61.5 mbs)
https://www.dropbox.com/s/pblm1zzsdhqlpkn/DemonSteele-v0.9.pk3?dl=1 - Download mirror.
http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.5.pk3 - MIDI metal add-on. (2.00 MB)

F1 HELP SCREEN BECAUSE PEOPLE ASKED ME HOW TO PLAY:


CHANGELOG:
Spoiler

FROM 0.82 TO 0.9
=======================================
- A second character, Sun Shihong, has been introduced. Sun Shihong offers a slightly bit more intricate playstyle to DemonSteele than Hae-Lin--while Hae-Lin focuses on utilizing W+M1 in crazier ways, Shihong needs to be paced. Utilizing a combination of guns, punching, and different styles in order to maximize her efficiency, Shihong is for people who want a change of combat is handled and want incentive to not just mash mouse 1 throughout maps.
- The Skininfo entry for the Placeholder player skin has been fixed.
- The Tag entry for KamenRiderModeActivate is now blank.
- The Kharon now has +SPECTRAL and can now hit enemies that are normally immune to hitting. There is nothing that my sword cannot cut!
- Same with the Omen just because.
- The TelefragHack on the Kharon's forward special now instantly kills any enemy, to prevent players from getting stuck in a living body.
- The KeyConf entry for the Launch Attack has been renamed to Weapon Action because reasons.
- Mancubi no longer have such advanced jiggle physics.
- Two additional sprites of soda pickup were included for variety.
- Guns can no longer get meter by shooting decorations.
- Game Over quotes have been included to degrade you for your failure, upon death.
- In lieu of Zandronum 2.0, all A_JumpIf(CeilingZ-Z <= 16,"DeathUpperFinish") checks have been replaced with a simpler A_CheckCeiling("DeathUpperFinish").
- Bisected body parts now have +CANTSEEK on them.
- Weapons now have been changed to have Tag entries, removing spaces from their names, for ease of clientside weaponslot manipulation.
- Souls no longer fly out of bisected body parts. Why was that even a thing?
- A new difficulty was added, for those who want even more challenge.
- A WEEB_GLOBAL ACS script has been introduced, for streamlining of applying singular-but-important scripts to multiple players. Yes, this is important. Shut up.
- Special inputs now require fire to be held down first.
- Hae-Lin can no longer accientally crush herself by dashing while Falling damage is turned on.
- The pickup message for the Berserk has been changed since people were confused as to what it actually does.
- The air control in both Zandronum and ZDoom has been unified to allow more ease of use in aerial dodging and mobility. dst_oldaircontrol allows for swapping back to the original, but only on map load.
- Destroyed barrel/lamp/candelabra pieces now have actual collision data.
- Several GLdef errors have been fixed.
- Explosive barrels have had their flares removed and are no longer horrendously laggy, especially in bunches, ESPECIALLY online.
- Explosive flares have been tweaked to have tighter trails that last slightly shorter.
- Flashlights now work online.
- DoomHealth mode now has armor bonuses spawn, well, armor bonuses.
- dst_nohealth, dst_noarmor, dst_nopistol, and dst_noweapons cvars have been included for those that want to customize for more challenging runs. Or just shitting around.
- Separation between ZDoom and Zandronum versions of DemonSteele has been polished up and is hopefully more future-proofed.
- Dramatic fade-ins no longer happen in DM.
- All weapons now have obituaries.
- Decoration sounds are now mono and should no longer play at fulldistance with OpenAL.
- Picking up weapons in Iron Maiden mode now gives points.
- There is now a D_TTFTW replacement.
- For those playing maps where you jump right in the fray instantly, dst_nointro removes the over-dramatic presentation at the start.
- Numerous sounds have been converted from Stereo to Mono, since as of this time of writing OpenAL is currently glitched and plays Stereo sounds across the entire map. Theoretically, one can now play entirely in singleplayer in OpenAL in GZDoom and not hear anything especially ear-rendering.
- The Blackened's death sequence is now significantly more obvious as to when it's actually died.
- Disconnecting will remove all existing floating buddies hanging around you.

FROM 0.8 TO 0.82 (Zandronum 2.0 maintenance update)
=======================================
- The cvars have been entirely rewritten with the advent of cvarinfo. Keep in mind all cvar prefixes have been changed from ds_ to dst_!
- Less Effects setting now has entirely different cvars in ZDoom and Zandronum. This is a useless feature to note. Nobody will care. But I suffered to get Zandro/ZDoom compatibility in a single build and you better fucking appreciate it.
- For those who've been around since the beginning, original flavor waifu is now available as a secret skin. It has the original placeholder sprites AND the original placeholder player sounds!
- The Frosthammer special puffs now actually expire and can no longer be stacked to crash servers.
- The gun casings now move with sectors up and down along elevators. This isn't a vital fix but it really tickled my OCD.
- The dst_nochaingun cvar now displays properly in ZDoom.
- Picking up a fortune cookie no longer has a 1/150 chance to cause an overflow error.
- Interacting with the secret room in MAPTEST no longer spams strings to the server.
- A new cvar, dst_debug, has been included to acquire information on whether some functions are working or not.
- Until Iron Maiden has its own player sprites, players in it now have a white halo floating over them to indicate their status to co-op allies.
- Online, when the players exit levels while in Iron Maiden, they will no longer have a desynched client version of the Kharon and Kharon + Acacia A-22.
- The Testament's and Omen's jumping ability is now applicable even on void floors or water.
- The player now goes into Buddha mode when still having life tokens, and goes out of it when with no life tokens.

FROM 0.74 TO 0.8:
=======================================
- Players are now able to rocketjump with the shotgun because reasons.
- The accuracy of the Testament has been tightened up dramatically, from 12 to 6. No weapon should be competing with the Kharon for close-range.
- Some players had sensitive ears that were hurt by the low health beeping. It's been replaced with a more standard heartbeat.
- Explosions assisting with jumping no longer cause blood splatters.
- The charge-up rate for the Legion has gone from 35 tics to 25.
- The weapon decorate files have been re-organized and renamed.
- Barrels no longer have a SpawnStimpack error and now, well, spawn stimpacks properly.
- Thanks to ShiftyAxel, there is now an option to be able to acquire souls from gun kills. ds_gunsouls will make the souls come to you on gun death as well.
- Kharon's launcher attack is now easier to do, no longer throws you forward, and is quicker to recover from.
- The Blind Guardian and Sentinel can no longer be telefragged.
- Exodus can no longer cause infighting on enemies.
- The "ghost barrel" bug has (hopefully) been fixed.
- Exodus' explosive damage has been reduced from 192 to 160.
- Chaingunners and Hell Knights no longer die multiple times on one death.
- Hell Knights no longer suddenly switch directions when they collapse over.
- Mancubi second shots no longer fire inwards.
- Thanks to ShiftyAxel, there is now an option for typical Doom-style health play--ds_doomhealth will replace the token-based health system with a traditional health system.
- Dying or exiting a level with over 100% Hammer charge should no longer cause wonkiness.
- Respawning no longer triggers one-liners. Like, for real this time.
- The Blind Guardian, Sentinel, and Majestic Vanguard are now considered "big"/"super" powerups and require sv_respawnsuper to respawn.
- TechPillars now have a destructable replacement.
- All decorations now force Y billboarding.
- The smoke off of bulletpuffs is now a little bit smaller and a little bit more transparent.
- The Exodus now takes four tics longer to fire.
- The first damage half of the Exodus' explosions now force gibbing.
- Fortune Cookies now give an over-life token instead of a life token, and now are always picked up no matter what.
- Hell Noble decapitations are now properly sized.
- The Sentinel now checks multiple times to see if its target is a Blind Guardian.
- More Fortune Cookie quotes, because everyone likes those.
- There were a few frames where the Kharon by itself mid-raise couldn't be used. This has been fixed.
- It is now possible to "dash" down in mid-air, for the sake of more air control or lower-gravity maps. As like the usual dashing, hold Run and then hit Crouch.
- The Iron Maiden's holy rockets now force extreme death, as does the punchsplosion.
- A new cvar has been included, ds_2brutal, for those who want to be pursued by skeletons.
- As the uppercut was not a vital move to include, but with an extremely clunky execution, it has been moved over to Optional Keys, for people to trigger at will.
- The uppercut can now be triggered at more areas--instead of just being held, now it can be done while at rest, after firing, or while holding.
- Destructable objects can now be triggered by the uppercut.
- Lost Souls are now slightly smaller graphically because reasons. Their hitbox remains the same.
- ds_omenstart and ds_backpackstart have been implemented for maps that don't have chainsaw or backpack spawns, or those who simply want a boost in starting ability.
- The Sentinel no longer triggers the Baron of Hell's retreat.
- It's now possible to swap away from the sheathe's attack much faster.
- There are now unique talking and connecting sounds.
- The Black Souls that the Blackened shoots out are now -Solid. In exchange, he now has the ability to drain the soul meter from players when they get in range.
- The Omen's inventory-based flashing no longer appears in the invbar.
- The Kharon's uppercut, when used on projectiles, now reflects the shots back to the enemy. It's finnicky and based on Doom "physics", but it's neat nonetheless.
- Fortune cookie quotes no longer overlap each other.
- Looping bloodspray enemy deaths now have a PPSSSHHHHHHHHHHHHHHHHHHHHHHHHHHHHH sound effect, using old stock anime sound effects.
- In ZDoom and GZDoom, Read This! now appears no matter whether the game is Doom 1 or Doom 2. It also appears at the top, to emphasize that, yeah, you should read this. Maybe now people will stop asking how to do special attacks!
- The skull icon for the main menu looks 666% edgier and more \m/ hardkore \m/.
- The combo meter no longer stays the same shade of blue as it increases, but instead inches over to purple, pink, and more for the sake of visual distinction.
- A new cvar has been added, ds_nodamagepenalty, that does not penalize one's combo meter when damaged. This setting is for superbad casuals.
- 17 more intro taunts have been added. Chance of saying them has been increased from one-in-four to one-in-three.
- The Skulltag wizards should no longer drop Claw Orbs or Tomes of Power.
- The Iron Maiden's shot impacts are no longer tinged a blue-purple
- The Iron Maiden's holy rocket now travels twice as fast and does 32 more damage.
- Additive translucency is handled in-sprite now for a whole ton of effects, reducing filesize and reducing lag, as well as making them look better in Software.
- DemonSteele scripts now terminate if the player is not actually playing as Hae-Lin.
- On average of every twelve shots, the Sentinel will need to cycle its guns for 22 tics, allowing enemies a chance to retaliate.
- The Sentinel's shot accuracy has been tightened up.
- All special attacks now have A_ClearRefire at the end, for smoother transitioning between special attacks and attacking right after.
- The damage of the forward special has been decreased by 8 per explosion. The radius of the side specials have been increased by 64 units.
- When wielding the Kharon by itself, special attacks now end with a dramatic re-sheathing. Enemies killed with these will not die until the player re-sheathes.
- The armor bar, while in Iron Maiden, has been more cleanly integrated with the HUD.
- The three-digit ammo counters are now properly aligned with the edges of the ammo box.
- The Legion and Frosthammer now have ammo displays.
- All numbered Decorate ACS calls have been named for convenience.
- Thanks to Horrormovieguy, the launch sequence for the Nobles no longer looks so...off.
- Skulltag armor/health bonuses and red armor should be replaced properly now.
- The Sabbath no longer spits out an Idle4 error.
- A new idle animation has been implemented, made by Sgt. Shivers.
- Implemented a new cvar, ds_runmod, which modifies the percentage of the speed the player runs at. 100 is the default, 100% normal speed.
- The main menu font has been tweaked for cleanliness and rephrasing.
- As there are no Cacodemons in DemonSteele, the Dead Cacodemon decoration has bween replaced with a pile of skulls.
- The Soul Prison now gives 100 souls, instead of matching the pepper's 50.
- The Archvile now has a new death sequence, courtesy of Mike12.
- The Mancubi and Baron of Hell now have a new death sequence, courtesy of Sgt. Shivers.
- The Priest now has a unique kubiuti death sequence, courtesy of Sgt. Shivers.
- Freezing Mancs now triggers A_BossDeath.
- Thanks to jpalomo's code, DemonSteele's special moves and dodging now can support joystick and touchscreen movements!
- Transforming into the Iron Maiden from the Omen and untransforming meant the Omen's ammo would not degrade until it was selected. This has been fixed.
- Punching the Lost Souls while in Iron Maiden now gives souls.
- A points system has now been implemented, for that extra arcade-y feel.
- Thanks to Sgt. Shivers, the Iron Maiden's HUD sprites are now significantly better!
- The Iron Maiden's holy rocket is now slightly faster to charge up.
- The Over-Life token cap on Facing Hell is now two, instead of three.
- Much like life, the armor cap now decreases as difficulty rises. On Facing Hell and Killing Machine, max armor tokens is now three. On Angel of Death, max armor tokens is now two.
- The Frosthammer's charged explosive damage is now 160.
- The KubiutiUpper damagetype now properly launches the Steele Beast.
- Iron Maiden's punches, on splattering enemies, now alerts nearby monsters.
- The Iron Maiden's armor has been tweaked slightly. It regenerates slightly faster, but the armor resistance itself is slower--this should make it better for out-and-out brawls, but more susceptible to burst damage.
- The Iron Maiden now has a powerful uppercut for a launcher attack.
- To accomodate Hae-Lin's drastic increase in power, a lot of enemies have been buffed to be nastier in various ways.
^- Demons, Steele Beasts, and Lost Souls are now much faster and more aggressive. These critters are intended to keep the player moving and watch their blind spot or else take damage; as the reduced hitbox and faster speed in DemonSteele makes it easier to ignore their danger, they now fill up spaces to create danger much faster.
^- The Lost Soul now stops after travelling a short distance. The increase in speed makes it incredibly easy to miss the player, defeating its purpose.
^- The Mancubus now takes a much shorter time in between shots. The idea of the Mancubus' attack sequence is to fill a wide spread of an area, shooting left and right instead of just straight at the player. Since the player now has many more options to dodge or nullify the attacks, the Mancubi can now fill up areas more easily.
^- The Zombiemen and Chaingunners take five tics faster to fire. While they're complete non-threats now, lacking hitscans, they should at least get off shots a little bit faster.
^- The Shotgunners take eight tics faster to fire, fire in bursts of four, and take four less tics between shots. See above.
^- The Chaingunguy now has one less tic in his refire loop. Previously, the chaingunner firing rate was balanced around how fast Hae-Lin could swing her sword. Now that she can swing it faster and faster in various ways, they should shoot faster.
^- The Imp now fires two shots in a row and has a higher chance to go right back to firing more. The Imps are supposed to be more threatening than the zombiemen with more damage with a slower projectile--while in DemonSteele they can't have higher damage, they can at least have higher damage potential.
^- Previously, all attacks had a random element to them just in case of loading another wad with them. With the advent of Doomhealth and the Iron Maiden's armor, though, all attacks need their random element removed. Instead, all monsters do static damage.
^- Hell Knights and Barons now have indicators of when they're going to attack. To make up for it, now they attack faster and more frequently.
- The Acacia, Testament, and Sabbath now eject casings because reasons.
- The Acacia, Testament, and Sabbath now also have gun smoke because reasons.
- The Exodus' explosion now has a shockwave emitting from it.
- The transformation sequence to Iron Maiden now takes the currently-wielded weapon last, to prevent scripts from cancelling early.
- The low-health beep no longer plays when the player has over-life tokens.
- Revenants no longer jump to cutting death states when shot.
- The Cyberdemon now has a proper replacement, the DevilDriver. No longer does it pale in comparison to his fellow boss!
- The Hammer's range has been boosted by 16 units.
- The Legion can now be thrown one tic faster, the stacking can go up to 15 knives, and stacked knives bounce slightly more.
- Thanks to Virtue, texture brightmaps have been integrated for the sake of prettiness.
- Thanks to Kyle873, brightmaps have been implemented for the Exodus and the Frosthammer.
- Thanks to MartyKirra, there is now a voice announcer every time you go up a rank! To disable this, please use ds_cl_noannouncer.
- Iron Maiden punches are now four tics faster.
- Armor damage in Iron Maiden now takes a slight bit of combo meter.
- Picking up Arrogant weapons in Iron Maiden no longer breaks the HUD.
- The energy usage of the Iron Maiden has been swapped--the Iron Maiden now burns more fuel when mid-combat, and relaxes up slightly when the player is out of combat.
- The lightning spawned by weapon pickups now goes down even further, to about 900 units.
- A new map, MAPTEST, has been included specifically for streamlined testing, comparing damage values, testing out item functions, etc.
- Barons now have a unique death effect when punched to death with the Iron Maiden. Splat!
- Weapons now have their own unique special attacks! When holding down fire, hit alt-fire to charge your currently-held alternate weapon with soul energy and deliver a devastating unique attack. While not always as powerful as the sword attacks, these attacks are cheap on soul and take more ammo instead, which should allow players low on soul to have a viable alternative for heavier hordes.
- Souls now fade out little bit by little bit, vanishing if players don't eventually pick them up.
- FuzzballFox's 170 new text colors have been integrated.
- The Omen now has a Testament-esque delayed-pickup for the Chaingun, like how the Testament has with the regular shotgun. After four levels, it will replace Chaingun pickups.
- When playing in ZDoom, the Customize Controls section of Options now displays all of the relevant DemonSteele controls at the top.
- The Iron Maiden now respects ds_cl_norecoil.
- The ACS call for the pain state has been changed from ACS_ExecuteAlways to ACS_ExecuteWithResult, which means that the invulnerability state will start the very instant it's called rather than the tic after. In short, no more multi-token hits.
- Fortune cookie messages are now logged to the console.
- Every time Hae-Lin double jumps, she temporarily gains ethereal angel wings to thrust her up. Because reasons.
- The No Recoil option now disables the pushback on guns as well.
- Enabling No Recoil and firing the Frosthammer no longer jumps to the charged finish state.
- Thanks to Gundere, Hae-Lin now has a set of appropriate player sprites.
- Double-tapping input now must be done within six tics, instead of eight. The cooldown is now 16 tics instead of 20.

CREDITS:
Spoiler

// For Hae-Lin and/or general purpose

SPECIAL THANKS TO:
=========
- Special thanks to Combine_Kegan and Shiga95, who respectively made GMOTA and
Swan Fox, both of which were big inspirations for this.
- Special thanks to Flying Wild Hog and MAIET Entertainment, respectively for
Shadow Warrior 2013 and GunZ, both also big inspirations for this.
- Special thanks to Mike12 for his incredible patience in dealing with my
stubborn push of ideas and my flighty attention span, as well as his jaw-
droppingly astounding artistic work.
- Special thanks to Sgt. Shivers for his numerous, numerous contributions to
animation, idea-polishing, and custom graphics, as well as his insane amount
of patience in dealing with my extreme forgetfulness and absent-minded-ness.
- Special thanks to Doom667Shogun for allowing me to use Doom Radys assets for
kickstarting DemonSteele with, letting me have a headstart on everything.
- /vr/, as always, for being an incredible source of support and ideas.

GRAPHICS:
=========
- Numerous artists for custom deaths (All sorted in folders according to the artist)
^ Mike12
^ DrDoctor
^ David G
^ Vader
^ Eriance
^ Minigunner
^ Funktasm
^ Neoworm
^ ojsclatchford
^ Sgt. Shivers
^ Xim
- Mike12
^ Numerous custom deaths (as mentioned)
^ The gore decals/graphics
^ The custom blood for the Kharon
^ The Acacia A-22 hunting pistol
^ The Kharon
^ The polished Marathon shotgun for the Testament
- Sgt. Shivers
^ All of the idle animations
^ The henshin animation
^ Animating the Exodus
^ The pillow for the dakimakura
^ The Frosthammer cryo railgun
^ The animation for the Legion's special attack
^ The Iron Maiden weapon sprites
^ The animation for the Acacia's special attack
- Absolutely no thanks to Rottsprite for shitting out on us and not letting us
rotate the Kharon properly forcing us to rely on Photoshop's really ugly and
jagged-y rotate function NO I'M NOT BITTER AT ALL WHAT GIVES YOU THAT IDEA
- Shiga95/Angel_Neko-X (The Swan Fox image used for the dakimakura)
- Captain J/Cortlong50 (The base of the Sabbath, dramatically rehauled by Mike12)
- Captain J (The Sabbath large ammo pack)
- Bloax (The broken bone sprites)
- DonaldDuck (The Priest's sprites)
- Shadow Warrior (The Exodus grenade sprites, the Yakuza enemy sprites)
- Aeons of Death (The Exodus explosion graphics)
- Ettingrinder (The Candelabra)
- NeuralStunner (The Omen's pickup sprite)
- Rogue Software (The lightning effects, the keycard bases, and the gunsmoke, from Strife)
- Raven Software
^ The skull keys edited from Hexen
^ The Steel Beast edited from the Heretic Sabreclaw
^ The Wizard edited from the Hexen Bishop
^ The Blackened edited from the Hexen Reiver
^ The Priest edited from Hexen's Parias and the Heretic Iron Lich
^ The Priest/Imp's fire effects nicked from Hexen
^ The hook and chain for the Kharon's special
- Id Software (The laser shots from the zombies, some electricity sprites for Omen)
- Ravage/rf' (The red/blue/green torches)
- KeksDose (The miniature explosions and particles used for the bullet puffs)
- CastleVania: Dawn of Sorrow/Order of Ecclesia/Portrait of Ruin (Bits and pieces of the HUD)
- CastleVania: Symphony of the Night (The skull used for the main menu selector)
- Chrono Trigger (Bits and pieces of the HUD)
- Dark Kingdom (Yup, HUD bits)
- Final Fantasy 6 (The fire used to represent health)
- Dungeons n' Dragons (Font used for the HUD)
- HellCattX (The base for the Exodus/Acacia A-22 ammo pickups)
- amv2k9 (The base for the Testament ammo pickups)
- Eriance/JoeyTD (The base for the placeholder hands used for the Kharon)
- Eriance
^ Custom deaths (As mentioned)
^ The explosion used for the Steel Beast death
^ The balls used for the Wizard spell
^ The skull head used for the souls
- Tormentor667/Z86 (The pretty effects for the Imp/Hell Noble balls, taken from UTNT/Particle Fire Enhancer)
- Jimmy91 (The fonts used, Gargoyle Wing for BIGFONT and Apostacy for SMALLFONT)
- Brothers of Metal (Font used for the main menu options)
- Blood (The graphics for the Black Soul)
- Diavolo no Daibouken (The base for the bag of holding)
- Caddilacs & Dinosaurs (One of the apples and one of the burgers)
- Arx (One of the apples)
- Final Fight (One of the burgers)
- Knights of the Round (One of the Apples)
- Grand Knights History (The Blind Guardian shield)
- PresidentPeople (Fixing the Blind Guardian's rotations so it had a proper front sprite)
- MartyKirra (The very sexy sprites for the Omen)
- Scuba Steve/Mike12/torridGristle (The sheathe for the Kharon, heavily edited from Action Doom 2)
- The Guided Fate Paradox (The halo for the Majestic Vanguard)
- SoloSpaghetti (The Boots of Protection, modified from the Doom Roguelike Arsenal boots)
- zrriontheinsect (The gothic candles, modified from his Doom 64 candles)
- Horrormovieguy (The launched sprites for the Hell Baron and Hell Knight)
- Monolith Productions (The pile of skulls from Blood)
- Bungie (The shotgun, taken from Marathon and polished dramatically, the Acacia/Sabbath casings)
- Moorhuhn 3: Es Gibt Huhn (The Testament shell casings)
- Touhou Hisouten/Doorhenge (The explosion shockwave)
- Marrub (The DevilDriver's sprites)
- DavidG (The alternate attack frames for the Baron)
- Virtue (All of the texture brightmaps)
- Kyle873 (The Exodus/Frosthammer brightmaps)
- Seryder (Decorating and polishing up MAPTEST)
- Gundere (Hae-Lin's player sprites)
- Herictator (The Game Over screen)
- Exhumed (The damned soul the Blackened emits on death)

CODE:
=========
- Scroton
^ Pretty much the entirety of ds_cl_toaster
^ Optimizing a lot of rough spots
^ Rehauling the destructable decorations to throw their items at the players
- Ijon Tichy
^ The shockwave from the spin attack
^ The trail for the zombie lasers/razor wind
^ The second level spatter for the Omen
^ The buzzsaw special for the Omen
- Doom667Shogun (For the blood/dismembering effects)
- Vaecrius (For the redone Archvile (taken from Make It Snappy))
- Kyle873 (Polishing the post-damage invulnerability code, rehauling the double-jump code)
- MagSigmaX (Inspiration for the dodging code)
- Lioyd_Irving/le_L (The basis for the Omen's impact code)
- Scroton (The 3rd level spatter for the Omen)
- PillowBlaster (The overcharge shockwaves for the Omen)
- Xaser/Enjay/Corwin (The TERRAIN lump from Psychic)
- Tormentor667/Ghastly_Dragon (The Powerline spawners for the armor, from the Stronghold Powerpad)
- PresidentPeople (Fixing the corpses to keep them from bouncing everywhere)
- IvanDobrovski (Fixing the eternally-looping imp blood fountain)
- Xaser/Tormentor667/Z86 (The explosive barrel, nicked from the Particle Fire Enhancer Mod)
- TiberiumSoul (The code for the bulletpuffs based off of his neat little effects)
- Zael (For the Ultima Cannon, which I shamelessly ripped off for the not-Kamehameha. May your mass never go inert)
- amv2k9 (The launching system, adapted from his old Devil May Cry mod)
- jpalomo (Joystick and touchscreen support, written entirely by him!)
- Vince (Pretty much all of the DevilDriver)
- FuzzballFox (All of the extra fontcolors)

MUSIC:
=========
- Cryptomnesia (Titlescreen: Live Like a God, Die Like a God - Free to download off Soundcloud)
- Megadeth (Intermission: Kick the Chair - Released as a free download in 2004)
- SlayeR (Read Me: Chaos Abounds - Free to download)
- Finntroll (Final1/MAPTEST: Haterop - Released as a free download in 2005)
- Yasuharu Takanashi (Final2: Power Up, Akanbe! - Released as a promotional CD to Precure anime)
- Bolt Thrower (Iron Maiden Song 1: Cenotaph - Cover downloaded from ModArchive)
- Ravenlord (Iron Maiden Song 2: Erased Fantasy - Downloaded from ModArchive)
- Unknown (Iron Maiden Song 3: Grey Void - Downloaded from ModArchive)
- SlayeR (Iron Maiden Song 4: Come In My Pants - Downloaded from slayer.mancubus.net
^ Iron Maiden Song 5: Get In2 It - Downloaded from slayer.mancubus.net
^ Iron Maiden Song 6: Running Blood - Downloaded from slayer.mancubus.net
^ Iron Maiden Song 7: Uncontrollable Dancing Fury - Downloaded from slayer.mancubus.net)

SOUNDS:
=========
- Adoxographist ( adoxtalks.tumblr.com - Going above and beyond the line of duty for Hae-Lin's voice!)
- John Archer (The Blackened's voice)
- torridGristle (The robotic voice of the Iron Maiden, ripping numerous sound effects)
- Combine_Kegan (Ripping and gathering all of the Sentinel's sound bytes)
- Marrub (Ripping the Killing Floor sound effects)
- MartyKirra (The announcer for the ranking system)
- All sounds are credited to their respective owner in SNDINFO.

// For Sun Shihong

GRAPHICS:
===========
- Hands by Marty Kirra and Sgt. Shivers
- Pizza sprite taken off Pizza Hut
- Doritos sprite originally by Golly Gosher/Orig01
- Scorpions dual pistols ripped by torridGristle
- Viper revolver ripped by torridGristle, edited by Mike12 and Sgt. Shivers
- Wolf shotgun ripped by Sgt. Shivers, edited by Mike12
- Dragon grenades ripped by Captain J
- Mines by Captain J
- Tiger sword ripped by Sgt. Shivers, edited by CrasicalTheMage and Mike12
- Yuki Nagato sprites from Doom Radys Classes, made by Doom667Shogun
- Melee style swapping icon from Fallout: Tactics
- Ranged style swapping icon from Grand Knights History
- Dodger style swapping icon from Strider 2
- Hud pieced together with sprites from:
^- Super Star Wars
^- X-COM: Terror From the Deep
^- Shaq Fu
^- Super Metroid
^- Mega Man X
^- Mega Man & Bass
^- Armored Warriors
- Hit sparks from Street Fighter Alpha 2
- Raven sprites by Neoworm and Sgt. Shivers
- Raven lasers from Freedoom
- birdinginformation.com for the HUD graphic for the Raven
- chinabuye.com for the dog plush sprite
- Sgt. Shivers for the Mastodon nuclear death kill big gun
- Sgt. Shivers for the Raven pickup sprites
- Aeons of Death for the raw energy pickup sprites
- PresidentPeople for the Mode Change inventory graphics

CODE:
===========
- Opening binary sequence coded by Kyle873
- Wallgrabbing by Xaser
- Grappling hook and walljumping by Ijon Tichy
- Enemy-tazed code by WildWeasel
- Data stream weapon spawns by PresidentPeople
- Enemy stomping by Marrub
- Mastodon functions by PillowBlaster

SOUNDS:
=========
- Heidi Tabing ( http://www.youtube.com/user/AderuMoro - Going above and beyond the line of duty for Shihong's voice!)

I hope you all enjoy. Please feel free to leave all criticisms, complaints, suggestions, death threats, and more here.

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I gave the mod a try and I liked it. It changes the game's pace in a way that seems good to me, not really out of balance. It helps that functions of the new weapons are similar to their Doom counterparts in the same slots. Nice effects. Enjoyable.

I don't think that I'll play wads with it regularly, though, simply because I prefer Doom's own balance in maps designed for it, that's me, I'm not too much into using gameplay mods.

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I stumbled upon this I think via your youtube, a short while before you made any threads about it, and had an absolute blast with it. I'm a big fan of rewarding for hits/kills, and the enhanced mobility was great too. love the new monster-getting-sliced animations haha

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i really do love this mod. i don't have much fondness of hectic, fast-paced action in games, but god this mod really makes me change my mind about that. it works really well with slaughtermaps even if you suck at said maps!

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A great mod, reminds me of 3rd Person Hack'n'Slash games and some animes, plus i see you took a lot of inspiration from Shadow Warrior(2013), those special moves remind me of the SW remake's sword combos and the combat as well.

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Thanks very much for the warm words, everybody.

I gave the mod a try and I liked it. It changes the game's pace in a way that seems good to me, not really out of balance. It helps that functions of the new weapons are similar to their Doom counterparts in the same slots.

Thank you. For the guns I tried to stay close to the Doom weapon purposes and functions, though obviously with a more stylistic flare--the speed/accuracy of the chaingun is in the pistol, the AoE in the Exodus, the sheer damage in the Testament, etc, and all of them are in the same position as you'd get the regular one.
Obviously, gameplay is still wildly different, but hopefully there won't be an instance of "normally I get an SSG here but not this time so now I'm fucked".

Now, though, v0.74 is out the door. There's a whole ton of neat stuff in here, with an air-juggling system, new items, new weapons, fixes for some common complaints, new cvars, tweaked graphics, sounds, and more.

http://www.best-ever.org/download?file=demonsteele-v0.74.pk3 - Download. (30.44 mbs)
http://www.dropbox.com/s/xhpx8dgxnc82tes/DemonSteele-v0.74.pk3 - Download mirror on Dropbox.

Here's a changelog of all the, well, changes:

Spoiler

FROM 0.73 TO 0.74:
=======================================
- The Archvile's flame turrets now have A_NoBlocking in their death state.
- All of the Archvile's death states now call A_KillChildren.
- The Archvile's flame turrets now are no longer considered monsters and won't spam up the monster count or block things in Invasion.
- There are three more "fade from black" sounds, thanks to torridGristle's rip of Eternal Darkness and thanks to MAGIX Soundpool DVDs.
- The Exodus grenades now explode on the sky, rather than simply vanish.
- The Icon of Sin now has its own custom sounds.
- Hae-Lin's landing sound is now less crackly.
- Pickups are now no longer considered monsters and will no longer bork things up in survival invasion.
- The initial swing of the Kharon's sheathe can now be refired one tic faster. Whoo.
- The Wolfenstein SS now has a replacement.
- Decorations now have a slightly higher chance to spew out items.
- In lieu of the Kamehameha, the Exodus no longer needs to go through walls. The explosion is now simply a 256-radius explosive, rather than four explosives with 192 radius.
- The Kharon by itself now has idle animations. Oops.
- Transformation has been streamlined and no longer requires "hold fire"--just hit Use Inventory and it'll activate.
- Online, people were occaisionally getting weapon desynchs, where they were in Iron Maiden but using the Kharon. This has been fixed.
- A new idle animation has been implemented.
- Hammering the ground will now allow Hae-Lin to jump higher, because reasons. The higher the charge, the higher the jump.
- The Iron Maiden's armor will become more effective depending on your rank--at S Rank, you can no-sell practically everything.
- The not-Kamehameha now takes a little over 1.5x as much soul energy but now each explosion does 128 damage instead of 96.
- There are no longer double decals for the bullet weapons.
- The switch-hitting no-damage bulletpuff no longer splashes on liquids.
- The Invulnerability Sphere and RadSuit now have their own respective appropriate replacements.
- The sound range on the not-Kamehameha has been tripled.
- Enemies killed with the not-Kamehameha are now no longer resurrectable.
- Meleeing enemies in pitch dark is a pain in the ass. For users who play with lower visibility settings and/or on dark maps, a flashlight has been provided. At the moment, it's an optional customizable key, but in the future (when Zandronum supports it) then it'll use the Reload key.
- The Omen and Iron Maiden are more responsive online and now has multiple checks for if the player has hit something with it. This should polish up all inconsistencies in hitting and should also reduce the amount of times people hit something and then get stuck in place.
- The Sentinel and the Blind Guardian can now be carried from level to level.
- The Infrared Visor has been replaced with a Sentinel pickup as well, which should make it slightly more common than just the allmap.
- The Archvile has +MISSILEEVENMORE removed.
- The Blackened's children now have a different appearance, to prevent confusion with Lost Souls.
- Lost Souls now drop souls when killed.
- The Blackened now has a sound when summoning its children, to prevent confusion of when a child is attacking or being summoned.
- Quakes no longer cause sounds.
- All enemies now have their own custom sound set. Whew! That was a lot of work.
- A few people's ears had trouble with the Kharon's sheathe, so the sheathing sound effect has been slightly softened, its pitch lowered, and its bass reduced.
- There is now an options menu for handling cvars and DemonSteele-specific settings, in ZDoom.
- New teleport effect. Neat!
- Hae-Lin now has lines for the not-Kamehameha. I can't think of a name for it, so neither can she.
- Hae-Lin now has lines for picking up food.
- In the chance a player picks up a new weapon DemonSteele doesn't replace, the ammo HUD will now show the ammo for it.
- ZDoom stealth monsters are now supported. Due to the gameplay style of DemonSteele, the monsters no longer flicker in and out of visibility, but are now a constant and flat 0.4 visibility.
- People tended to lose track of exactly how much health they had and would die accidentally. In true retro game style, now there is a beeping warning when low on health. This can be disabled with "ds_cl_nobeeping".
- Skulltag items and monsters now have a proper replacement. Skulltag monsters occaisionally recieve strange colors when killed, but for now this is a great step forward.
- Some people wanted to be able to taunt in ZDoom. Weird. There is now a ZDoom-specific key for doing the Zandronum taunt in ZDoom.
- The Blind Guardian will no longer trigger the Sentinel and send it into a Tumblr fit. In the off chance it does, the Sentinel will check its privilege and reassert itself.
- The Kharon's attacks no longer pass harmlessly through ghosts.
- The Keen now has a unique replacement.
- The techlamps are now destructable items, like the torches, and will now provide item drops.
- Techlamps and torches now have their original gldef lights back.
- A new cvar has been implemented to handle Skulltag weapon replacements--ds_arrogantweapons. 0 spawns the normal weapons, 1 spawns new for-fun weapons in place of Skulltag weapons, and 2 spawns the new weapons randomly in place of the original weapons.
- Holding down fire for over a second will now prepare a launching uppercut slash. (Most) enemies launched with this will be suspended in mid-air until they hit the ground--shooting them will keep them in mid-air.
- There are now intermission text replacements for vanilla levels.

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I'm kinda of torn on this one, really. But, I would rather prefer to use the speed of movement and agility the dodge allows you to pull off in another gameplay mod than the odd way melee works.

Allow me to elaborate, lest I incur wrath of the community. The Katana doesn't keep slicing when you hold down the melee button, and the special attacks aren't really dwelt upon in the help screen.

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Ishtar's Gate said:
and the special attacks aren't really dwelt upon in the help screen.


Can you elaborate on this, please? The very last section of the help screen is about them; Is there something I'm forgetting to explain or isn't explained well?

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Really cool mod. It's very fun and seems balanced. I don't think apples and such should heal over-health though. They're very common and you can get full hp rather easily.
Also, what is the "0" weapon for? It just seems like a completely underpowered version of the Katana. Comedic value?

EDIT:Nevermind...apples only seem to overheal only if you have any overhealth left. That's balanced.
EDIT2:Found a "logic" bug, if you hit impaled humans (or at least certain ones), they make sparks and a metallic sound, instead of blood and a meaty sound.

I would also recommend making all stuff breakable instead of just torches (tweaking the drop rates if need be), as right now some levels are littered in torches while others are littered with other crap that's gonna be indestructible, and some authors prefer using only certain decorations. There are some great hanging human resources in Beautiful Doom, and AeoD has some breakable trees. If I remember any other sources, I'll modify this edit.

EDIT3:You could also consider making weapons 2,4 and 5 use less realistic sprites. Having weapons that look so realistic (one even having a visible magazine) never reload feels kind of jarring, at least to me.

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TerminusEst13 said:

Can you elaborate on this, please? The very last section of the help screen is about them; Is there something I'm forgetting to explain or isn't explained well?


Well, performing them for one.

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Ishtar's Gate said:

Well, performing them for one.

Hold attack and then press a movement key 2 times in a row while holding the attack key. How is that hard to understand?

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killer2 said:

Also, what is the "0" weapon for? It just seems like a completely underpowered version of the Katana. Comedic value?

The sheathe is an interesting little thing. It was originally designed for people who wanted to do sword-only runs (apparently it was a popular challenge on 2ch's Doom threads for a bit), but I eventually integrated some neat little perks into it.

1: It has incredible defensive capabilities, and can bat away projectiles much better than the sword can cut them down.
2: When wielding the sword with it, draw time is completely removed, which reduces three tics on the sword swings. While by itself it's hardly noticable, the DPS shoots up dramatically over time.
3: Batting enemies with the sheathe does barely any damage, but gives you the same combo meter benefit--it's very easy to boost up your ranking by bapping the enemy with the sheathe and then following up with a sword for twice the combo benefit with the same damage.

For the most part, it's pretty safe to ignore the sheathe and you won't miss anything, but if you want a little extra challenge/style/meter or whatever, the option is there.

killer2 said:

Found a "logic" bug, if you hit impaled humans (or at least certain ones), they make sparks and a metallic sound, instead of blood and a meaty sound.

I would also recommend making all stuff breakable instead of just torches (tweaking the drop rates if need be), as right now some levels are littered in torches while others are littered with other crap that's gonna be indestructible, and some authors prefer using only certain decorations.

This is a good idea, thank you.
I think I've got an idea for what to do with the corpses, but I'll need to check with the VA and get some lines for it first before going ahead with it--either way, I'll definitely put more breakable stuff in v0.75.

Ishtar's Gate said:

Well, performing them for one.

That's already there. The very last line of the how-to-play graphic explains how to perform them. Hold fire and double-tap a direction, requires two notches.

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i found just using the Kharon to be incredibly effective, actually. the increased DPS makes you not only do much more damage, but also give you a greater chance to cut down projectiles in the way. i haven't actually used the sheath's defensive abilities, as it swings just a bit too slow for my liking, but i really prefer using it unless i have the Omen on me.

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What does the blind guardian do? I see the number go down from time to time but I don't notice anything. Is it a random chance to destroy projectiles?

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The Blind Guardian is a buttshield. In layman's terms, it guards your blind spot. It hangs behind you and soaks up any blows from behind, allowing you to focus on the action directly ahead. It's a nice little way to handle the whole FoV problem of first-person melee, that you can't actually see anything that's coming at you from behind.

Demonstrating this to the player has always been something that baffled me, though--without forcing them to go into third person camera for a short bit, I'm not entirely sure how to let them know right away that "hey, you have a bum barrier now and it reflects things heading for your anus".

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[i]TerminusEst13 said:[i/]
Hold fire and double-tap a direction, requires two notches.


Isn't that conflicting with the new change for the uppercut?

[i]TerminusEst13 said:[i/] Holding down fire for over a second will now prepare a launching uppercut slash.


--edit Ah I see so you charge it but have to let go, I gotcha.

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i think the reasoning is that the uppercut is mostly there to buy you time if you're in a tight spot and can be performed at any time, while special attacks can be performed much faster, does more damage, but uses up power. i don't think you're supposed to do the uppercut to attack regular encounters, because it slows down the pace of the game.

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This is actually a little early, but a friend's having a birthday today--so in honor of his birthday, I'm releasing today. Happy birthday, Pres!
There's still a few things that aren't polished and still need a few touches, but this upate has been too long in the making. There's been a whole ton of new features added, polish done, and more. Please enjoy.

http://www.best-ever.org/download?file=demonsteele-v0.8.pk3
http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.pk3

Changelog:

Spoiler

FROM 0.74 TO 0.8:
=======================================
- Players are now able to rocketjump with the shotgun because reasons.
- The accuracy of the Testament has been tightened up dramatically, from 12 to 6. No weapon should be competing with the Kharon for close-range.
- Some players had sensitive ears that were hurt by the low health beeping. It's been replaced with a more standard heartbeat.
- Explosions assisting with jumping no longer cause blood splatters.
- The charge-up rate for the Legion has gone from 35 tics to 25.
- The weapon decorate files have been re-organized and renamed.
- Barrels no longer have a SpawnStimpack error and now, well, spawn stimpacks properly.
- Thanks to ShiftyAxel, there is now an option to be able to acquire souls from gun kills. ds_gunsouls will make the souls come to you on gun death as well.
- Kharon's launcher attack is now easier to do, no longer throws you forward, and is quicker to recover from.
- The Blind Guardian and Sentinel can no longer be telefragged.
- Exodus can no longer cause infighting on enemies.
- The "ghost barrel" bug has (hopefully) been fixed.
- Exodus' explosive damage has been reduced from 192 to 160.
- Chaingunners and Hell Knights no longer die multiple times on one death.
- Hell Knights no longer suddenly switch directions when they collapse over.
- Mancubi second shots no longer fire inwards.
- Thanks to ShiftyAxel, there is now an option for typical Doom-style health play--ds_doomhealth will replace the token-based health system with a traditional health system.
- Dying or exiting a level with over 100% Hammer charge should no longer cause wonkiness.
- Respawning no longer triggers one-liners. Like, for real this time.
- The Blind Guardian, Sentinel, and Majestic Vanguard are now considered "big"/"super" powerups and require sv_respawnsuper to respawn.
- TechPillars now have a destructable replacement.
- All decorations now force Y billboarding.
- The smoke off of bulletpuffs is now a little bit smaller and a little bit more transparent.
- The Exodus now takes four tics longer to fire.
- The first damage half of the Exodus' explosions now force gibbing.
- Fortune Cookies now give an over-life token instead of a life token, and now are always picked up no matter what.
- Hell Noble decapitations are now properly sized.
- The Sentinel now checks multiple times to see if its target is a Blind Guardian.
- More Fortune Cookie quotes, because everyone likes those.
- There were a few frames where the Kharon by itself mid-raise couldn't be used. This has been fixed.
- It is now possible to "dash" down in mid-air, for the sake of more air control or lower-gravity maps. As like the usual dashing, hold Run and then hit Crouch.
- The Iron Maiden's holy rockets now force extreme death, as does the punchsplosion.
- A new cvar has been included, ds_2brutal, for those who want to be pursued by skeletons.
- As the uppercut was not a vital move to include, but with an extremely clunky execution, it has been moved over to Optional Keys, for people to trigger at will.
- The uppercut can now be triggered at more areas--instead of just being held, now it can be done while at rest, after firing, or while holding.
- Destructable objects can now be triggered by the uppercut.
- Lost Souls are now slightly smaller graphically because reasons. Their hitbox remains the same.
- ds_omenstart and ds_backpackstart have been implemented for maps that don't have chainsaw or backpack spawns, or those who simply want a boost in starting ability.
- The Sentinel no longer triggers the Baron of Hell's retreat.
- It's now possible to swap away from the sheathe's attack much faster.
- There are now unique talking and connecting sounds.
- The Black Souls that the Blackened shoots out are now -Solid. In exchange, he now has the ability to drain the soul meter from players when they get in range.
- The Omen's inventory-based flashing no longer appears in the invbar.
- The Kharon's uppercut, when used on projectiles, now reflects the shots back to the enemy. It's finnicky and based on Doom "physics", but it's neat nonetheless.
- Fortune cookie quotes no longer overlap each other.
- Looping bloodspray enemy deaths now have a PPSSSHHHHHHHHHHHHHHHHHHHHHHHHHHHHH sound effect, using old stock anime sound effects.
- In ZDoom and GZDoom, Read This! now appears no matter whether the game is Doom 1 or Doom 2. It also appears at the top, to emphasize that, yeah, you should read this. Maybe now people will stop asking how to do special attacks!
- The skull icon for the main menu looks 666% edgier and more \m/ hardkore \m/.
- The combo meter no longer stays the same shade of blue as it increases, but instead inches over to purple, pink, and more for the sake of visual distinction.
- A new cvar has been added, ds_nodamagepenalty, that does not penalize one's combo meter when damaged. This setting is for superbad casuals.
- 17 more intro taunts have been added. Chance of saying them has been increased from one-in-four to one-in-three.
- The Skulltag wizards should no longer drop Claw Orbs or Tomes of Power.
- The Iron Maiden's shot impacts are no longer tinged a blue-purple
- The Iron Maiden's holy rocket now travels twice as fast and does 32 more damage.
- Additive translucency is handled in-sprite now for a whole ton of effects, reducing filesize and reducing lag, as well as making them look better in Software.
- DemonSteele scripts now terminate if the player is not actually playing as Hae-Lin.
- On average of every twelve shots, the Sentinel will need to cycle its guns for 22 tics, allowing enemies a chance to retaliate.
- The Sentinel's shot accuracy has been tightened up.
- All special attacks now have A_ClearRefire at the end, for smoother transitioning between special attacks and attacking right after.
- The damage of the forward special has been decreased by 8 per explosion. The radius of the side specials have been increased by 64 units.
- When wielding the Kharon by itself, special attacks now end with a dramatic re-sheathing. Enemies killed with these will not die until the player re-sheathes.
- The armor bar, while in Iron Maiden, has been more cleanly integrated with the HUD.
- The three-digit ammo counters are now properly aligned with the edges of the ammo box.
- The Legion and Frosthammer now have ammo displays.
- All numbered Decorate ACS calls have been named for convenience.
- Thanks to Horrormovieguy, the launch sequence for the Nobles no longer looks so...off.
- Skulltag armor/health bonuses and red armor should be replaced properly now.
- The Sabbath no longer spits out an Idle4 error.
- A new idle animation has been implemented, made by Sgt. Shivers.
- Implemented a new cvar, ds_runmod, which modifies the percentage of the speed the player runs at. 100 is the default, 100% normal speed.
- The main menu font has been tweaked for cleanliness and rephrasing.
- As there are no Cacodemons in DemonSteele, the Dead Cacodemon decoration has bween replaced with a pile of skulls.
- The Soul Prison now gives 100 souls, instead of matching the pepper's 50.
- The Archvile now has a new death sequence, courtesy of Mike12.
- The Mancubi and Baron of Hell now have a new death sequence, courtesy of Sgt. Shivers.
- The Priest now has a unique kubiuti death sequence, courtesy of Sgt. Shivers.
- Freezing Mancs now triggers A_BossDeath.
- Thanks to jpalomo's code, DemonSteele's special moves and dodging now can support joystick and touchscreen movements!
- Transforming into the Iron Maiden from the Omen and untransforming meant the Omen's ammo would not degrade until it was selected. This has been fixed.
- Punching the Lost Souls while in Iron Maiden now gives souls.
- A points system has now been implemented, for that extra arcade-y feel.
- Thanks to Sgt. Shivers, the Iron Maiden's HUD sprites are now significantly better!
- The Iron Maiden's holy rocket is now slightly faster to charge up.
- The Over-Life token cap on Facing Hell is now two, instead of three.
- Much like life, the armor cap now decreases as difficulty rises. On Facing Hell and Killing Machine, max armor tokens is now three. On Angel of Death, max armor tokens is now two.
- The Frosthammer's charged explosive damage is now 160.
- The KubiutiUpper damagetype now properly launches the Steele Beast.
- Iron Maiden's punches, on splattering enemies, now alerts nearby monsters.
- The Iron Maiden's armor has been tweaked slightly. It regenerates slightly faster, but the armor resistance itself is slower--this should make it better for out-and-out brawls, but more susceptible to burst damage.
- The Iron Maiden now has a powerful uppercut for a launcher attack.
- To accomodate Hae-Lin's drastic increase in power, a lot of enemies have been buffed to be nastier in various ways.
^- Demons, Steele Beasts, and Lost Souls are now much faster and more aggressive. These critters are intended to keep the player moving and watch their blind spot or else take damage; as the reduced hitbox and faster speed in DemonSteele makes it easier to ignore their danger, they now fill up spaces to create danger much faster.
^- The Lost Soul now stops after travelling a short distance. The increase in speed makes it incredibly easy to miss the player, defeating its purpose.
^- The Mancubus now takes a much shorter time in between shots. The idea of the Mancubus' attack sequence is to fill a wide spread of an area, shooting left and right instead of just straight at the player. Since the player now has many more options to dodge or nullify the attacks, the Mancubi can now fill up areas more easily.
^- The Zombiemen and Chaingunners take five tics faster to fire. While they're complete non-threats now, lacking hitscans, they should at least get off shots a little bit faster.
^- The Shotgunners take eight tics faster to fire, fire in bursts of four, and take four less tics between shots. See above.
^- The Chaingunguy now has one less tic in his refire loop. Previously, the chaingunner firing rate was balanced around how fast Hae-Lin could swing her sword. Now that she can swing it faster and faster in various ways, they should shoot faster.
^- The Imp now fires two shots in a row and has a higher chance to go right back to firing more. The Imps are supposed to be more threatening than the zombiemen with more damage with a slower projectile--while in DemonSteele they can't have higher damage, they can at least have higher damage potential.
^- Previously, all attacks had a random element to them just in case of loading another wad with them. With the advent of Doomhealth and the Iron Maiden's armor, though, all attacks need their random element removed. Instead, all monsters do static damage.
^- Hell Knights and Barons now have indicators of when they're going to attack. To make up for it, now they attack faster and more frequently.
- The Acacia, Testament, and Sabbath now eject casings because reasons.
- The Acacia, Testament, and Sabbath now also have gun smoke because reasons.
- The Exodus' explosion now has a shockwave emitting from it.
- The transformation sequence to Iron Maiden now takes the currently-wielded weapon last, to prevent scripts from cancelling early.
- The low-health beep no longer plays when the player has over-life tokens.
- Revenants no longer jump to cutting death states when shot.
- The Cyberdemon now has a proper replacement, the DevilDriver. No longer does it pale in comparison to his fellow boss!
- The Hammer's range has been boosted by 16 units.
- The Legion can now be thrown one tic faster, the stacking can go up to 15 knives, and stacked knives bounce slightly more.
- Thanks to Virtue, texture brightmaps have been integrated for the sake of prettiness.
- Thanks to Kyle873, brightmaps have been implemented for the Exodus and the Frosthammer.
- Thanks to MartyKirra, there is now a voice announcer every time you go up a rank! To disable this, please use ds_cl_noannouncer.
- Iron Maiden punches are now four tics faster.
- Armor damage in Iron Maiden now takes a slight bit of combo meter.
- Picking up Arrogant weapons in Iron Maiden no longer breaks the HUD.
- The energy usage of the Iron Maiden has been swapped--the Iron Maiden now burns more fuel when mid-combat, and relaxes up slightly when the player is out of combat.
- The lightning spawned by weapon pickups now goes down even further, to about 900 units.
- A new map, MAPTEST, has been included specifically for streamlined testing, comparing damage values, testing out item functions, etc.
- Barons now have a unique death effect when punched to death with the Iron Maiden. Splat!
- Weapons now have their own unique special attacks! When holding down fire, hit alt-fire to charge your currently-held alternate weapon with soul energy and deliver a devastating unique attack. While not always as powerful as the sword attacks, these attacks are cheap on soul and take more ammo instead, which should allow players low on soul to have a viable alternative for heavier hordes.
- Souls now fade out little bit by little bit, vanishing if players don't eventually pick them up.
- FuzzballFox's 170 new text colors have been integrated.
- The Omen now has a Testament-esque delayed-pickup for the Chaingun, like how the Testament has with the regular shotgun. After four levels, it will replace Chaingun pickups.
- When playing in ZDoom, the Customize Controls section of Options now displays all of the relevant DemonSteele controls at the top.
- The Iron Maiden now respects ds_cl_norecoil.
- The ACS call for the pain state has been changed from ACS_ExecuteAlways to ACS_ExecuteWithResult, which means that the invulnerability state will start the very instant it's called rather than the tic after. In short, no more multi-token hits.
- Fortune cookie messages are now logged to the console.
- Every time Hae-Lin double jumps, she temporarily gains ethereal angel wings to thrust her up. Because reasons.
- The No Recoil option now disables the pushback on guns as well.
- Enabling No Recoil and firing the Frosthammer no longer jumps to the charged finish state.
- Thanks to Gundere, Hae-Lin now has a set of appropriate player sprites.
- Double-tapping input now must be done within six tics, instead of eight. The cooldown is now 16 tics instead of 20.

Metal jukebox changelog:
Spoiler

FROM V2 TO V3:
===========================
- 75 more songs!
- Judas Priest's Tyrant had a random beep around the 0:56-ish mark. This has been
fixed.
- Dark ambient music has been removed and replaced. This is a pack for jamming to
super-cheesy and tinny music, not getting 2spook'd.
- White Zombie's Temple of the Bull wasn't a song we were able to find any info
on. We're not even sure it's actually a real song. It was replaced with a new
White Zombie song, Black Sunshine.
- It's now possible to change exactly to the song you want. Input "song" and then
a number in the console, like "song 142", and it'll swap to that exact song.
- All song info has been given tan and white coloring for easier differentiation.
- Thanks to Marrub's incredible work, even the song amount now is clientsided.
People are now able to add, remove, and adjust songs as they want without any
issues in joining servers!
- Hitting "Next Song" and manually selecting a song no longer requires the
norandommusic cvar to be set to 0.
- Corrected some mistaken song information:
^- Barathrum's Warmetal is off the album Infernal.
^- Linkin Park's Crawling is off the album Hybrid Theory.
^- Battlelore's Stormmaster was renamed to the proper Swordmaster.
^- Song 186 was credited to Cannical Corpse instead of Cannibal Corpse.
^- Sanctuary's Die for My Sins and Taste Revenge are Thrash Metal.

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OKAY SO THAT WAS AN ADVENTURE AND A HALF.

So Zandronum 2.0 came out, right? And I thought updating DS to it would be easy, just adjust for the inclusion of cvarinfo and bam everything's good.
NOPE turns out there was a whole ton of shit to re-do under the hood in order to make sure everything stayed streamlined and didn't break in the face of the new ZDoom features.

Thankfully, (mostly) everything's good now! So, slight update, 0.8 has been turned into 0.82, and there's been a whole slew of netplay-related changes.
Now, if you're not into netplay, then most of these features are probably going to be completely irrelevant to you. And that's fine! It's only been, like, a week since 0.8's release and asking to re-download 50 megs for a source port you don't play is kind of dumb.
But if you DO play on Zandronum and DO play on netplay, then you're definitely going to want to upgrade to this build.

http://www.best-ever.org/download?file=demonsteele-v0.82.pk3
http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.2.pk3

CHANGELOG:

Spoiler

FROM 0.8 TO 0.82 (Zandronum 2.0 maintenance update)
=======================================
- The cvars have been entirely rewritten with the advent of cvarinfo. Keep in mind all cvar prefixes have been changed from ds_ to dst_!
- Less Effects setting now has entirely different cvars in ZDoom and Zandronum. This is a useless feature to note. Nobody will care. But I suffered to get Zandro/ZDoom compatibility in a single build and you better fucking appreciate it.
- For those who've been around since the beginning, original flavor waifu is now available as a secret skin. It has the original placeholder sprites AND the original placeholder player sounds!
- The Frosthammer special puffs now actually expire and can no longer be stacked to crash servers.
- The gun casings now move with sectors up and down along elevators. This isn't a vital fix but it really tickled my OCD.
- The dst_nochaingun cvar now displays properly in ZDoom.
- Picking up a fortune cookie no longer has a 1/150 chance to cause an overflow error.
- Interacting with the secret room in MAPTEST no longer spams strings to the server.
- A new cvar, dst_debug, has been included to acquire information on whether some functions are working or not.
- Until Iron Maiden has its own player sprites, players in it now have a white halo floating over them to indicate their status to co-op allies.
- Online, when the players exit levels while in Iron Maiden, they will no longer have a desynched client version of the Kharon and Kharon + Acacia A-22.
- The Testament's and Omen's jumping ability is now applicable even on void floors or water.
- The player now goes into Buddha mode when still having life tokens, and goes out of it when with no life tokens.

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It's been a while, huh? Well over eight months, specifically. So I suspect this deserves a little bit of background.

DemonSteele is designed to be a melee-emphatic mod, so of course the hwando is going to be tip top above everything else. But some people want a different way to play other than being a blender; whether the melee should be slower and a bit more intricate, or that there should be just as much focus on the guns, or there should be a couple more nuances.
This is fine! This is a reasonable concern. Sometimes people want to do more than just w+m1. Sometimes people aren't down with all the chaos, or want to use a variety of guns.

So to try and accommodate these criticisms, I started work on a second character, Sun Shihong--she's sort of an overall catch-all for some of the bigger points of feedback that people have been tossing at me. Since DemonSteele is still a melee-focused mod, of course Shihong still has a lot of focus on punching. But there's significantly more nuances here.
Her punching is slower, so a w+m1 approach will leave you wide open to enemy return fire. Her punching have more variety and can make use of jump kicks, crouch kicks, and more. She can swap between different styles to make use of different approaches to play--people who're more interested in shootybang can make use of a style specifically catered towards shootybang. She's tech-based, so she fits in a lot more with the techbases and sci-fi settings so prominent in maps. Etc, etc, etc.

It took me a long time to do. About eight months, in fact. Not something I'm proud of. But here it is, a new release with a new character.

http://www.best-ever.org/download?file=demonsteele-v0.9.pk3
https://www.dropbox.com/s/pblm1zzsdhqlpkn/DemonSteele-v0.9.pk3?dl=1
http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.5.pk3

I'm not gonna lie, I'd wanted to get a lot more done with this release. Even as massive as it is, there's still a whole ton more I could have done with this.
Like what? Well, just off the top of my head, I really wanted to have:
- The ability for the player pawn to know when it's not the player and then morph into a properly-sized actor, for voodoo doll-emphatic maps.
- Player sprites for Shihong.
- Polished up player sprites for Hae-Lin, it's still too clearly a model.
- Arrange the music in the MIDI jukebox alphabetically. Seriously, now selecting a song is just a matter of slapping in random numbers and hoping you get it.
- Automatic/manual fire classes.
- dst_cl_toaster support for Shihong.
- Cvar to remove the sounds from environmental decorative objects.
- Dramatically rehauling the Emperor to be more interesting.
- Deathmatch optimization.
- Arrogant weapons for Shihong.
- Redone sprites for the Testament.
- Excess health pickups being able to heal Sentinel/Ravens
- Being able to "put down" Sentinels/Ravens to use them as turrets.
- Ravens firing only when you attack, rather than firing freely.
- Gun smoke/ejected casings for Shihong's weapons.
- Cvar for zombies to drop their respective ammo type.
- Rehauled Iron Maiden specials (not simply clones of the sword attacks)
- More decorative item replacements
- Arrogant weapons for Shihong
- A third Arrogant weapon for Hae-Lin

But, well, there comes a point where you should just stop polishing and working and polishing and working and just release, and a deadline for the end of the year was a fantastic way to make me do just that. Even if it pushed me a little raw at times--I've been rushing up until the last minute to do as much as I could do, and I wasn't able to dedicate a lot of time to testing, bug-crushing, or balance.
Still, that's what the new year is for, yeah? We're not at 1.0 just yet, and we've still got a long way to go.
Thank you all for your support, thank you all for your encouragement, and thank you all for your criticism and feedback. I'm glad to be able to provide this for all of you, flaws and rough edges intact and all. Please enjoy.

Changelog for v0.9:

Spoiler

FROM 0.82 TO 0.9
=======================================
- A second character, Sun Shihong, has been introduced. Sun Shihong offers a slightly bit more intricate playstyle to DemonSteele than Hae-Lin--while Hae-Lin focuses on utilizing W+M1 in crazier ways, Shihong needs to be paced. Utilizing a combination of guns, punching, and different styles in order to maximize her efficiency, Shihong is for people who want a change of combat is handled and want incentive to not just mash mouse 1 throughout maps.
- The Skininfo entry for the Placeholder player skin has been fixed.
- The Tag entry for KamenRiderModeActivate is now blank.
- The Kharon now has +SPECTRAL and can now hit enemies that are normally immune to hitting. There is nothing that my sword cannot cut!
- Same with the Omen just because.
- The TelefragHack on the Kharon's forward special now instantly kills any enemy, to prevent players from getting stuck in a living body.
- The KeyConf entry for the Launch Attack has been renamed to Weapon Action because reasons.
- Mancubi no longer have such advanced jiggle physics.
- Two additional sprites of soda pickup were included for variety.
- Guns can no longer get meter by shooting decorations.
- Game Over quotes have been included to degrade you for your failure, upon death.
- In lieu of Zandronum 2.0, all A_JumpIf(CeilingZ-Z <= 16,"DeathUpperFinish") checks have been replaced with a simpler A_CheckCeiling("DeathUpperFinish").
- Bisected body parts now have +CANTSEEK on them.
- Weapons now have been changed to have Tag entries, removing spaces from their names, for ease of clientside weaponslot manipulation.
- Souls no longer fly out of bisected body parts. Why was that even a thing?
- A new difficulty was added, for those who want even more challenge.
- A WEEB_GLOBAL ACS script has been introduced, for streamlining of applying singular-but-important scripts to multiple players. Yes, this is important. Shut up.
- Special inputs now require fire to be held down first.
- Hae-Lin can no longer accientally crush herself by dashing while Falling damage is turned on.
- The pickup message for the Berserk has been changed since people were confused as to what it actually does.
- The air control in both Zandronum and ZDoom has been unified to allow more ease of use in aerial dodging and mobility. dst_oldaircontrol allows for swapping back to the original, but only on map load.
- Destroyed barrel/lamp/candelabra pieces now have actual collision data.
- Several GLdef errors have been fixed.
- Explosive barrels have had their flares removed and are no longer horrendously laggy, especially in bunches, ESPECIALLY online.
- Explosive flares have been tweaked to have tighter trails that last slightly shorter.
- Flashlights now work online.
- DoomHealth mode now has armor bonuses spawn, well, armor bonuses.
- dst_nohealth, dst_noarmor, dst_nopistol, and dst_noweapons cvars have been included for those that want to customize for more challenging runs. Or just shitting around.
- Separation between ZDoom and Zandronum versions of DemonSteele has been polished up and is hopefully more future-proofed.
- Dramatic fade-ins no longer happen in DM.
- All weapons now have obituaries.
- Decoration sounds are now mono and should no longer play at fulldistance with OpenAL.
- Picking up weapons in Iron Maiden mode now gives points.
- There is now a D_TTFTW replacement.
- For those playing maps where you jump right in the fray instantly, dst_nointro removes the over-dramatic presentation at the start.
- Numerous sounds have been converted from Stereo to Mono, since as of this time of writing OpenAL is currently glitched and plays Stereo sounds across the entire map. Theoretically, one can now play entirely in singleplayer in OpenAL in GZDoom and not hear anything especially ear-rendering.
- The Blackened's death sequence is now significantly more obvious as to when it's actually died.
- Disconnecting will remove all existing floating buddies hanging around you.

Changelog for metal jukebox v3.5:
Spoiler

FROM V3.2 TO V3.5
===========================
- 25 more songs.
- SpawnForced was introduced into Zandronum since the update. ZDoom check
rewritten with this in mind.
- nomusic was a server cvar instead of a user cvar. This has been fixed.
- The DemonSteele check would break at seemingly random times and summon a
Revenant to punch the player. This has been fixed.

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