Nevander Posted May 3, 2018 (edited) Here is a collection of small patch WADs and other interesting files that I have made or thrown together over time. I will add more and expand the post as time goes on as well (full readmes included in files). At the bottom you will also find a collection of links to various projects I've been involved with as well as my own work since I first began mapping and modding for Doom. Enjoy! MINI-MODS: SmoothWeapons - SmoothWeapons_9-26-2017.zip Improved versions of NightFright's enhanced version of Perkristian's Smoother vanilla weapons mod, with my own personal edits. Check readme for full credits and explanation. Blood Fixer - BloodFixer_10-1-17.zip Gives monsters the right blood colors, such as Cacodemons bleeding blue, Hell Knights bleeding green, and more! Includes "plus" version that nerfs Lost Soul health down to half like the PSX and Doom 64 versions. PSX TC Addons - psxtc_addons_5-7-2018.zip Want some Doom 64 style glows with your maps? Want dynamic lights on everything like normal GZDoom? Tired of starting with the Fist out every time? Want a custom PSX version of Blood Fixer? Download now! 5/7/2018 changes: - Fixed an issue where the BFG appears twice on the alt HUD - Fixed an issue where you could not scroll past the BFG Swift Slaughter - SwiftSlaughter_5-3-2018.zip Tired of slaughtermaps being too hard? Not a fan of the crazy mods like Russian Overkill? This WAD is for you! Classic weapons turned OP. All weapons fire as if sv_fastweapons and sv_infiniteammo were on. Handle slaughter swiftly! Super Viles! - superviles_5-3-2018.zip This is an evil WAD. It makes Archviles into Superviles which can resurrect not only Cyberdemons and Masterminds, but also Lost Souls, Pain Elementals and even other Archviles! They are also reskinned! Otherwise they are the same. Proceed with caution. Despawning Monsters - DespawnMonsters_5-3-2018.zip This WAD makes it so monsters that have been killed will despawn from the current map after 3 minutes of being dead. They can still be revived by Archviles during this time. Two versions included: fade out or instant removal. Speeds up save/load times in long slaughtermaps, cleans up the battlefield! Blood Fixer Plus modifications are integrated into these WADs as well. Ancient Aliens GLDEFS Fixes - aagldefs.zip Gives the new standing lamps some matching dynamic lights, fixes the pink plasma not having lights, gives the Guardians some lights. Silent secret sound - silentsecret.zip Load this with a ZDoom based port to change the "A secret is revealed!" to a silent sound with a message of "secret located." Hell on Earth Starter Pack Vanilla Improver - hellonearthstarterpack_vanilla_improver_1.0.zip Run this WAD if you like playing the starter pack without Brutal Doom. Removes a lot of errors and warnings, and makes it less annoying to play unmodded. Also has many other minor improvements and nerfs the bosses. Should work with most other mods as well. Ultimate Doom Episode 4 Fixes - UDEP4FIX_5-3-2018.ZIP Adds the custom intermission screen as well as the Doom Classic par times to Thy Flesh Consumed. Red Baron Fireballs - BaronRedProjectiles.zip Changes the Baron of Hell to fire red fireballs instead of green, akin to the design change seen in Doom 64 where the Barons there fire red/pink projectiles instead. Uncapped Ammo - UncappedAmmo_4-23-20.zip Removes the default caps of 400/100/100/600 for ammo types and changes it to 999,999,999 so you can pick up every ammo pickup you can find, so that you have a running total instead of needing to manage it. Modified status bar is included to reflect the "new cap." E3M7 Improved - E3M7_Improved_4-30-20.zip Tweaks and changes my least favorite Ultimate Doom map, Limbo, to be much less annoying and offer the player more clues and an easier time traversing the level. See readme for full list of changes. The map is still vanilla compatible and was tested in Chocolate Doom! Valiant Episode 5 Metal Soundtrack Cover - ValiantEP5Cover.zip I love Valiant and and I love the fifth episode of Valiant. The music fits so well with the maps. So, I looked up covers of those particular tracks (most are from Gundam Wing Endless Duel) and found some really excellent ones. Unfortunately I couldn't find a metal cover or metal sounding cover of the track used in A Lightbridge Too Far, so I used a metal cover of Seaside instead. If you liked that track, I'm sorry! Feel free to edit the PK3 and delete that track if you want, but I feel like Seaside fits really well too. I've put them together in a PK3 you can load after Valiant.wad or valve.wad (vaccinated). Full credits are given in the PK3. 5/18/2020 changes: - Fixed a file which was incorrectly named NEW! Censor Doom - CensorDoom_11-30-20.zip This is a mod that basically turns Doom IWADs into a T-rated experience. No blood, no monster death states, no death sounds, no gore props, no gory textures, and more. Use this if you want to try and get some younger folks into Doom without the violent aspects. PLEASE let me know if I missed something, and I highly suggest you check it out before you use it for real. Please read the readme file included if you are a parent. MAPPING AND MODDING PORTFOLIO: 1. Depraved Classic (2014)https://forum.zdoom.org/viewtopic.php?f=19&t=47113 2. Depraved (2014-present)https://forum.zdoom.org/viewtopic.php?f=19&t=47113 3. D!ZONE Level Standalone Release (2016) https://www.doomworld.com/forum/post/1555455 4. The Doom Comic as a Level (2016)https://www.doomworld.com/forum/topic/86793 5. Gridlock (2016), two maps: "MAP03 Overgrowth" and "MAP22 Trials of Iniquity"https://www.doomworld.com/forum/topic/85553 6. 20 Monsters (2016), one map: "MAP04 Underglow"https://www.doomworld.com/forum/topic/92542 7. Doom 64 for Doom II (2017), three maps: "MAP16 Dark Citadel", "MAP17 Eye of the Storm" and "MAP33 Title"https://www.doomworld.com/forum/topic/92901 8. Doom 64 Retribution (2017-present)https://www.doomworld.com/forum/topic/91854https://www.moddb.com/mods/doom-64-retribution 9. Doomed in Space (2018), one map: "MAP10 Command Station Zulu"https://www.doomworld.com/forum/topic/98982 10. Nevander's Mini-Mods (2018-present)https://www.doomworld.com/forum/topic/100595 Edited November 30, 2020 by Nevander : Adding more stuff! 11/30/20 29 Share this post Link to post
Kaido Posted May 3, 2018 3 hours ago, Nevander said: Super Viles! - superviles_5-3-2018.zip This is an evil WAD. It makes Archviles into Superviles which can resurrect not only Cyberdemons and Masterminds, but also Lost Souls, Pain Elementals and even other Archviles! They are also reskinned! Otherwise they are the same. Proceed with caution. What? Why? 2 Share this post Link to post
Nevander Posted May 3, 2018 1 hour ago, A7MAD said: What? Why? Because I'm an idiot who thought it would be funny. 3 Share this post Link to post
Pegleg Posted May 3, 2018 7 hours ago, Nevander said: Super Viles! - superviles_5-3-2018.zip This is an evil WAD. It makes Archviles into Superviles which can resurrect not only Cyberdemons and Masterminds, but also Lost Souls, Pain Elementals and even other Archviles! They are also reskinned! Otherwise they are the same. Proceed with caution. Wow. Just wow. Hopefully, this mod doesn't create ghost lost souls or ghost pain elementals (since there would be no "corpse" to resurrect). 1 Share this post Link to post
Pegleg Posted May 3, 2018 Just now, Pegleg said: Wow. Just wow. Hopefully, this mod doesn't create ghost lost souls or ghost pain elementals (since there would be no "corpse" to resurrect). Speaking of ghosts, did you keep the glitch that creates ghost monsters from crushed monsters? Which would allow you to live in a world of ghost cyberdemons, ghost masterminds, and ghost archviles. I don't know if I want to live in that world. 2 Share this post Link to post
Empyre Posted May 3, 2018 (edited) Have you ever seen Vile Curse? It enables all monsters (that leave bodies) to be resurrected, but also enables all monsters to do the resurrecting, so you might have, for example, a lost soul resurrecting a cyberdemon. @Nevander Would it be OK if I merged Despawning Monsters with 10x and the other multipliers (with credit to you in the WADINFO lump)? Both Vile Curse and the multipliers are here: 2 Share this post Link to post
Pegleg Posted May 3, 2018 35 minutes ago, Empyre said: Have you ever seen Vile Curse? It enables all monsters (that leave bodies) to be resurrected, but also enables all monsters to do the resurrecting, so you might have, for example, a lost soul resurrecting a cyberdemon. @Nevander Would it be OK if I merged Despawning Monsters with 10x and the other multipliers (with credit to you in the WADINFO lump)? Vile Curse 10x? I can't imagine trying to run a slaughterwad with that particular mod. I imagine there are number of people who would love it. Vile Curse 10x actually makes @Nevander's Super Vile mod seem reasonable in comparison. 1 Share this post Link to post
Empyre Posted May 3, 2018 (edited) 3 hours ago, Pegleg said: Vile Curse 10x? I can't imagine trying to run a slaughterwad with that particular mod. I imagine there are number of people who would love it. Vile Curse 10x actually makes @Nevander's Super Vile mod seem reasonable in comparison. That's what overpowered weapons mods are for, but the frame rates get bogged down with so many monsters active at once. Edited May 3, 2018 by Empyre : removed shameless plug for my own mod 1 Share this post Link to post
Nevander Posted May 4, 2018 (edited) 11 hours ago, Pegleg said: Speaking of ghosts, did you keep the glitch that creates ghost monsters from crushed monsters? I don't know how to actually force the glitch but doesn't it have something to do with not overriding the crush state? Quote @Nevander Would it be OK if I merged Despawning Monsters with 10x and the other multipliers (with credit to you in the WADINFO lump)? Sure, go bananas. 1 Share this post Link to post
CarboxylicAcids Posted June 11, 2018 I like this , I might even use it 1 Share this post Link to post
BlitZ Posted December 13, 2018 Hi Nevander, I would like to suggest folding this fix into your Ultimate Doom patch. I've already done this for myself. I've also made a menu pic for Ultimate Doom, which you can use if you want. 3 Share this post Link to post
Bites! Posted December 24, 2018 @Nevander You such like fucking god, i love it 0 Share this post Link to post
Nevander Posted April 30, 2020 (edited) Added two three new mini-mods: Uncapped Ammo, E3M7 Improved, and a mostly metal cover of Valiant Episode 5's soundtrack. Also added a "mapping portfolio" where I list off all the projects that I have been involved with or maps I've released. Edited April 30, 2020 by Nevander 4 Share this post Link to post
AL-97 Posted April 30, 2020 Great stuff! Blood Fixer mod has been the default selection for my Doom sessions almost since its original release on ZDoom forums three years ago. Particularly useful with Nash's Gore Mod. 1 Share this post Link to post
Nevander Posted April 30, 2020 (edited) On 4/30/2020 at 3:25 PM, Devalaous said: Doom Comic map has no link, a shame. Crap I forgot about that, apologies. Check back tomorrow eventually, I'll fix the link. @Devalaous Link is fixed finally. I'm really bad about saying tomorrow but then it's actually weeks later. Edited May 18, 2020 by Nevander 0 Share this post Link to post
Devalaous Posted May 20, 2020 Thanks for that, always wondered how the comic would play out in an actual Doom map 1 Share this post Link to post