omegamer Posted April 14, 2010 Hey guys, I just finished V1 of my first Doom Mod. ------------------------------------------------------------------------ Omegamer's Mod V1 ------------------------------------------------------------------------ Features: -when shooting enemys, pools of blood appear -new weapon sounds for pistol, shotgun and chaingun -some enemy HPs in/decreased -you can walk trough spectres!!! -shell ammo limit enhanced to 100 -"Supercharge" now gives you just 50 health points -former humans/sergeants took shooting lessons.Now they shoot a lil bit more precisely -the pistol consums no more ammo Download:http://www.megaupload.com/?d=S7MRAGZ9 It´s a try to make Doom a little bit better. I don´t say it´s the best thing on earth or better than the original DooM, It was just atry. Website:http://www.omega-wads.weebly.com Please give feedback! EDIT: Changes for V1.1: -Fomer Humans/Sergants and imps can fall of steps -imp fireball changed speed from 10 to 18 There will be more changes but I´m still working on it. 0 Share this post Link to post
BlueEagle Posted April 14, 2010 omegamer said:It´s a try to make Doom a little bit better. Maybe poor choice of words, but I didn't know there was something bad about Dooms original gameplay. 0 Share this post Link to post
omegamer Posted April 14, 2010 Yes bud, if someone played DooM trough thousand time, this mod will give him a new experience. 0 Share this post Link to post
omegamer Posted April 14, 2010 It´s tested with Skulltag, but I think it works with almost all, because there are no port specific features. 0 Share this post Link to post
Spleen Posted April 14, 2010 omegamer said:It´s tested with Skulltag, but I think it works with almost all, because there are no port specific features. So you're not using DECORATE? DECORATE is port-specific 0 Share this post Link to post
Spleen Posted April 14, 2010 Hmm, I just gave it a try -- to be honest, the supershotgun is overpowered now. Also, it looks silly to have lots of solid flat chunks of red stuff fall from enemies when you shoot them with it. 0 Share this post Link to post
omegamer Posted April 14, 2010 Spleen said:Hmm, I just gave it a try -- to be honest, the supershotgun is overpowered now. Also, it looks silly to have lots of solid flat chunks of red stuff fall from enemies when you shoot them with it. Try Nightmare difficulty if it´s to easy for you. 0 Share this post Link to post
omegamer Posted April 14, 2010 I increased the health of the former human/sergant to more hp as originall.Thx for this tip. It will be at V1.1 wich gets out tomorrow or something. 0 Share this post Link to post
40oz Posted April 14, 2010 omegamer said:It´s tested with Skulltag, but I think it works with almost all, hahahahahahahahahahahahaha 0 Share this post Link to post
omegamer Posted April 15, 2010 V1.1 will contain stronger former humans and sergants too! 0 Share this post Link to post
omegamer Posted April 15, 2010 V1.1 is out now!!! Additions: -------------------------------------------------- V1.1: -Fomer Humans/Sergants and imps can fall of steps -imp fireball changed speed from 10 to 18 -former human/sergant and imp more powerful -chainsaw now faster -barrel health changed from 20 to 10 -------------------------------------------------- Download:http://www.megaupload.com/?d=EF78JRMI Please give feedback! 0 Share this post Link to post
Reisal Posted April 15, 2010 Sounds like a DEHACKED/WAD combo. Having weak enemies jump off ledges (Imp in E1M1 nukage room) can unbalance gameplay in some areas, especially when some are set up to snipe at the player. 0 Share this post Link to post
zZaRDoZz Posted April 15, 2010 Works fine in zDooM. I'm guessing that all openGL ports will have trouble with the blood sprites lying flat. EDGE boosted the imps range attack to near instant hit speeds. 0 Share this post Link to post
Aldaraia Posted April 16, 2010 Nice attempt omegamer, but I believe Doom's gameplay is as close to perfection as can be for a game like it IMO. What's next? Revenant rockets don't chase you? Cyberdemons fire only one rocket at once? 0 Share this post Link to post
Spleen Posted April 16, 2010 Aldaraia said:Nice attempt omegamer, but I believe Doom's gameplay is as close to perfection as can be for a game like it IMO. What's next? Revenant rockets don't chase you? Cyberdemons fire only one rocket at once? Moreso, the numerous great WADs released over the years have been built around DOOM's gameplay balance, and changing it without careful thought can unbalance things in an inappropriate manner. :P Most decent "weapon mods" or "monster mods" at least contain some new graphics, to motivate the player to try them out. If you really want to change DOOM's gameplay that much with a DEHACKED patch, I recommend you make and include maps that are made for and are interesting to play with that patch. 0 Share this post Link to post
BlueEagle Posted April 16, 2010 After trying out your mod, I think it breaks the gameplay rather than making it "better". The super fast SSG alone completely ruins the fun for me, because the challenge of dodging attacks while reloading was half the fun of using that weapon. Same for your monster modifications. Sorry, but your modifications remind me of the good old 1995 or whatever year Dehacked came out and when people made their first steps with it and everyone was astonished about the super fast weapons and other tricks that were possible with it. That's not a bad thing, but for me it seems redundant to make mods like that again nowadays. 0 Share this post Link to post