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TheWolfman00001

Wolfman's Game-Play Modifications (Major Update Released!)

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Hello everyone, and welcome to Wolfman's Game-Play Modifications: a mod for Doom that attempts to change gameplay in a number of different ways while sticking true to the core gameplay of vanilla Doom that we all know and love. The changes this mod makes are as follows:

-Removing RNG from weapon and enemy damage
-Buffing weapons to be OP and enemies to be more powerful and dangerous. You can dish out higher amounts of damage against enemies with the modified arsenal of weapons at your disposal, but so can they. This creates a new form of gameplay that is much more fast-paced and dangerous, where taking damage and making mistakes is more heavily punished, but the enemies you face go down with relative ease
-Adding new custom content to expand upon Doom's standard arsenal and provide more strategic advantages to the player, as well as to replace power-ups that are underpowered (Specifically the partial-invisibility sphere, no other power-ups have been replaced as they are all adequately useful already)
-Modifying each skill level to provide linear difficulty scaling, while providing a similar experience between each skill level. This mod also includes an additional skill level that will greatly challenge the player
-Other misc changes, such as adjustment of ammo values, and buffs to various pre-existing items that were slightly underpowered before

A much more detailed rundown of the changes can be found below, but before doing that I will provide download links as well as credit the various sources where I got the custom content from. Also, make sure to play this mod with the latest version of GZDoom, and with mouse look enabled, as some weapons have autoaim disabled for strategic purposes.

Finally, I cannot guarentee any compatability with Wads/Level Packs that modify gameplay, weapons, enemies, and/or items, so I would highly recommend that you don't not use this mod in conjunction with any that do (I haven't play-tested this mod with any megawads that do add custom content such as eviternity for example, but that is the general assumption I am under)
 

(Main Version) Download link: https://drive.google.com/file/d/12lfbvjEH5LaV2Fl42MA7Q9aWfyNe7avb/view?usp=sharing

(Vanilla Version) Download link: https://drive.google.com/file/d/1b54KDIYH0rhwBGMt_Tc8go8h49SxPCBu/view?usp=sharing

 

Credits:

Spoiler

DoomSphere:
-Posted on realm667
-Submitted by Ghastly_dragon
-Decorate: The Skulltag Team
-GLDefs: The Skulltag Team
-Sprites: The Skulltag Team

HasteSphere:
-posted on realm667
-Submitted by scalliano
-Decorate: scalliano
-GLDefs: scalliano
-Sounds: None
-Sprites: Id Software
-Sprite Edit: scalliano

GuardSphere:
-posted on realm667
-Submitted by Ghastly_dragon
-Decorate: The Skulltag Team
-GLDefs: The Skulltag Team
-Sprites: The Skulltag Team

Flashlight:
-posted on realm667
-Submitted by idGamer
-Decorate: Alando1, idGamer
-GLDefs: Alando1
-Sounds: Unreal Tournament
-Sprites: Alando1, osjclatchford, Eriance, id Software, 3D Realms
-Sprite Edit: MagicWazard (angled)

Shieldgun:
-posted on realm667
-Submitted by Captain Toenail
-Decorate: Captain Toenail
-GLDEFs: N/A
-Sprites: Doom, Duke3D
-Sprite Edit: Captain Toenail
-Sounds: Quake 2, Half Life

Smasher:
-posted on realm667
-Submitted by Captain Toenail
-Decorate: Captain Toenail
-Sprites: ID Software, Monolith Productions, JoeyTD
-Sounds: ID Software
-Sprite Edit: Captain Toenail

Triple Barrel Shotgun:
-posted by Seidolan on Spriting Carnival, page 2185
-Sprites: ID Software
-Sprite Edit: Seidolan, JoeyTD, Cory Whittle
-used with permission from Seidolan

Heavy Chaingun:
-posted on realm667
-Submitted by Z86
-Decorate: Z86
-Sounds: Raven Software (Quake 4)
-Sprites: Eriance
-Sprite Edit: Z86 (In-between frames)

Grenade Launcher:
-posted on realm667
-Submitted by Ghastly_dragon
-Decorate: The Skulltag Team
-GLDefs: The Skulltag Team
-Sprites: The Skulltag Team
-Sounds: The Skulltag Team

StunnerRifle:
-posted on realm667
-Submitted by Ghastly_dragon
-Decorate: Tormentor667
-GLDefs: Keksdose
-Sprites: Eriance, Raven Software
-Sounds: Raven Software

BFG2704:
-posted on realm667
-Submitted by Gothic
-Decorate: Gothic
-GLDefs: Gothic
-Sounds: id Software, Midway
-Sprites: Zrrion the Insect, id Software
-Sprite Edit: Gothic

11

 

Weapon Changes:

Spoiler

As stated above, the weapons in this mod have been buffed significantly from vanilla, and each does consistent damage for extra reliability (Due to the removal of RNG-based damage.) You will be killing demons much quicker than usual and you will find that each vanilla weapon has more viability than they originally had in OG Doom, on top of the new additions to the modified arsenal of weaponry that each add new strategic advantages to the player and allow the Doom Marine to excel at demon murder like he never has before! Since the modified vanilla weapons are exactly the same in terms of functionality as their original counterparts (other than improved stats) I will be detailing the changes to them first before moving on to describing the new weapons that this mod adds in.
------------------------------------------------------------------------------------------------------------------------------------------------------
Pistol:
-Fires faster than vanilla (3 shots per second)
-Damage is 20 per shot (60 DPS)
-100% accuracy

Fist:
-Fires slightly faster than vanilla (2 shots per second)
-Damage is 15 without berserk, 150 with berserk (30 DPS/300 DPS respectively)
-Attack frame has been moved to the end of the wind-up animation for better attack input (The frame where the arm is the most outstretched)
-Grabbing a berserk pack doesn't auto-switch to the fist (this was a completely unintended feature, but I left it in due to the convenience that it provides)
-The Fist is silent and does not alert nearby enemies of your presence when used

Chainsaw:
-Fires faster than vanilla (10 shots per second)
-Damage is 20 (200 DPS)
-Melee range has been increased (from 65 to 80)
-The chainsaw no longer pulls you into enemies during attacks

Shotgun:
-Fires slightly faster than vanilla (Doesn't affect shots per second, it's only meant to slightly decrease time spent between shots, allowing for faster reactions to enemies)
-Fires 12 pellets, 11 of which deal 10 damage and the 12th deals 15 (125 damage per shot assuming all pellets connect)
-Accuracy has been buffed (horizontal spread reduced from 5.6 to 4)

Chaingun:
-Fires faster than vanilla (10 shots per second)
-Damage is 15 per shot (150 DPS)
-Accuracy has been buffed (horizontal spread reduced from 5.6 to 2)

Super Shotgun:
-Fires slightly faster than vanilla (same deal as the shotgun, the firing speed increase is only meant to allow faster reactions to enemies. Doesn't affect shots per second)
-Fires 24 pellets, each dealing 15 damage (360 damage per shot assuming all pellets connect)
-Accuracy has been buffed (horizontal spread reduced from 11.2 to 8, Vertical spread reduced from 7.1 to 4)

Rocket Launcher:
-Projectile speed has been buffed (from 20 to 25)
-Each rocket does 450 damage (50 impact damage + 400 Splash damage) for a total of 900 DPS per second (2 shots per second)
-Splash radius has been buffed (from 128 to 180 with a full damage radius of 90, Full damage is the radius at which splash does max damage)
Additional Note: Due to the Splash radius increase, players will need to be more careful with their positioning when firing rockets, as self-damage is much more dangerous then it was in vanilla, and you can be damaged from farther away. Be mindful of your rocket use guys, and stay safe.

Plasma Rifle:
-Projectile speed has been buffed (from 25 to 40)
-Each Plasma Ball deals 42 damage (fire rate is 12 shots per second, for a total of 504 DPS)
-Plasma cooldown frame is 20% shorter (reduced from 20 frames to 16)

BFG9000:
-Tracer count increased from 40 to 200
-Tracer range increased from 1024 to 5120
-Tracer damage is 1000 per tracer (DPS is proportionate to what you kill with each BFG ball. Overall DPS is 200000, but it's impossible to truly reach that amount of damage due to enemy health numbers and tracer inconsistency)
-Projectile damage is 1000
-Ammo consumption increased (from 40 to 100)
Additional Note: The ammo consumption of the BFG is meant to restrict its use and make you consider each shot carefully. The power of the BFG is immense, but if you aren't getting your ammo's worth, then you are wasting DPS and cells. Save this for large scale battles, or emergencies where you are backed into a corner and everything needs to DIE.
------------------------------------------------------------------------------------------------------------------------------------------------------
Custom Weaponry:
This mod includes 6 new weapons. Each weapon has its own strengths and weaknesses while providing players with new options and strategies for approaching different combat scenarios. Each of them has a 10% chance of replacing the weapon they share a weapon slot with and none of them are specifically better than the weapons that they replace.

AutoShotgun: (10% chance of replacing shotgun)
An automatic, Drum fed, Dealer of death is an accurate description of this weapon as a whole. It fires 3 shots per second and each shot fires 8 pellets dealing a total of 90 damage per shot (270 DPS.) Now on paper that may seem like a much better bargain than the regular ole shotgun that we are all accustomed to, but it's much more inaccurate than the shotgun at medium to long-range due to the increased bullet spread and attempting to deal damage at these ranges will result in inconsistent damage output that will cost you an extra shell or two to make up for. The pellets also don't have as much penetration capability as the regular shotgun and ammo use and efficiency is also an issue with this weapon. Use this for rapid elimination of low-tier threats at close range, but if a mid-tier enemy appears or you are forced to sharpshoot at something, you might just prefer a regular shotgun or a super shotgun to deal with the threat at hand.

Doom Stick: (10% chance of replacing super shotgun)
Double the damage of the regular Super Shotgun and 3 Barrels o' Fun, this absolute UNIT of a weapon excels at demon murder with its unparalleled Burst Damage capability against mid-tier foes, 1-shotting anything less healthy than a Baron of hell (The Doom Stick fires 36 pellets each dealing 21 damage, for a total of 756 DPS, Requires 3 shells per shot.) However it is even more inaccurate than the regular super shotgun, and it fires slightly slower as well to compensate for the firepower you dish out. It is also much more ammo inefficient against low-tier enemies, restricting its use to dealing with mid to high-tier enemies. The Doom Stick also has nowhere near as much crowd control capability as the rocket launcher, and the rocket launcher's overall DPS is higher than the Doom Stick. Use this for small groups of mid to high-tier enemies, or for when shit needs to die, but overall the super shotgun is a better all-rounder, and the rocket launcher is a much better dealer of death.

Heavy Chaingun: (10% chance of replacing chaingun)
This weapon is exactly what the super shotgun is to the regular shotgun. It fires 2 pellets per shot at a rate of 12 shots per second, each pellet dealing 18 damage for a total of 36 damage per shot (432 DPS,) but at the cost of requiring double the ammo and being ammo inefficient against low-tier foes. These downsides are also coupled with decreased accuracy and a spin-down time after firing which significantly reduces the viability of tap-firing. The Heavy Chaingun is an incredibly reliable tool of death against the denizens of hell provided that you don't go through your entire supply of bullets with careless use, and it is powerful enough to compete with the likes of the plasma rifle in terms of DPS and stun-locking capability. Use this against groups of low to mid-tier foes, but make sure to be mindful of the amount of ammo you are expending, and if faced with hordes of low-tier enemies/ammo is an issue, then you might want to switch to the regular chaingun to deal with the threat and conserve ammo.

Grenade Launcher: (10% chance of replacing rocket launcher)
The cousin of the rocket launcher, the grenade launcher's use is quite similar to the rocket launcher, and each weapon does the exact same amount of DPS with each rocket/grenade. The differences between each aren't in the use of the weapon, but more in the qualities that grenades bring over rockets. First off, while rockets pool most of their damage into splash damage, grenades have an equal blend of splash and impact damage. This makes grenades amazing against high-tier boss monsters such as cyber-demons or spider-masterminds (grenades deal 500 DPS to boss monsters to be specific, that's 250 damage per grenade at a rate of 2 grenades per second.) The grenade launcher also fires slightly quicker than the rocket launcher, and the projectile speed of each grenade is slightly faster than a rocket (Neither of these factors effect shots per second or DPS.) However, none of these features are as important as the grenades inherent ability to bounce off of walls and other geometry before detonating, which combined with the arc that the grenade fires out in (as well as the physics of the grenade itself,) can allow a skilled player to get the drop on enemies in creative and interesting ways, all while being in a much safer position than he would have been in had he been using any other weapon. In return for this powerful utility, grenades sacrifice 25% of their splash radius compared to a rocket (grenades have a splash radius of 148 and a full damage radius of 74) in addition to the lesser amount of splash damage that grenades have, which significantly reduces AOE damage dealt. This is also a positive as you don't have to be as mindful of your positioning when using the grenade launcher as compared to using a rocket launcher, which allows the grenade launcher to be more useful in close-quarters combat scenarios. Use this when facing groups of low-tier enemies or smaller groups of individual mid-tier enemies, and in situations where you feel like you could benefit from the indirect damage capability that grenades bring, but make sure to save the rocket launcher for larger groups of enemies so that you aren't wasting ammo or DPS.

Pulse Rifle: (10% chance of replacing plasma rifle)
With its beautiful, sleek, and simplistic design, the pulse rifle is a strong contender against the power and versatility of the plasma rifle. The pulse rifle fires waves of circular energy at a rate of 2 shots per second (each shot requiring 9 ammo) that each fry and electrocute any organic being that they come into contact with. Each wave is surprisingly powerful despite their size, dealing 350 damage (700 DPS) and having 3x the speed of a normal plasma ball (a speed of 120 compared to the plasma ball's 40) which makes the pulse rifle quite effective as a sniping tool, while still being formidable at closer ranges against individual mid-tier targets. However, the main drawbacks of this weapon are its complete lack of crowd control capability, coupled with its ammo inefficiency against low-tier targets, which heavily restricts the usability and versatility of the pulse rifle over the plasma rifle. Use this for eliminating targets from far away places, and against small groups of individual mid-tier targets (only if you ABSOLUTELY have no other choice,) but in close to medium range combat scenarios where you need crowd control capability, the plasma rifle (or any other weapon) would be a far better choice.

BFG3000: (10% chance of replacing BFG9000)
This antique of UAC's past has long been left behind and forgotten in the wake of the BFG9000's creation. truly, this weapon ain't no spring chicken, but that doesn't make it any less effective than its destructive and powerful younger brother. While the BFG3000 only does 1/4th of the total DPS of a BFG ball in 1 shot (50000 total DPS, average DPS is proportionate to the amount of enemies you kill with the BFG3000) and lacks the range, AOE, and burst damage capability of the BFG9000 as a whole, the BFG3000 has various advantages that make up for the losses in DPS and AOE damage output. For starters the BFG3000 is highly ammo efficient compared to the BFG9000, taking only 50 ammo to fire in its entirety and using up the remaining cells in your inventory to fire a less powerful shot if you don't have at least 50 cells already, which allows you to use the BFG3000 in a variety of situations where using the BFG9000 would be wasteful and reckless. The BFG3000 also fires faster than the BFG9000, and instead of firing 1 large projectile that spawns tracers around an area, the BFG3000 fires 100 smaller plasma projectiles in a wide spread that each deal 500 damage and are as fast as a normal plasma ball, which allows you to quickly react to enemies and provides you with intense, stream-based, direct damage capability. All of these properties combined make the BFG3000 more versatile than the BFG9000. with its ability to tackle small to medium scale combat scenarios more efficiently than the BFG9000, as well as its ammo efficiency and direct damage capability allowing the player to apply damage comfortably anytime and anywhere without having to worry about their positioning or ammo usage, The BFG3000 is a powerful tool of death that should NOT be underestimated because of its age. Use this in smaller areas or against small to medium-sized hordes of enemies, or when you need to push through a wall of enemies when cornered, but in more large-scale battles where high burst damage and AOE is needed, the BFG9000 would be a better option.
------------------------------------------------------------------------------------------------------------------------------------------------------
Utility Weaponry:
There isn't much to say about either of these weapons, so expect this section to be brief. You start with both of these weapons by default and they cannot be found in the environment. These weapons do no damage, and they attempt to support the player in very situational ways that don't hold much weight outside of each of their respective uses.

Flashlight: (Weapon Slot 1)
Standard issue UAC light source, which can be quite useful in dark areas, but leaves you vulnerable to attack when in use.

Shield Gun: (Weapon Slot 2)
One of the more experimental weapons in the player's arsenal, this weapon creates an energy shield in front of the player that blocks 100% damage from almost every projectile and hitscan attack in the game (except for cyber-demon rockets and archvile flames,) but don't let anything get close to you since enemies can walk through the energy shield and attack you directly with melee. Situationally useful, but useful nonetheless.

Additional Note: Every weapon switches 3x faster in order to promote weapon comboing as well as to further increase the power and versatility of the modified arsenal.

6

 

Skill Levels:

Spoiler

As stated above, each skill level has been modified to provide a similar experience between each other, while also scaling the difficulty down or up depending on what difficulty you choose. Specifically, each difficulty has the same amount of monsters and items, but each one has damage scaling depending on the difficulty along with added advantages or disadvantages that come with the easier and harder skill levels. The stats for each difficulty can be found below.

I'm Too Young To Die:
-45% damage resistance to enemy attacks
-Increased health recovery from health pickups (HealthFactor increased from 1 to 2)
-increased ammo gain from ammo pickups (AmmoFactor increased from 1 to 2)

Hey, Not Too Rough:
-30% damage resistance to enemy attacks
-increased ammo gain from ammo pickups (AmmoFactor decreased from 2 to 1.50)

Hurt Me Plenty:
-15% damage resistance to enemy attacks

Ultra-Violence:
-No advantages or disadvantages, regular damage values are present

Nightmare:
-22.5% enemy damage increase
-increased enemy aggression (Aggressiveness buffed from 0 to 0.50)
Additional Note: Aggressiveness is much different from fast monsters, which has been disabled due to how unbalanced it would be along with the new enemy behavior and damage values. Enemies just attack more frequently then they do normally. Respawning enemies is also disabled because of how inherently unfair it is.

Unending Nightmare:
-45% enemy damage increase
-increased enemy aggression (Aggressiveness buffed from 0.50 to 1)

2
2

 

Power-Up And Enemy Changes:

Spoiler

Power-Ups:
As stated above, new power-ups have been added to replace the partial invisibility sphere due to how underpowered it was in the base game, as well as it's utility being a complete disadvantage towards projectile-based attacks for veterans. There are 3 new power-ups, each with a 33% spawn rate (3 out of 9 spawn rate to be specific,) lasting 30 seconds, and providing unique advantages based on the power-up that is spawned. Each of these power-ups are incredibly versatile and applicable to a variety of situations and events.

DoomSphere:
While the DoomSphere may not provide you with any sort of buff to mobility or defense, It does give you a straight DPS boost by buffing your damage by 3x for 30 seconds. Engage in your own personal power-fantasy and mow down every demon you see, but don't be too aggressive since you can still bite the dust just as easily as if you weren't powered up at all.

GuardSphere:
When picked up, the GuardSphere reduces all damage taken by 75% for 30 seconds, turning the player into a walking tank that can absorb the damage enemies dish out without severe injury. Great for less experienced players, but much less useful for veterans who are good at avoiding damage.

HasteSphere:
The polar opposite of the GuardSphere, the HasteSphere gives you a movement speed buff of 75%, allowing you to run at unimaginably fast speeds and making avoiding damage a complete non-issue. Just make sure to be mindful of the speed increase you gain from picking up the HasteSphere, since it can potentially throw you off.
------------------------------------------------------------------------------------------------------------------------------------------------------
Enemy Changes:
As stated above, enemies are much more dangerous then they were originally to compensate for the improved arsenal of weapons at the player's disposal, and can really bring the pain if the player gets sloppy or isn't bringing their A-game. Each enemy has had some sort of buff (and nerf in some cases) and most of them are more aggressive by default, being able to attack faster and put out more damage in a short amount of time. Enemies have also had the RNG component of their damage output removed, and the default damage they do (Ultra-Violence damage) has been calculated based on the original RNG rolls for vanilla damage. Specifically, each enemy has had their projectile/melee damage set to the highest number on their respective RNG rolls (25 for imp fireballs, 40 for demon melee attacks, 25 for lost souls etc) so that they are always doing max damage against the player. Hitscan has been handled differently then projectile damage due to the inherent unfairness of hitscan, Specifically all enemy hitscan attacks only deal the 2nd highest damage on their RNG rolls (12 damage per pellet for zombie-men, Shotgun-guys, and Chaingunners, with the exception of the Spider-Mastermind, who deals 15 damage per pellet due to being a boss monster and needing to be powerful.) Some enemies have also had various misc buffs to their behavior in order to increase their viability.

Zombie-Men:
-Modified attack behavior: Attacks by firing out 3 quick shots in a burst before going back into chase mode (starting A_Facetarget frame reduced from 10 to 8, Firing frames and subsequent A_Facetarget frames reduced from 8 to 6)
-Damage per pellet is 12 (36 DPS, provided all pellets hit)

-Aggressiveness has been buffed (A_Chase frame reduced from 4 to 3)
-Health has been buffed (from 20 to 25)
-Accuracy has been buffed (from 22.5 to 18)

Shotgun-Guy:
-Modified attack behavior: Attacks slightly faster (All firing frames reduced from 10 to 9)
-Fires 5 pellets per shot, Damage per pellet is 12 (60 DPS, provided all pellets hit)
-Health has been nerfed (from 30 to 25)
-Accuracy has been buffed (from 22.5 to 18)

Chaingunner:
-Modified attack behavior: Attacks slightly faster, faster fire rate (A_Facetarget frame reduced from 10 to 9, Firing frame reduced from 4 to 3)
-Damage per pellet is 12 (Stream-Based DPS, DPS is dependant on how many pellets hit you during his firing cycle)
-Health has been nerfed (from 70 to 60)
-Accuracy has been buffed (from 22.5 to 18)

Imp:
-Modified attack behavior: Attacks slightly faster, Projectile speeds are faster (A_Facetarget frame reduced from 8 to 7, Projectile speed increased from 10 to 12.5)
-Projectile and melee damage is 25
-Movement speed has been buffed (from 8 to 9)

Demon:
-Modified attack behavior: Attacks much faster (A_Facetarget and Attack frame reduced from 8 to 6)
-Melee damage is 40
-Movement speed has been buffed (from 10 to 15)

Spectre:
-Same stats as Demon, but has invisibility

Lost Soul:
-Modified attack behavior: Attacks faster (A_Facetarget frames reduced from 10 to 8, Attack frames reduced from 4 to 3)
-Health has been nerfed (from 100 to 50)
-Aggressiveness has been buffed (A_Chase frame reduced from 6 to 3)
-Melee damage is 25

Pain Elemental:
-Health has been nerfed (from 400 to 350)

-Movement speed has been buffed (from 8 to 9)

CacoDemon:
-Modified attack behavior: Projectile speeds are faster (Projectile speed increased from 10 to 12.5)
-Projectile damage is 40, Melee damage is 60

Hell Knight:
-Modified attack behavior: Attacks faster (A_Facetarget frame reduced from 8 to 7, Attack frame reduced from 8 to 6)
-Movement speed has been buffed (from 8 to 9)
-Projectile damage is 65, Melee damage is 80

Baron of Hell:
-Same stats as Hell Knight, but double the health

Revenant:
-Modified attack behavior: Projectile firing speed is faster, Projectile speeds are faster (All attack frames reduced from 10 to 9, Projectile speed increased from 10 to 12.5)
-Projectile damage is 80, Melee damage is 60

ArchVile:
-Modified attack behavior: Attack is hitscan only, blast damage has been removed from attack, max target range has been increased (from 896 to 1024)
-Health has been nerfed (from 700 to 600)
-Painchance has been nerfed (from 10 to 20)
-ArchVile Flame damage is 100

Mancubus:
-Modified attack behavior: Attacks much faster (A_FatRaise frame reduced from 20 to 16, Firing frames reduced from 10 to 8, A_Facetarget frames reduced from 5 to 4)
-Health has been buffed (from 600 to 700)
-Aggressiveness has been buffed (A_Chase frame reduced from 4 to 3)
-Projectile damage is 65 (130 DPS if hit by both Projectiles)

Arachnotron:
-Modified attack behavior: Attacks faster (A_Facetarget frame reduced from 20 to 18, Attack frames reduced from 4 to 3)
-Health has been nerfed (from 500 to 450)
-Projectile damage is 40

Spider-Mastermind:
-Modified attack behavior: Attacks faster (A_Facetarget frame reduced from 20 to 18, Attack frames reduced from 4 to 3)
-Health has been buffed (from 3000 to 4000)
-Painchance has been buffed (from 40 to 20)
-Accuracy has been buffed (from 22.5 to 18)
-Fires 3 pellets per shot, Damage per pellet is 15 (Stream-Based DPS, DPS is dependant on how many pellets hit you during his firing cycle)

CyberDemon:
-Modified attack behavior: Fires much faster (Starting A_Facetarget frame is 6, Attack frames and subsequent A_Facetartget frames are reduced from 12 to 9)
-Painchance has been buffed (from 20 to 10)
-Rocket impact damage is 162, Splash damage is 128 with a full damage radius of 26 (290 DPS per rocket, full damage radius is 20% of the overall radius of each rocket)

Icon Of Sin/John Romero Head:
-Health has been buffed (from 250 to 2000)

Additional Note: Wolfenstein SS and Commander Keen enemies are unmodified because they are not part of doom's roster of enemies, and to keep compatibility with megawads that replace them with other enemies.

11

 

Miscellaneous Changes:

Spoiler

This section will be assigned to listing off and explaining the rest of the changes of this mod that weren't covered in the more in-depth sections above. Most of the major features of the mod have been covered so I won't have to explain much about the rest of these considering that they are quite minor in the grand scheme of things (except for the ammo value modifications, which I will put more effort into explaining.)
------------------------------------------------------------------------------------------------------------------------------------------------------
Item Changes:
Various buffs to items that were slightly weak beforehand, Nuff said.


Health Bonus:
-Increased health recovery (from 1 to 2 per health bonus, up to a max of 200)

Armor Bonus:
-Increased armor recovery (from 1 to 2 per armor bonus, up to a max of 200)
-Armor damage reduction buff (from 33.33% to 50%)

Green Armor:
-Armor damage reduction buff (from 33.33% to 50%)


Additional Note: I buffed the damage reduction of the Armor Bonus and Green Armor to 50% in order to make them more powerful, as well as to make them more consistent with the Mega Armor so that the Mega Armor isn't as much of an upgrade as it was in vanilla.
------------------------------------------------------------------------------------------------------------------------------------------------------
Ammo Value Changes:
When modifying the values of each ammo type in conjunction with the power of the modified arsenal, I considered each weapon's use as well as power in order to determine what would be a good amount of max ammo to hold in each ammo type as well as the amount of ammo that should be distributed in ammo drops and weapon pickups.

Clip:
-Max ammo without backpack is 300, Max ammo with backpack is 600.
-Clips dropped from zombie-men give 7 ammo, Clips found in the environment give 15 ammo
-Chainguns dropped by chaingunners give 15 ammo, Chainguns found in the environment give 30 ammo
-Heavy Chainguns found in the environment give 60 ammo
-Bullet Boxes give 75 ammo
-Backpacks give 30 ammo

Shells:
-Max ammo without backpack is 60, Max ammo with backpack is 120
-Shells found in the environment give 4 ammo
-Shotguns dropped by shotgun-guys give 4 ammo, Shotguns found in the environment give 8 ammo
-Auto Shotguns found in the environment give 8 ammo
-Super Shotguns found in the environment give 16 ammo
-Doom Sticks found in the environment give 16 ammo
-Shell Boxes give 24 ammo
-Backpacks give 8 ammo

Rockets:
-Max ammo without backpack is 30, Max ammo with backpack is 60
-Spare rockets give 1 ammo
-Rocket Launchers give 2 ammo
-Grenade Launchers give 2 ammo
-Rocket Boxes give 4 ammo
-Backpacks give 2 ammo

Cells:
-Max ammo without backpack is 400, Max ammo with backpack is 800
-Small cells give 25 ammo
-Large cells give 100 ammo
-Plasma Rifle gives 50 ammo
-Pulse Rifle gives 50 ammo
-BFG9000 gives 100 ammo
-BFG3000 gives 100 ammo
-Backpacks give 50 ammo

5
5

 

Screenshots:

Spoiler

-Map 32, Resurgence.wad
KW8iMJy.png
-Map 28, Going Down.wad
yYGrtF9.png
-Map 20, Sunlust.wad
LpG2Lpv.png
-Map 10, Vanguard.wad

BToFOEt.png

 

 

Update: Vanilla version has been released! Read the most recent reply to learn more.

Edited by TheWolfman00001

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sounds pretty neat, I can appreciate some radical changes like this!

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Those screenshots look amazing!

 

I'm interested to play this sometime, I'll add it to my todo list of wads/mods.

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Minor Update:

 

-Difficulty scaling has been reworked, check Skill Levels to learn more
-New Skill Level has been added, check Skill Levels
-Various improvements to the documentation, Many inaccuracies have been fixed
-Pain elemental movement speed increased (from 8 to 9)

The major update is still coming, and it should only take me a few more days to release, in the meantime I hope you all enjoy the new changes.

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Very nice mod. I like it. The changes are really high-quality, it is even more interesting to play DOOM with your mod. It’s very cool that you took good looking weapons, not some ugly, too big or angled weapons. I hope you understood me.

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Great mod, I like the rebalancing and the slightly more powerful feel to the weapons - especially boosting the chaingun to where it feels like a chaingun :) I found the auto-shotgun very early on by coincidence, and I wondered if it might be a bit overpowered - it does a good amount of damage and its high firing rate gives it good stun capabilities as well. However, I don't really want you to change it because it's tremendous fun - and I haven't hit the harder levels of the WAD I'm playing yet :)

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The major update is out! Welcome to Wolfman's Game-Play Modifications: Vanilla Edition. This addon attempts to buff the vanilla arsenal of weaponry to be more effective in combat while attempting to retain vanilla gameplay behavior and stay true to the original balance of OG Doom. The changes this mod makes are as follows:

-Removing RNG from weapon and enemy damage
-Adjusting weapon stats to be more effective than vanilla, while retaining the vanilla behavior and gameplay balance of each weapon
-Adjusting enemy damage values to be more in line with vanilla due to RNG removal, while retaining vanilla behavior

This mod does NOT include:
-Custom weaponry
-Custom power-ups
-New/Modified skill levels
-Adjusted ammo counts and Buffed items
-Modified monster or weapon behavior (for the most part)

As usual, details of the changes can be found below and download links can be found both here and above at the main post. Run this with the latest version of GZDoom and don't use this with any mods/wads that tamper with gameplay, items, weaponry, or monsters (this includes the main version of the mod)

 

Download link: https://drive.google.com/file/d/1b54KDIYH0rhwBGMt_Tc8go8h49SxPCBu/view?usp=sharing

 

Weapon Changes:

Spoiler

Pistol:
-Damage is 13 per shot (39 DPS, fires 3 shots per second)
-100% Accuracy
-Fires faster (Firing frame reduced from 6 to 5, PISGC frame reduced from 4 to 3)

Fist:
-Damage is 15 without berserk, 156 with berserk (30/312 DPS)
-Grabbing a berserk pack doesn't auto-switch to the fist

-Attack frame has been moved to the end of the wind-up animation for better attack input (The frame where the arm is the most outstretched)

Chainsaw:
-Damage is 15 per shot (150 DPS)
-The chainsaw no longer pulls you into enemies during attacks

-Melee range has been increased (from 65 to 77, 20% range increase from the fist)

-Fires faster (Firing frame reduced from 4 to 3, 10 shots per second)

Shotgun:
-Fires 8 pellets, 7 of which deal 10 damage and the 8th deals 14 damage (84 DPS)
-Accuracy has been buffed (Horizontal spread reduced from 5.6 to 5)

Chaingun:
-Damage is 26 per tap-fire (13 damage per shot, 104 DPS)
-Accuracy has been buffed (Horizontal spread reduced from 5.6 to 5)

Super Shotgun:
-Fires 22 pellets, 21 of which deal 10 damage and the 22th deals 15 damage (225 DPS)
-Accuracy has been buffed (Horizontal spread reduced from 11.2 to 11, Vertical spread reduced from 7.1 to 7)

Rocket Launcher:
-Projectile damage is 250 (122 Impact damage, 128 Splash damage. Blast radius is exactly the same as vanilla, but with a full damage radius of 26. 500 DPS)

Plasma Rifle:
-Projectile damage is 28 (336 DPS)

BFG9000:
-Projectile damage is 780
-Tracer damage is 88 per tracer (3520 DPS, total DPS is 4300 when counting the projectile)

Additional Note: Fast weapon switching has been retained from the main version of the mod in order to promote weapon combos and to increase the effectiveness of the vanilla arsenal.

 

Enemy Changes:

Spoiler

Zombie-Men:
-Damage is 10 per pellet

Shotgun-Guy:
-Damage is 10 per pellet (fires 3 pellets, dealing a total of 30 DPS if all pellets connect)

Chaingunner:
-Damage is 10 per pellet

Imp:
-Projectile/Melee damage is 20

Demon:
-Melee damage is 30

Spectre:
-Same stats as Demon, but invisible

Lost Soul:
-Melee damage is 20

Pain Elemental:
-No changes

Cacodemon:
-Projectile damage is 30, Melee damage is 60

Hell Knight:
-Projectile damage is 45, Melee damage is 60

Baron Of Hell:
-Same stats as Hell Knight, but with double the health

Revenant:
-Projectile damage is 60, Melee damage is 45

Arch-Vile:
-Arch-Vile flame damage is 90 (attack is hitscan based, splash damage removed)

Mancubus:
-Projectile damage is 45 (90 DPS per volley)

Arachnotron:
-Projectile damage is 30

Spider-Mastermind:
-Damage is 10 per pellet (fires 3 pellets, dealing a total of 30 DPS if all pellets connect)

CyberDemon:
-Projectile damage is 250 (122 Impact damage, 128 Splash damage. Blast radius is exactly the same as vanilla, but with a full damage radius of 26. 750 DPS per volley)

Icon Of Sin/John Romero Head:
-Health has been buffed (from 250 to 350)

Additional Note: Wolfenstein SS and Commander Keen enemies are unmodified because they are not part of doom's roster of enemies, and to keep compatibility with megawads that replace them with other enemies.

 

Cheat Code Information:

Spoiler

When attempting to use cheat codes, be informed that all enemies/weapons that have been modified have the word "vanilla" added to the end of them. For example if you wanted to summon an arch-vile, you would type in "Summon ArchVileVanilla" or if you wanted a chainsaw, you would type in "Give ChainsawVanilla" or "Summon ChainsawVanilla" respectively. Otherwise cheat codes should work as intended (except for idchoppers, it gives you a vanilla chainsaw when typing in the cheat so don't use it.)

 

Edited by TheWolfman00001

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Update to the Vanilla edition has been released. The changes include:

 

-Adjustments to weapon stats and quality of life improvements for some of the low tier weapons (pistol, fist, and chainsaw)

-Refinement of documentation

 

As of this point onward, the vanilla edition of Wolfman's game-play modifications will not be receiving any new updates, as I consider development of the addon 100% complete. I will be putting my efforts into the main version for some final cleanup and balance tweaking and then this mod will be considered finished, in the meantime though I hope you all enjoy the changes, and as usual you can learn more in the details section of the Vanilla Edition. Have fun!

Edited by TheWolfman00001

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30 minutes ago, TheWolfman00001 said:

Update to the Vanilla edition has been released. The changes include

 

-Adjustments to weapon stats and quality of life improvements for some of the low tier weapons (pistol, fist, and chainsaw)

-Refinement of documentation

 

As of this point onward, the vanilla edition of Wolfman's game-play modifications will not be receiving any new updates, as I consider development of the addon 100% complete. I will be putting my efforts into the main version for some final cleanup and balance tweaking and then this mod will be considered finished, in the meantime though I hope you all enjoy the changes, and as usual you can learn more in the details section of the Vanilla Edition. Have fun!

nice, dude

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1 hour ago, TheNoob_Gamer said:

Why buff Romero's head's HP in vanilla edition?

I'm curious.

It's because of the full damage radius of 26 on each rocket, it's mainly there to keep the splash damage consistent on single targets when hitting enemies with direct hits, but it also has the side effect of causing a stock icon of sin to die in 2 hits, due to the size of the room that the Romero head is in causing it to take full splash damage. I buffed the icon of sin's health to 600 so that it would take exactly 5 rockets to kill the icon using splash, and 3 hits to kill him via directs so that he wasn't easily killed with the modified arsenal. this does make the icon more challenging then OG Doom, considering that he requires around 3 rockets in normal doom with the normal damage values, which I realize might cause some issues (now that I think about it, I should probably nerf the icon's health to somewhere in-between 350 and 500 to keep true to vanilla.) Thank you for bringing this to my attention man, I never thought about the icon's health being unbalanced until you brought it up. 

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Alright, Quick update to the vanilla edition. Changes include:

 

-Romero Head/Icon Of Sin health nerfed from 600 to 350, for balance reasons

 

Special thanks to TheNoob_Gamer for mentioning the health of the icon of sin and pointing out an obvious flaw, You are the best man <3.

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Update to the vanilla edition has been released (I swear this is going to be the last update to the vanilla edition lmao.) The changes include:

 

-Adjustment of weapon damage values across the board, Pistol and Chainsaw have been buffed further to be more viable

-Adjustment of Cyber-Demon rocket damage to coincide with the rocket damage buff

-Addition of cheat code documentation to the original post (for informational purposes)

 

Alright then, time to get to work on the main version. I hope you all enjoy the changes!

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On 9/11/2019 at 10:47 AM, TheWolfman00001 said:

Minor Update: The range of the Chainsaw was nerfed from 96 to 80, and a new major update is around the corner.

Nerf it more. Give it a range of 1. Make people scared to use it. Power move.

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