NenapoMinayuChtchiyasya Posted September 4 (edited) Hi! I don't think I can handle making my own game, and I don't need it yet, so I was focused on creating a modification of the game that I would enjoy playing. I used to play with other more famous and popular mods, you know what I mean, but I always didn't like something about them. So I started making my own and making the changes that seemed more appropriate from my point of view. In particular, at least somehow preserve the aesthetics of Doom 2 weapons, and not throw them out completely and use something better. I decided not to spoil the game with new weapons until I find the most appropriate options, so for now the main focus is on changing the gameplay.Main Features: - Bodycam. - More or less realistic flashlight. - Parallax textures, slightly HD textures and brightmaps. - Crispy sounds of steps, sounds of ammunition when moving. - Unique sounds to each activity and items.Weapons:- Fist - fast punch.- Bullets - all bullets are projectiles.- Pistol - fast shots, 12-round magazine, reload; alternative attack is made with a fist with a free right hand, berserker support too.- Shotgun - fast shots, 8-round magazine (can be increased to 12 by picking up mods for the shotgun from ShotgunGuy), reload; an alternative attack is made with a pistol in rapid fire mode with the left hand, if there are bullets in the pistol magazine of course.- Chaingun - shoots fast.- SSG - reloading each shell separately, lethal. - [New] Portable Energy Shield - the shield is placed at the player's place (for now), behind which you can hide during reloading. The shield reflects projectiles until it runs out of energy. The shield can turn off when its energy runs out over time.Monsters: All monsters - shoot fast projectiles, but Doomguy can dodge them. Bullets can now cause PTSD when hitting the player, as they make a sound when hitting the player or fly too close to the player. CHANGELOG ChangeLog since 0.4.2 Spoiler Version 0.4.2 (Sept 7, 2024) -------------------------- Added sound of taking a pistol out of a holster when holding a shotgun Added ejected shells from weapons when shooting (and sounds of shells), for monsters (only) Added noises made by the movements of monsters with weapons Added sound of a monster aiming a weapon at a player before shooting Replaced the sound of picking up an armor bonus Cells now act as power elements for the shield // perhaps in the future they will fall out of monsters, but this is not certain, I'm still thinking Revenant's homing missiles bounce off the shield and fly back to it Reflected projectiles from the shield that hit another monster do not trigger it Reflected projectiles from the shield that hit the one who fired them can trigger them to destroy the shield Animation and sound for the shield is finished The shield does not reflect bullets [exp] ShotgunGuy shooting sound replaced [exp] ChainGuy shooting sound replaced [exp] ZombieMan shooting sound replaced [exp] Arachnotron shooting sound replaced And most importantly, the code and bugs are being cleaned for the first alpha testing. Known bugs Spoiler - Bullets do not fly out if the monster's weapon is too close to the wall, regardless of the position of the wall plane, even in a straight line the bullets immediately hit the same wall. - A blow with the right hand while holding a pistol with the left hand does not always occur due to timing issues. At the moment, in my very subjective opinion, I am at the stage of MionaDECO version 0.4.1. [Date: 04 Sept 24]. I started creating MionaDECO around 01 Aug 24, that time I started having difficulties with creating maps due to a lack of attention to this type of creativity. Since I didn't keep a diary about the creation of MionaDECO before, I just did what I liked, and then I started to formalize it as a mod, so I'll just describe what this mod already has as of version 0.4.1. [04 Sept 24]: Spoiler General appearance: - Bodycam. - More or less realistic flashlight. - Parallax textures, slightly HD textures and brightmaps. - Crispy sounds of steps, sounds of ammunition when moving.Weapons:Fist - fast punch, punch sound, miss sound.Bullets - all bullets are projectiles.Pistol - fast shots, 12-round magazine, reload, animation and all sounds changed; alternative attack is made with a fist with a free right hand, berserker support too.Shotgun - fast shots, 8-round magazine (can be increased to 12 by picking up mods for the shotgun from ShotgunGuy), reload, animation and all sounds have been changed; an alternative attack is made with a pistol in rapid fire mode with the left hand, if there are bullets in the pistol magazine of course. To reload the pistol, you need to change the weapon to the pistol and reload it.Chaingun - shoots fast, increased ammo, animation slightly changed, sounds changed only for pulling out and putting away weapons. Alternative attack removed - super fast shooting.SSG - all sounds are changed, the weapon is empty and requires reloading upon receipt, reloading each shell separately, lethal. If the weapon is loaded, Doomguy simply checks the weapon and makes sure that the weapon is loaded.Plasmagun - removed (temporarily, until I decide what to do with it next) and replaced with powerup, temporarily gives a power at which all bullets are replaced with plasmaballs, even shotgun shells.[New] Portable Energy Shield - the shield is placed at the player's place (for now), behind which you can hide during reloading. The shield reflects projectiles until it runs out of energy. The shield can turn off when its energy runs out over time. You can't pick up the shield on the map yet, there are only 5 at the start. While there is energy, you can't pass through it. The shield does not hang in the air and moves when hit, so it can fall or temporarily block passage.Monsters: All monsters - shoot fast projectiles, but Doomguy can dodge them. Not all monsters - a number of monster sounds have been replaced. Not all monster projectiles - sounds have been changed. Bullets can now cause PTSD when hitting the player, as they make a sound when hitting the player or fly too close to the player. Zombieman, ShotgunGuy and Machine Gunner drop ammunition and blue bottles with some probability. ShotgunGuy can very rarely give a mod for a shotgun that increases its capacity by 1, up to a maximum of 12. ShotgunGuy and Machine Gunner no longer always drop weapons. Last showcase on Youtube channel MionaPlay: Old Changelog on Youtube channel: Spoiler v0.2 v0.2.2 v0.2.3 v0.3.1 v 0.4.0 I will gladly accept any criticism and comments, but I will accept only those suggestions that seem appropriate to me and that I like (sowwy in advance). Since, to a large extent, I am doing MionaDECO simply because I like what I am doing, and also out of my curiosity about how far it can go. Therefore, if you also like it, then we are on the same path, pal. Probably, I will hardly get tired of creating MionaDECO, since if something in it seems boring or annoying to me, I can simply change it to something I like. For example, I didn't like the long reload time of the shotgun, so I added an alternative pistol fire, for emergency situations without having to manually change the weapon to the pistol and back.Download: The_release_is_not_coming_soon.pk3 - Looking for (alpha)beta testers. Community members for testing the mod Spoiler [ver 0.4.2]@Matt Eldrydge@LadyMistDragon@retrogamer97 Rules for testers: Spoiler - Be polite. It is forbidden to get personal and discuss the mod off-topic. - Do not transfer the mod to third parties without the consent of the author. - You can publish your reviews, comments and suggestions wherever convenient. Do not forget to specify the version of the mod. - Reviews, comments and suggestions will be taken into account only if they were sent to the author of the mod, or on the mod page (only this activity is accepted as "tester activity"). - New versions of the mod will be sent to those who have shown active tester activity recently. - The tester's activity affects the indication in the mod credits. - The value of the tester's activity and its influence on the development of the mod is assessed personally by the author of the mod, and is not subject to dispute or discussion. Except in cases of public debate, if applicable. Recommendations for the tester when playing with the mod: Spoiler - The mod was tested only on GZDoom v4.12.2. - The mod is not compatible with the Voxel mod. [version 0.4.2] - You can call the shield with the Q key, it can be changed in the control settings. - Reload is carried out by pressing the R button, it can be changed in the control settings. - The flashlight is turned on by pressing the F button, it can be changed in the flashlight settings when you enable advanced settings. - Reload for the SSG is carried out by an alternative attack, by default with the right mouse button. [version 0.4.2] Edited Sunday at 10:43 AM by NenapoMinayuChtchiyasya 7 Share this post Link to post
Matt Eldrydge Posted September 4 Some interesting choices here. This might not be the mod's focus but I think some nicer sprites would help it stand out, unless everything regarding weapon behavior is code-only and introduces no new graphical assets - which makes it cooler, could also make reskins easier to make too. Let me know if you need a tester, I'm up for taking it for a spin. 0 Share this post Link to post
LadyMistDragon Posted September 5 I can try it out, although I'll wait to play it on a map where I'm not concerned about the game balance not being hugely impacted. 0 Share this post Link to post
NenapoMinayuChtchiyasya Posted September 5 22 hours ago, Matt Eldrydge said: Some interesting choices here. This might not be the mod's focus but I think some nicer sprites would help it stand out, unless everything regarding weapon behavior is code-only and introduces no new graphical assets - which makes it cooler, could also make reskins easier to make too. Let me know if you need a tester, I'm up for taking it for a spin. 9 hours ago, LadyMistDragon said: I can try it out, although I'll wait to play it on a map where I'm not concerned about the game balance not being hugely impacted. Great, I'll send you the download link in the next few days. 2 Share this post Link to post
NenapoMinayuChtchiyasya Posted September 6 (edited) 32 minutes ago, retrogamer97 said: Please link me it Link you? I'm sorry, I didn't understand you. Do you want me to connect you to the mod? How and why should I do this? Please state your wishes more clearly. Edited September 6 by NenapoMinayuChtchiyasya 0 Share this post Link to post
retrogamer97 Posted September 6 Through a message and I want to test it. Im a youtuber. https://www.youtube.com/@necroinsomniac6005 0 Share this post Link to post
NenapoMinayuChtchiyasya Posted September 6 1 minute ago, retrogamer97 said: Through a message and I want to test it. Im a youtuber. https://www.youtube.com/@necroinsomniac6005 Oh, you want to participate in the mod testing, sorry for the misunderstanding. I will send you the link and conditions of participation in the next few days. Thank you for your attention. 0 Share this post Link to post
NenapoMinayuChtchiyasya Posted Saturday at 03:48 PM Version 0.4.2 (Sept 7, 2024) -------------------------- Added sound of taking a pistol out of a holster when holding a shotgun Added ejected shells from weapons when shooting (and sounds of shells), for monsters (only) Added noises made by the movements of monsters with weapons Added sound of a monster aiming a weapon at a player before shooting Replaced the sound of picking up an armor bonus Cells now act as power elements for the shield // perhaps in the future they will fall out of monsters, but this is not certain, I'm still thinking Revenant's homing missiles bounce off the shield and fly back to it Reflected projectiles from the shield that hit another monster do not trigger it Reflected projectiles from the shield that hit the one who fired them can trigger them to destroy the shield Animation and sound for the shield is finished The shield does not reflect bullets And most importantly, the code and bugs are being cleaned for the first alpha testing. 0 Share this post Link to post
NenapoMinayuChtchiyasya Posted Sunday at 11:28 AM I forgot to say, dear testers, your biggest nightmare will be the cyberdemon. Try not to play WADs where it is present. 0 Share this post Link to post