Fractal Doom v0.2.4b

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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scroton
 
Posts: 63
Joined: Mon Aug 26, 2013 3:33 am

Fractal Doom v0.2.4b

#1

Post by scroton » Sun Feb 16, 2014 3:50 am

Fractal Doom is a singleplayer/Coop gameplay mod that modifies Doom's monsters (and their projectiles) and the player's weapons to be fractal or geometric.
Everything--monsters, weapons, projectiles--is overall faster than vanilla.

Gameplay Video #3 (embedded in spoiler below)
Spoiler: Gameplay Video #3 (D2M16) (Open)
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Gameplay Video #4 (embedded in spoiler below)
Spoiler: Gameplay Video #4 (E4M3) (Open)
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Gameplay Video/Trailer #2
Gameplay Video/Trailer #1
Spoiler: Weapons (Open)
All weapons' primary fire DPS is increased 33% over their vanilla counterparts, either through faster shooting (most) or increased damage per shot (plasma, chainsaw.)

The Shopvac is a chainsaw replacement. Primary fire behaves like a normal chainsaw. Kiling normal enemies gives you gib ammo, altfire shoots gibs at enemies.

You can also suck up (they will actually get pulled to you) mini spiders, mini cacos, the smallest mini imps, the smallest mini souls and the smallest mini demons. Such minis are shot back out preferentially in the shopvac altfire, doing almost as much damage as a plasma gun. The minis shot out correlate with the minis sucked up, eg if you suck up 4 imps and 2 cacos, in random order you will shoot back out 4 imps and 2 cacos.

Shopvac video: http://youtu.be/cThqgUPFcC8

If you idfa or idkfa type "give shopvacminis 900" to be able to shoot them instead of gibs.

Fist shoots faster than normal fist and uses both fists in primary fire. Secondary fire has you rip and tear a fractal mini marine out of yourself and hurl it towards the enemy. Hold down for longer throw distance. Uses ammo found in berserk packs or given automatically at the start of a level (1 per level if you have none in zdoom, 1 per level up to 2 if you have less than 3 in zandronum) and takes 30 health from you. Mini marines also have a very low chance to spawn when you're hit. Mini marines spawned this way will carry the same weapon as you do.

Type "Give minimarinecheat" in console to crank up the spawn rate.

Minimarines seek out, pick up, and use mini guns dropped by mini enemies. Minmarines also have actual ammo and even ones spawned already having weapons will pick up mini weapons and use them once they run out of ammo for their spawned gun (or in the case of the ssg minimarine, to use in their spawned gun.) Minimarines are the same color as the player that spawned them and will also change color along with the player that spawned them.


The pistol is replaced by dual pistols.

The pistol, shotgun, SSG, and chaingun all have alternate fires which fire bullets that burst upon hitting stuff into a geometric pattern. Alternate fires cost twice as much as primary fire and are less accurate. They deal a portion of their damage as radius damage, and while this is much more effective against groups of monsters the alternate fire modes all deal the same damage as the primary fire against lone monsters.

The rocket launcher has an alternate fire which takes 15 rockets and launches a ripping projectile rocket which launches mini rockets in a spiral pattern as it flies. It does not rip bosses.

The plasma rifle has an alternate fire that takes 10 cell and divides into a branching (semi) fractal pattern. The use of this will be best served by giving it enough room (it doesn't take too much) to branch before hitting enemies otherwise it's just an ammo waste.

The BFG has an alternate fire that takes 800 cell and launches a spiral patterned series of projectiles which fly in a straight aimed line, devastating all in their wake, before hitting something and exploding after a brief sequence.
Spoiler: Monsters (Open)
Summary:
--Monsters are approximately 50% faster than their vanilla counterparts and have decreased pain chance to compensate for the player's increased firing speed
--Monster projectiles are faster than vanilla projectiles, ranging from 50-100% faster, with a couple even faster than that.
--Monsters in Fractal Doom spawn smaller fractal versions of themselves (and sometimes other monsters) through various means, have fractal projectiles, or sometimes both. Smaller fractal versions of monsters generally deal a proportionate amount of damage to their full-sized counterparts; most of the time slightly more than proportionate, sometimes slightly less. Health follows similar patterns.
--Smaller fractal monsters are similarly generally a proportionate fraction as fast as their parents, except mini archviles which are flat out faster than their parents.
--All thrown mini monsters can be shot and killed in midair. Revenant rockets (with and without riding revenants) can also be shot and killed in midair.
--All thrown mini monsters harm the player if he is hit by one,
--Most mini monsters are pushable and can be moved by the player
--No monster death explosions injure the player.
--Mini archviles can resurrect all monsters, not just mini ones. This includes other mini archviles.
--Monster projectile offsets appear correctly according to their sprites (the sprite offsets have not been changed, just the attack offsets.)
--Monsters have their expected blood colors, as in many other mods.

Zombiemen, Sergeants, and Chaingunners: All are faster, shoot somewhat more accurately than their vanilla counterparts and are quicker to begin shooting, but do deal the same damage per shot as vanilla. Zombiemen have increased health. All have miniature version burst out of them upon death. These mini versions drop mini weapons on death which mini marines can pick up and use.

Imps: Imps are faster, Imp fireballs are faster and Imps are quicker to open fire on the player. Imps throw miniature imps (which can be shot in midair) which in turn throw mini imps of their own. The 2x mini imps the 2x mini imps throw do not throw any smaller imps, just mini fireballs. Thrown mini imps harm the player if the player is hit with one.

Demons: Demons are faster and have a much quicker bite which deals more damage than their vanilla counterparts. However they die and explode upon biting or attempting the bite the player. They explode into mini demons, which in turn explode into even smaller demons. All death explosions jostle around surrounding monsters and players but do not deal damage to players or monsters.

Cacodemons: Cacos are also faster, and they now fire mini cacos at the player much like pain elementals. They also explode into mini cacos upon death like pain elementals. The explosion from this does damage surrounding monsters, other cacos and mini cacos included. Mini cacos will charge at the player like a lost soul upon being spawned; however unlike a lost soul they will track the player and are much harder to avoid. Afterwards they will either fire mini fireballs at the player or charge them like a lost soul.

Mancubi: Mancubi are also faster, and now have a set of angle ranges to their attack pattern, though the attack pattern is otherwise the same. Upon death 4 miniature mancubi burst forth from their bloated corpse in an explosion that jostles them and other monsters and players but does not deal damage.

Arachnotrons: Arachnotrons are faster and now bleed mini spiders which, thankfully, are pretty flimsy.

Revenants: Revenants, in addition to being faster, now shoot two rockets instead of one. They also sometimes shoot Rocket Riding Revenant Rancheros in addition to normal rockets. Like normal rockets they are fired in groups of two. These Rocket Riding Revenant Rancheros hurt as badly as a normal revenant rocket, and the mini revenants riding the rockets jump down and fight the player after the rocket explodes.

Lost Souls: Lost souls are faster than vanilla, and burst into smaller lost souls on death, which in turn burst into even smaller lost souls upon their death. Smaller lost souls will attack the player a decent number of times, and the smallest ones will attack the player a handful of times, after which both will become "lost" and start wandering around unless bothered again.

Pain Elemental: Pain Elementals now have a rocket skull attack in addition to their normal Lost Soul attack. This is done partially to prevent them from being helpless in a close quarter fight as well as to prevent them from completely flooding the entire map with thousands of lost souls and mini lost souls if they get into a fight with another monster. Upon death they burst into two miniature pain elementals, which shoot mini lost souls and mini skull rockets. The mini pain elementals explode into mini lost souls upon death.

Baron of Hell and Hell Knights: Both are faster, and they both throw minature versions of themselves at the player. They also have projectiles which burst into one of two fractal patterns, in addition to their vanilla attacks.

Archviles: Not much has been changed with the archviles, except that they burst into 4 miniature archviles upon death which are launched a significant distance. The mini archviles are faster than their parents and do not attack the player, instead just running around resurrecting monsters (including other miniature archviles.) Whether they run towards or away from the player is random and will randomly change, independently of other miniature archviles.

Cyberdemon: The cyberdemon has been made significantly more challenging.

Spider Mastermind: The Spider Mastermind has been made significantly more challenging.

Wolfenstein SS: The wolfenstein SS has not been tampered with, though there is an official add-on for it (See below for download link and video.)
Spoiler: Powerups (Open)
The berserk pack has more flavor than the vanilla berserk pack. In the 45 seconds immediately after picking up a berserk pack, the player will receive a 75% damage reduction, become immune to radius damage, move at 2x speed, deal a small amount of radius damage with their punches, hear a flavor heartbeat sound effect, their screen will tremor, and they will be unable to use any weapon other than the fist for those 45 seconds. Additionally they will be able to spawn minimarines with the fist altfire without losing any health, and even if they have less than 30 health. After the 45 seconds these effects will stop and the berserk pack will afterward function the same as a vanilla berserk pack.

The blur sphere confers a 10% damage reduction in addition to its partial invisibility effect. If people think it's a good idea I'll go with my original idea in later updates and have the blur sphere not affect the aim of non-hitscanners, the idea being that it is actually easier to dodge projectiles when they don't have random aim.

The radiation suit in the Zandronum version does not disappear after being picked up, and instead remains available for other players to use.
Spoiler: Credits (Open)
CREDITS:

If I'm missing someone or something in here is incorrect let me know and I'll fix it.
All of these resources EXCEPT Zero X. Diamond's voicework (FRCSMRP 1-3, FRCSMD 1-3, FRCSMR 1-31) and MartyKirra's melee sounds (SMLMISS1-SMLMISS4) are free to use by the doom community AFAIK, and I'm fine with others using my work, so feel free to use any resources or decorate code or anything else from this WAD (EXCEPT Zero X. Diamond's or MartyKirra's sounds) in your own project so long as you credit the original author(s).

Special thanks to Sarcose/VincentPrice for
--Helping with the first build of the imps at the very start of the project (seriously if he hadn't this might have never been made)
--Idea to give +PUSHABLE to all mini monsters
--Coding the marinelauncher which served as the base for the fist altfire

Special thanks to TerminusEst13 for
--Making the Help screen (FHELP.png)
--Coding the status bar
--Punch sounds (FRPUNCH2, FRPUNCH3), made by original recordings of himself punching his pillow and mixed with Hexen sounds
--Giving me his loreshot weapon wad "te13-weapon-ForceGauntlet.wad" to play around with, which was used in the vacuum gib missile pushback.
--Recommending this for SNS as it got me to start working on this again
--Scripting the mini marine ammo per-level adding script as part of his sunspatch
--Answering hundreds of "one last question"s on irc

Special thanks to Eric_ for
--Coded mini caco death decorate originally featured in Burl Tumd (along with Jpalomo and Blox)
--Idea of shootable revenant missiles (which has been expanded in Fractal Doom to thrown monsters as well)
--Idea of revenants shooting two missiles at once
--Making a fast gameplay mod "Burl Tumd" (BURL_TUMD.pk3), whose speed was an inspiration in this project

Special thanks to Ijon Tichy for
--Fast weapon switch originally featured in "Dakka" (dakka-0.01.pk3)
--Idea of having two pistols
--Idea of having two fists in fist primary fire, the behavior and timing of the fist in fractal is very close to the one in "Dakka"

Per Kristian
--Sounds for mini marine melee attacks (FRCSMAH 1-6, FRCSMAM 1-3)
--Creator of the original "PerK's Smooth Animations Mod", which was the base used for the "Improved PerK's Smooth Animations Mod" from which the following was taken:
-Pistol sprites (FPIS A-G)
-Shotgun sprites (FSHG A-J)
-SSG sprites (FSSG A-V)
-Chaingun sprites (FCHG A-D, FCHF A,B,E, and the sprites used in the minor edits FCHF C,D)
-Rocket Launcher sprites (FRRL A-G, FRRF A-E)
-Plasma Rifle (FRFP A-K)

Blox
--Coded mini caco death decorate originally featured in Burl Tumd (along with Jpalomo and Eric_)
--Brass knuckle-less gloved fists (FPUNA0, FPUNG0, FPUNT0) and gloved fists used in minor edit (FPUNE0, FPUNF0)
--Shotgun and super shotgun frame tweaks, fixes for chaingun, some plasma rifle frames and code as part of "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)

Mike12
--Made rifle sprites (FRFL A-D) used for rifle with minor edits.

Zero X. Diamond
--Recorded/did voice work for all Mini-Marine taunts and death screams (FRCSMRP 1-3, FRCSMD 1-3, FRCSMR 1-31) PLEASE ASK ZERO X. DIAMOND FOR PERMISSION BEFORE USING THESE SOUNDS

Neoworm of zdoom forums
--Created gloved fist sprites used in fist altfire (FRPNA0 and FRPNB0) and minor edit used in fist altfire (FRPNE0)

Gali editor for 'The WadFactory'
--Created the hat (FRS3 sprites) used in the rocket-riding revenant and cowboy revenant edits (all FRS2 and FSKL sprites.) The hat was originally featured in "A Fistfull of Doom" (fistfull.wad)

Xaser, "The Conqueror"
--Spider Mastermind alt death sprites (FSPD A0-T0)
--Made "Zharkov Goes to the Store" (zharky_x.zip) which inspired the rocket launcher altfire

Jpalomo
--Coded most of the mini caco death decorate originally featured in Burl Tumd (along with Blox and Eric_)

MartyKirra
--Melee swoosh sounds "SMLMISS1", "SMLMISS2", "SMLMISS3", and "SMLMISS4", which are from The Space Pirate and were specifically foleyed by MartyKirra and his film crew for an upcoming movie project. PLEASE ASK MARTYKIRRA FOR PERMISSION BEFORE USING THESE SOUNDS

Guest_Caboose from dgemu.com
--Cacodemon death sprites used in explosive death edit (FCACH0. FCACI0, FCACJO)

Zero Prophet / Setzer
--Cacodemon death sprites used in explosive death edit (FCACJ0, FCACK0) originally featured in "Zero Tolerance" (zp-zerot.wad)

Marphy Black
--Revenant sprite offsets used for offsets of the cowboy revenant, originally featured in "Doom 2 Minor Sprite Fixing Project" (SPRFIX13.WAD)

Nash
--Gib Sprites used in ShopVac altfire (GIB1 A0-H0, GIB2 A0-H0, GIB3 A0-H0, GIB4 A0-H0, GIB5 A0-H0, GIB6 A0-H0) and gib sounds (FRBLUD1 and FRBLUD2)

NeuralStunner
--PerK HUD gloved fist sprites as part of "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)

JoeyTD
--Pistol and arm sprites as part of "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)

Blue Shadow
--Plasma rifle tweaks as part of "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)

Z86
--Super shotgun frame fix and chaingun rotation/animation fix as part of "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)

Minigunner
--"Polished Skull" shotgun muzzleflash as part of "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)

Mark Quinn
--Fist marine standing sprites and Shotgun marine standing and crouching (in zan version) sprites

Xim
--SSG and Rocket marine standing and crouching (in zan version) sprites and Fist, Shotgun, Chaingun and BFG marine crouching sprites

Xanaero
--SSG marine standing and crouching (in zan version) sprites

Anthony Cole
--Chaingun marine standing and crouching (in zan version) sprites

CaptainToenail
--Plasma marine standing and crouching (in zan version) sprites

Toke
--BFG marine standing and crouching (in zan version) sprites

IcyTux
--Fist marine crouching (in zan version) sprites

Ghastly_dragon
--Fist, SSG, Rocket and Plasma marine crouching (in zan version) sprites

Daniel
--Dual pistol marine standing and crouching (in zan version) sprites

The Skulltag Team
--SSG marine standing and crouching (in zan version) sprites

The Kins
--Alternate death sprites (TRRO, SPSS) used in altanim.wad and originally featured in "Doom Enhanced" (doomenh.wad)

phi108
--Mirroring and decorate coding used in Imp and Shotgunguy alternate death animations featured in altanim.wad

yoshi314
--Suggesting splitting pickups as a means of balancing ammo in zdoom version


By Resource:

--The Small Marine sprites (PLA1, PLA3-PLA9 sprites) and player weapon skins in Zandronum version (PL1C, PL3C-PL9C sprites) are from "MarineSkinsV7."
--Hat used in FRS2, FRS3 and FSKL sprites is from "A Fistfull of Doom" (fistfull.wad)
--Mini Caco death is modified from "Burl Tumd"
--The pistol sounds "FRPISTO1", "FRPISTO2" and "FRPISTO3" are from Doom 3 (extracted from doom3_weapons_zdoom.wad)
--Punch sounds (FRPUNCH2, FRPUNCH3) are from "Samsara" (samsara-v0.3-zd.pk3), made by original recordings of TerminusEst13 punching his pillow and mixed with Hexen sounds
--Melee swoosh sounds (SMLMISS1-SMLMISS4) are from The Space Pirate (mk-tsp.pk3) by MartyKirra; PLEASE ASK MARTYKIRRA FOR PERMISSION BEFORE USING THESE SOUNDS
--Rocket launcher altfire inspired by "Zharkov Goes to the Store" (zharky_x.zip)
--Mini-Marine taunts and death screams (FRCSMRP 1-3, FRCSMD 1-3, FRCSMR 1-31) are original recordings made by Zero X. Diamond
--Sound for fractal bullet bursting from "Dakka" (dakka-0.01.pk3)
--Mini cacodemon death sound is "Balloon Air Release Squeak 003" from http://www.freesfx.co.uk
--Berserk Pack Heartbeat sounds are taken from "Heartbeat Sound Effect 02" from http://www.soundjay.com/heartbeat-sound-effect.html
--Cacodemon exploding death sprites (FCACH0. FCACI0, FCACJO) edited from a gif posted by Guest_Caboose on dgemu.com
--Cacodemon exploding death sprites (FCACJ0. FCACK0) edited from cacodemon alt deaths in "Zero Tolerance" (zp-zerot.wad)
--Gib Sprites used in ShopVac altfire (GIB1 A0-H0, GIB2 A0-H0, GIB3 A0-H0, GIB4 A0-H0, GIB5 A0-H0, GIB6 A0-H0) extracted from "Beautiful Doom" (BDoom_Monsters.wad)
--Gib Sounds used in ShopVac altfire (FRBLUD1 and FRBLUD2) extracted from "Nash Gore" (nashgore.wad)
--Pistol, shotgun, SSG, Chaingun, Rocket Launcher and Plasma Rifle sprites(FPIS A-G, FSHG A-J, FSSG A-V, FCHG A-D, FCHF A,B,E, FRRL A-G, FRRF A-E, FRFP A-K) are from "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)
--Chaingun sprites used in minor flash edits (FCHF C,D) are from "Improved PerK's Smooth Animations Mod" (pk_anim1.zip)
--Imp and Shotgunguy alternate death animations are from altanim.wad



////////////Wolfenstein SS Addon Credits:

WWNZS001-WWNSZ198, WWNZP001-WWNZP019, WWNZD001-WWNZD031 and all SSOF sprites from Weasel Presents: NAZIS! (WWHC: Axis & Abaddon) v1.01 (ww-nazis-v2.pk3) by WildWeasel and others.
--Sounds - Various sources from Wolfenstein 3D, Wolf Skevos-Jones, Call of Duty 2, Jedi Outcast, Wolfenstein 3D Macintosh version.
--SSOFF sprites - May contain some or all of the following: Various Monkee's Image World sources (original authors unknown), edits by Woolie Wool, CaptainToenail, BouncyTEM, wildweasel, and others. Some unmodified graphics from Wolfenstein 3D and Spear of Destiny. Heinrich Krist appears courtesy of 3D Realms' ROTT alpha page and Monkee's Image World. Some unused monster sprites sourced from Laz Rojas' Wolfendoom: The Portal and Wolfendoom: Operation Arctic Wolf.

HTLR sprites by UnTrustable with help from id Software (Existing front Sprites), Fathax Wadhost, Gez, InsanityBringer, and kinsie.

Downloads:

Zandronum 1.2 Version
Zandronum 2.0 Version
--FOR SERVER ADMINS: Skill 1 is the UV equivalent difficulty level, not Skill 3
--Difficulty levels and some monsters are balanced for multiplayer
--Weapon Skins
--Chance for Mini Marine to spawn on death
--Mini marine ammo given at start of level given if you already have only one, rather than only if you have no mini marine ammo
--Everything possible is clientsided
--Bullets and projectiles pass through allies
--The left pistol (fired in single shot, not held) uses normal bullets rather than projectiles, this is in case having only projectiles would break compatibility with some maps
--Difficulty Levels:
  • (0)Geometric: HMP spawns, 2x Ammo
    (1)Recursive: UV spawns
    (2)Fractal: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 0.3)
    (3)Stochastic: NM spawns, 2x Ammo, Monsters are more aggressive than vanilla (Agg = 0.6)
    (4)MultiFractal: NM spawns, 2x Ammo, Monsters are more aggressive than vanilla (Agg = 1.0)
ZDoom Version
--Difficulty levels and some monsters are balanced for single player
--Mini marine spawn rate from pain state increased (though none spawn on death, unless you're holding one when you die)
--Mini marines are more talkative than in Zandronum version
--Bullet primary fires use bullets rather than fast projectiles
--Map-placed pickups are split into several pickups which each give less and occupy the same point
--Difficulty Levels:
  • Linear: HMP spawns, 2x Ammo, Player only takes 90% Dmg
    Euclidean: HMP spawns
    Cartesian (Default): UV spawns
    Elliptic: UV spawns, Monsters are more aggressive than vanilla (Agg = 0.2)
    Symplectic: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 0.4)
    Recursive: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 0.6)
    Fractal: UV spawns, 1.5x Ammo, Monsters are more aggressive than vanilla (Agg = 1.0)
    Stochastic: NM spawns, 2x Ammo, 1.5x Armor pickups (but not max armor), Monsters are more aggressive than vanilla (Agg = 1.0), MiniMarines have 2x health, Fast Monsters
    MultiFractal: NM spawns, 4x Ammo, 2x Armor pickups (but not max armor), Monsters are more aggressive than vanilla (Agg = 1.0), MiniMarines have 4x health, Fast Monsters, Monsters respawn
Zandronum Monster Version
--Only includes monsters, no weapons or any other modifications
--Does not include mini marines
--Some monsters balanced towards multiplayer
--Everything possible is clientsided
--Should be compatible with most weapons mods and any other mods that don't replace monsters. If playing a wad that does replace monsters then load Fractal Doom last. Let me know if there are any issues.

ZDoom Monster Version
--Only includes monsters, no weapons or any other modifications
--Does not include mini marines
--Should be compatible with most weapons mods and any other mods that don't replace monsters. If playing a wad that does replace monsters then load Fractal Doom last. Let me know if there are any issues.

Official Fractal Wolfenstein SS Add-on
--Replaces the Wolfenstein SS Soldier
--Video: http://youtu.be/CS0ZyZXCHPI
Last edited by scroton on Sat Mar 01, 2014 12:32 pm, edited 1 time in total.

Phoenix7786
 
Posts: 91
Joined: Mon Jan 27, 2014 9:43 am
Location: Back in the U.S.!

RE: Fractal Doom v0.2.3x

#2

Post by Phoenix7786 » Sun Feb 16, 2014 10:00 pm

Hmm the mini's splitting into smaller mini's makes me think of the multiplying Benders episode of Futurama. Any relevance? Also, I laughed so hard at the shopvacsaw (shopsaw or chainvac?)

scroton
 
Posts: 63
Joined: Mon Aug 26, 2013 3:33 am

RE: Fractal Doom v0.2.3x

#3

Post by scroton » Mon Feb 24, 2014 2:04 am

I actually saw that episode before I made this mod, though I wasn't consciously thinking about that when I made this. I'm not sure what brought on the idea exactly. The mini marines, however, were inspired by the mini Ash scene in Army of Darkness and the Rocket Riding Revenant Rancheros are a bit of a reference to Dr. Strangelove.

Glad you liked the shopvac; in the next update there will be a HUD so it will be easier to keep track of what minis you've sucked up.

scroton
 
Posts: 63
Joined: Mon Aug 26, 2013 3:33 am

RE: Fractal Doom v0.2.3x

#4

Post by scroton » Thu Feb 27, 2014 9:36 am

Fractal Doom has received an update. I was going to wait and release these as part of a larger update but the difference a slight change made to the way the pistol, shotgun, SSG, and chaingun altfires work is significant enough that I decided to release it sooner rather than later.

Rather than a starburst of 24 projectiles dealing individual damage, the altfires now have a couple of points of their total damage dealt through a miniature marathon-style explosion (where damage is constant throughout the radius.) This is approximated in the Zandronum 1.2 version. The starburst projectiles remain, but are now only cosmetic.

The fists now have proper sounds, which change when the player has a berserk pack.

The berserk pack also now has more flavor; in addition to the 75% damage reduction that was present for 45 seconds after first picking up the berserk pack, the player will also be immune to radius damage, move at 2x speed, deal a small amount of radius damage with their punches, hear a flavor heartbeat sound effect, their screen will tremor, and they will be unable to use any weapon other than the fist for those 45 seconds. Additionally they will be able to spawn minimarines with the fist altfire without losing any health, and even if they have less than 30 health. After the 45 seconds these effects will stop and the berserk pack will afterward function the same as a vanilla berserk pack.

The blur sphere now confers a 10% damage reduction in addition to its partial invisibility effect. If people think it's a good idea I'll go with my original idea in later updates and have the blur sphere not affect the aim of non-hitscanners, the idea being that it is actually easier to dodge projectiles when they don't have random aim.

The radiation suit in the Zandronum version no longer disappears after being picked up, and instead remains available for other players to use.

Weapon skins in the Zandronum version now function correctly, including crouch sprites.

The ShopVac isn't quite as loud as it was before.

There are two Zandronum versions this time around, 1.2 and 2.0, since the berserk tremor and marathon-style explosions both function better in the 2.0 version, though they are approximated fairly closely in the 1.2 version.

OP has been updated accordingly.

scroton
 
Posts: 63
Joined: Mon Aug 26, 2013 3:33 am

RE: Fractal Doom v0.2.4

#5

Post by scroton » Sat Mar 01, 2014 9:35 am

Fractal Doom has received another update/bugfix. All version have been updated. Like with the last one, this was gonna be released as part of a larger update, but since there is a bugfix included I figured I'd release it now instead.

A lingering crash-causing bug has been tracked down and finally solved; turns out the mini archviles could theoretically (but not in practice) cause an infinite loop and this was occasionally causing crashes.

A minor oversight involving A_BossDeath has also been fixed.

A minor oversight preventing mini archviles from resurrecting other mini archviles has been fixed.

Additionally, the way Fractal Doom handles useless objects like hats, non-resurrectable corpses (such as archviles and cyberdemons) and some (but not all) mini corpses has been changed to cut down on the number of actors the engine and/or server thinks are important. The only visible gameplay change will be that half of most types of mini corpses will not be resurrectable by archviles or mini archives.

OP has been updated accordingly.

As always, I welcome feedback/suggestions/bug reports.

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