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StrifeDoom: More Gamemodes?

Posted: Fri Sep 28, 2012 5:15 am
by Llewellyn
Strife Doom
Downloads: StrifeDoom Downloads

==What is it?==
StrifeDoom is a modification by me. I made this in about three days on and off. What it does is replace all the Doom pickups with pickups from Strife, OR custom ones made by myself for things that strife didn't have, like the InvulerabilitySphere. I also fixed a couple of Strife bugs that messed up in multiplayer, which made DM impossible.

==Features==
So what does it have?
It replaces all your normal items, so you can play COOP on Doom2 maps if you wanted. But it also replaces items for Competitive gamemodes. DM, TDM, LMS, TLMS, CTF, 4WayCTF, Skulltag, Possession and Terminator are all now strife-ified.
I also made a couple gamemodes of my own, that are completely optional too, such as CoreGame and Hold The Sigil.
CoreGame is a TLMS style grudgematch where you can kill your enemies, or destroy their core to win!
Hold The Sigil is Terminator, but with a twist, you have the full Sigil and nothing else when you pick it up!

==Screenshots==
Spoiler: Click me! (Open)
Image 1: The Terminator and PossesionStone!
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Image 2: Sprites for CoreGame (blue, red, and being destroyed from right to left)
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Image 3: Left to Right - Soulsphere replacement, Berserk replacement, 1health, 1armor. And my Custom Widescreen Hud
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Image 4: Megasphere, Invul, Flags (the other things were unfinished then.)
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Image 5: The Skulls for Skulltag (The blue one looks funny because they have rotations)
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==Usage==
Besides a couple duels, it hasn't really been tested that well.
But, use the standalone StrifeDoom for just Coop, Survival, DM, TDM.
Use StrifeDoomGamemodes.wad AFTER StrifeDoom.wad for CoreGame, CTF, Skulltag, Hold The Sigil, and Possesion.
Use StrifeDoomLMS.wad WITHOUT Gamemodes wad but AFTER StrifeDoom.wad for a LMS/TLMS weapons patch.

NOTE: To play CoreGame, USE TLMS on a CTF MAP!
NOTE: USE LMS WITH SKILL 3! In skill 4, teleporter beacon troops respawn!
Spoiler: Server Variables (Open)
To use a server variable, type set, the varible name, then the number.
Example: set sv_CoreHealth 100
Fill list:
sv_CoreHealth <variable> - Sets the health of base cores in CoreGame.
sv_disallowAssaultGun true/false - Disables AssaultGun for LMS
sv_disallowMiniMissileLauncher true/false - Disables MiniMissileLauncher for LMS
sv_disallowStrifeGrenadeLauncher true/false - Disables StrifeGrenadeLauncher for LMS
sv_disallowFlameThrower true/false - Disables FlameThrower for LMS
sv_disallowMauler true/false - Disables Mauler for LMS
sv_disallowMauler2 true/false - Disables Mauler2 for LMS
sv_disallowGasGrenade true/false - Disables GasGrenade for LMS
sv_disallowTeleporterBeacon true/false - Disables TeleporterBeacon for LMS
sv_disallowSurgeryKit true/false - Disables SurgeryKit for LMS
sv_disallowMetalArmor true/false - Disables MetalArmor (blue) for LMS

RE: StrifeDoom: More Gamemodes?

Posted: Fri Sep 28, 2012 9:56 pm
by Avi
This is something I've been wanting for a very long time, awesome! Downloading now.

RE: StrifeDoom: More Gamemodes?

Posted: Fri Sep 28, 2012 10:12 pm
by Ænima
Coolio. I'll def test this online with you when I get a chance.

RE: StrifeDoom: More Gamemodes?

Posted: Fri Oct 19, 2012 3:31 am
by Llewellyn
Updated StrifeDoomLMS to RC4 since my RC3 didn't get changed from RC2.

RE: StrifeDoom: More Gamemodes?

Posted: Fri Oct 19, 2012 11:17 pm
by Lord_of_D:
finally somebody does something "original". do you think you can port Strife monsters to Doom? :3

RE: StrifeDoom: More Gamemodes?

Posted: Fri Oct 19, 2012 11:41 pm
by Marcaek
That might be an interesting way to mix up co-op, but at the same time why not just design some doom-style co-op maps for Strife? The game needs more love and if you want in-game dialogue or story progression you could probably use ACS.

RE: StrifeDoom: More Gamemodes?

Posted: Sat Oct 20, 2012 3:37 am
by Llewellyn
Marcaek wrote: That might be an interesting way to mix up co-op, but at the same time why not just design some doom-style co-op maps for Strife? The game needs more love and if you want in-game dialogue or story progression you could probably use ACS.
Because making every map work with strife is much faster than making a single map.

Also if you want more dialogue, use USDF (I don't know if USDF was backported but if not you can use the older KSSC.)

RE: StrifeDoom: More Gamemodes?

Posted: Sat Oct 20, 2012 5:25 am
by Marcaek
I'm more concerned with copyright vigilantes :P

Having a mod with just Strife's weapons is all well and good, but if you include the enemies someone might get on your back about it.

RE: StrifeDoom: More Gamemodes?

Posted: Sat Dec 01, 2012 8:58 pm
by Marcaek
So is this still being worked on?

RE: StrifeDoom: More Gamemodes?

Posted: Sat Dec 01, 2012 10:07 pm
by Llewellyn
Marcaek wrote: So is this still being worked on?
Worked on implies I have plans to add anything, and that it's not already basically feature complete. If there are any bugs they were never reported and I don't know of them.

RE: StrifeDoom: More Gamemodes?

Posted: Sat Dec 01, 2012 10:10 pm
by Qent
Do you plan to patch that bug with electric bolts for Zandronum?

RE: StrifeDoom: More Gamemodes?

Posted: Sat Dec 01, 2012 10:32 pm
by Llewellyn
Qent wrote: Do you plan to patch that bug with electric bolts for Zandronum?
I couldn't isolate it, when I started removing things it fixed itself randomly, plus it wasn't that big of a deal (basically infinite weapon 1 ammo, probably should have been default.)

RE: StrifeDoom: More Gamemodes?

Posted: Sun Dec 02, 2012 12:43 am
by Marcaek
I'm pretty sure you can still select weapons that have no ammo in LMS, but IIRC it may only apply to the alternate weapons(poison bolts, phos nades).

RE: StrifeDoom: More Gamemodes?

Posted: Sun Dec 02, 2012 2:22 am
by Qent
Oh yeah, removing unused weapons in LMS would be very helpful.

RE: StrifeDoom: More Gamemodes?

Posted: Sun Dec 02, 2012 4:56 am
by Llewellyn
Qent wrote: Oh yeah, removing unused weapons in LMS would be very helpful.
Should be able to remove them with the sv_disallowX commands. If not then I'll have to fix that.