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Contra Doom b06 - Heretic is here!

Posted: Sun May 10, 2015 12:42 am
by Beed28
Image

[spoiler]Image[/spoiler]

About
Contra Doom aims to replicate the gameplay of Contra, particularly Contra III: The Alien Wars, including the ability to hold two weapons at a time, one hit deaths, and scoring points. While Contra III is best represented here, some elements from other games are taken, such as Super Contra (Arcade), Contra: Hard Corps, and Contra 4.

The Ultimate Doom, Doom II, TNT: Evilution, Plutonia Experiment, and Heretic IWADS are currently supported.


Weapons
Weapons are obtained by picking up eagle shaped tokens with a letter on them. You can hold two weapons at a time. Picking up a weapon you already have equipped will upgrade it.
Spoiler: Description of weapons (Open)
Machine Gun
The default weapon. Shoots a constant stream of bullets.

Image - Spread Gun
Shoots five projectiles in a fan-like spread.
UPGRADED: Shoots nine projectiles in a spread.

Image - Homing Missile
Shoot out a constant stream of missiles that home in on foes. Annoyingly, they tend to hit walls often when trying to lock in on enemies.
UPGRADED: Shoot out two streams.
NOTE: Homing Missiles are ineffective against Heretic's ghosts!

Image - Laser Gun
Fire lasers at foes, each one consisting of four segmented projectiles.
UPGRADED: Lasers have six segments instead of four.

Image - Flamethrower
Shoots a constant stream of fire that's perfect for stun-locking foes. This weapon has limited range.
UPGRADED: Flames become more ferocious the further they travel, doing the most damage at the end of their reach.

Image - Crusher Missile
Shoots a missile that travels a short distance and then creates multiple explosions. Unlike any other weapon, you can only shoot out two at a time.
UPGRADED: Missiles fly faster and travel much further, and three can be shot out at a time.
NOTE: The missiles themselves will fly through Heretic's ghosts, but the explosions will still damage.

Image - Prototype Weapon
Shoots five missiles that home in on enemy targets. This powerful weapon will only appear if the appropriate CVAR is enabled first.
UPGRADED: Shoots nine missiles instead.
NOTE: Prototype Weapon missiles are ineffective against Heretic's ghosts!

Image - Rapid Fire
These increase the firing rate of your weapons, except the Flamethrower. You can upgrade up to two times!

Image - Barrier
Become invincible for 30 seconds. This is pretty much the Invulnerability Sphere, except with a blue screen tint instead of inverse monochrome.

Image - Bombs
Use secondary fire to use bombs. You can carry up to 9 of them, and always respawn with at least one.

Death & respawning
Unlike normal Doom, you can freely respawn when you are killed, as long as Contra Doom is loaded last. However, you will lose whatever weapon you had selected at the time and lose your Rapid Fire upgrades.

In Single Player, you have a limited number of lives, starting at three. If you lose them all, then the Game Over screen will appear. You can earn an extra life upon reaching 20000 points, and then every 60000 points after that. After a Game Over, you can restart the current map you're on from the beginning, but it'll be a fresh start; no weapons, no score, and only one bomb. In Cooperative mode, or if the Infinite Lives CVAR is enabled, you will simply receive a score penalty instead that scales depending on your difficulty level.

The game will try and respawn you where you died, but sometimes you'll respawn back at the level's start (although the level won't reset). This occurs when you've been telefragged, suicided with the "kill" console command, or your respawn point is obstructed by something (best seen with crushing ceilings).

In Heretic, the Wings of Wrath lasts until the end of the level, just like in Hexen. You'll respawn with them if you die after picking one up.


Compatibility with map packs
Contra Doom works with most Doom or Doom II map packs, but Contra Doom should be loaded last or you may not be able to respawn in single player. However, any DeHackEd modifications, particularly monster replacements, may not function properly. See below for a .zip file containing patches that allows proper support with certain map packs. When playing with TNT: Evilution and Plutonia, it is recommended that you load their retrospective patch included with Contra Doom so that you get the proper automap names and text screens. When playing with Heretic, load its retrospective patch so that you get the correct player sprites, palette translations, automap names, and text screens.

Contra Doom also includes an optional music wad that replaces the in game music with select songs from Contra III: The Alien Wars and Contra: Hard Corps. It works with both Doom II and Ultimate Doom. For Heretic, you'll get a variety of tracks taken from the Castlevania series, mostly from Super Castlevania IV, Dracula X, and Bloodlines.


Patches
r02: https://www.sendspace.com/file/6uuh4h
Spoiler: Included patches (Open)
* Back to Saturn X Episode II: Tower in the Fountain of Sparks
* Chex Quest 3 (credit goes to TehRealSalt)
* Doom 2 the Way id Did
* Deus Vult II
* Going Down
* Impossible: A New Reality
* UAC Ultra
* Valiant

Contra Doom specific CVARS
[spoiler]All of Contra Doom's custom CVARS are server side. You can change them in the "Options -> Contra Doom Options" menu.

Discard old weapon tokens on picking up new ones (contradoom_discardweapontokens)
In most Contra games, when you pick up a new weapon icon, the old one is lost. However, some Contra games have you discarding the old weapon instead, which can be picked up again just in case you didn't want or accidentally picked up the new weapon. Contra Doom uses the latter behaviour by default, but you can turn this off.

Enable life meter for all difficulties (contradoom_allowlifemeter)
The "I'm Too Young to Die" and "Nightmare!" difficulty levels gives you the three point life meter from the Japanese version of Contra: Hard Corps, allowing you get hit up to two times, but enabling this this CVAR will enable the life meter for the other difficulty levels. You can replenish any lost points by picking up stimpacks. While the life meter can be enabled at any time, stimpacks will only spawn on map load.

Infinite lives in Single Player (contradoom_infinitelives)
Previous versions of Contra Doom allowed you to die in Single Player as many times as you want with each death giving you a mere score penalty. Turning this on will give you infinite lives while re-enabling score penalties once again.

Don't lose current weapon on death (contradoom_keepweapon)
Normally if you are killed, you lose the current weapon you are currently using and that slot reverts to the default gun. Turning this on lets you keep your weapon instead. Enforced on the "I'm Too Young to Die" difficulty level.

Reset bomb stock on death (contradoom_resetbombs)
In Contra Doom, you keep your stock of bombs when you respawn, but originally in Contra III: The Alien Wars, your stock is reset back to one when you die. Turning this setting on will use the latter behaviour.

Infinite bombs (contradoom_infinitebombs)
Allows you to use bombs all you want with no cost. But where's the fun in that, now? This is not the same as sv_infiniteammo or sv_infiniteinventory!

Enable Prototype Weapon spawning (contradoom_enableprototype)
Allows the Prototype Weapon to spawn, spawning at BFG9000 spots (or in Heretic, any of the possible Firemace spots). If this is turned off, bomb pickups appear there instead.

Arch-viles attack with projectiles instead (contradoom_archvileprojectile)
Originally, Arch-viles used a charge up line of sight attack that would always hit if their target remained in their sight and the Vile in question didn't flinch from any attack. However, in infighting, they change targets extremely quickly, even if they were in the middle of charging their attack, which could result in the player being hit even though the initial flames didn't appear below them. Since the player dies in one hit in Contra Doom, unless the life meter is enabled, such attack would sometimes end up being unfair, and so they have a new projectile attack instead. However, you can disable this so that they can use their original attack once again.

Enable suicide bullets (contradoom_suicidebullets)
Monsters release one or more blue circular projectiles when they die, Gradius style. Enforced on the "Nightmare!" difficulty level.

Fast monsters (sv_fastmonsters)
Literally the same as Doom's fast monsters. Enforced on the "Nightmare!" difficulty level.[/spoiler]


Todo list
[spoiler]Possibly new sprites for weapons
Replace Invulnerability sphere with (B)arrier
End game results screen
Zandronum version[/spoiler]


CHANGELOG:
[spoiler]b06
* Because Zandronum 3.0 can run Contra Doom, there is no need for a separate Zandronum version anymore. You'll need to use Zandronum 3.0 or higher!
* Heretic support! You'll need to load a patch for proper colour translations for the player class, sprites and MAPINFO, but the bulk of Heretic support is in the main Contra Doom .pk3.
* Added Prototype Weapon from Contra 4's Challenge Mode. It must be enabled in the game options first, and then they'll spawn at BFG9000 spots instead of bomb pickups.
* Made some changes to ContraDoomMusic.wad, make sure you replace it!
* New weapon sprites! Thanks to nickcaibua!
* Replaced most sounds with ones that better matches Contra III.
* Added logo to main menu.
* New sounds for menu screens.
* New title, intermission, and end cast screens, for Doom only.
* New background for the console.
* New border graphics.
* The Game Over screen now darkens the screen further.
* Discarded weapons now flash briefly when discarded.
* Suicide bullets are now shootable.
* Added new CVAR which allows you to keep your weapon after you die, like in the "I'm Too Young to Die" difficulty level.

b05
* New lives system for Single Player! You start out with three lives, lose them all and it's Game Over.
* Your score should now properly carry over on maps that force a death exit involving Romero's Head, providing you have at least one life to spare.
* Added CVAR for infinite lives in Single Player. This allows you to die as many times you want while bringing back score penalties as in previous versions.
* Score penalties can no longer reduce the score into negative values.
* Certain projectile damagers can no longer trigger projectile linedefs.
* Replaced title music with the one from Contra ReBirth.
* New GLDEFS! Thanks to TehRealSalt!
* Integrated README.txt and CHANGELOG.txt to the main .pk3 file.

b04
* New README.txt file.
* Upgradable weapon system from Super Contra (Arcade) and Contra 4! Weapons can be upgraded into a more powerful form by collecting a weapon token for one you already have.
* Fixed a bug where monsters were reacting (pain chance) to the Boss Brain damager the weapon projectiles spawn (which allows you to kill the Icon of Sin).
* New explosions; straight out of Contra 4!
* Redid death animations for the smaller enemies, except Lost Soul.
* NOBLOOD added to player character; you can no longer milk points in co-op by shooting each other.
* Lost Soul no longer bleeds, but will still give out points when attacked.
* Dropped items can no longer be crushed.
* New projectile sprites for the Machine Gun, Spread Gun, Homing Missile, Laser, Flamethrower, Crusher, enemy bullets, and suicide bullets.
* New weapon sounds.
* Proper support for decals.
* Forgot to replace one of the quit messages; that's been fixed now. :)
* Optional music wad now properly supported in Zandronum.
* Speaking of which; a separate version supporting Zandronum is ready! We had to make some sacrifices, but I hope you'll enjoy.

b03
* Increased mass on flying monsters, both the Cyberdemon and Spider Mastermind, as well as both Revenant and Cyberdemon missiles.
* Invulnerability sphere replaced with Barrier that still gives you invincibility, but with a blue tint instead of an inverse monochrome display.
* Score penalty on death now scales with difficulty levels.
* Sounds changed to use ones from Contra III: The Alien Wars. (thanks, YukesVonFaust!)
* Optional music wad updated to support Ultimate Doom.

b02
* Fixed Crusher Missiles being nigh useless.[/spoiler]


Downloads
(If the ZDoom version doesn't load, try getting a recent SVN version of ZDoom of GZDoom. Also, load it after any PWADS you might add or you may not be able to respawn in singleplayer)
(Zandronum users: You must use the 3.0 alpha to load Contra Doom)
b06: https://www.sendspace.com/file/mb47kt

RE: Contra Doom b04

Posted: Tue May 12, 2015 9:28 pm
by TehRealSalt
Awesome! I've got to try a Survival server with this loaded sometime, possibly tonight.

EDIT: It's up; Speed of Doom with this is pretty fun. :)

RE: Contra Doom b05 - Now with limited lives for single player

Posted: Sat May 16, 2015 9:44 pm
by Beed28
New release is out! Now you can't just die in Single Player over and over and over and over, because you now have limited lives! Although I've done my best with testing, I can't guarantee a bug free release.

Download b05:
Zandronum: https://www.sendspace.com/file/q3d6m9
ZDoom: https://www.sendspace.com/file/hqwtrl

CHANGELOG:
[spoiler]b05
* New lives system for Single Player! You start out with three lives, lose them all and it's Game Over.
* Your score should now properly carry over on maps that force a death exit involving Romero's Head, providing you have at least one life to spare.
* Added CVAR for infinite lives in Single Player. This allows you to die as many times you want while bringing back score penalties as in previous versions.
* Score penalties can no longer reduce the score into negative values.
* Certain projectile damagers can no longer trigger projectile linedefs.
* Replaced title music with the one from Contra ReBirth.
* New GLDEFS! Thanks to TehRealSalt!
* Integrated README.txt and CHANGELOG.txt to the main .pk3 file.[/spoiler]

RE: Contra Doom b05 - First patches released

Posted: Thu May 21, 2015 1:57 am
by Beed28
At long last, the first patches for certain third party map packs are released. Enjoy.

Download
r01: https://www.sendspace.com/file/ejq4od
Spoiler: Included patches (Open)
* Back to Saturn X Episode II: Tower in the Fountain of Sparks
* Chex Quest 3 (credit goes to TehRealSalt)
* Doom 2 the Way id Did
* Deus Vult II
* Going Down
* Impossible: A New Reality
* UAC Ultra

RE: Contra Doom b05 - Valiant patch released!

Posted: Sun Jun 28, 2015 4:12 pm
by Beed28
[spoiler]Image[/spoiler]
Contra Doom's patches has been updated! Now you can play this year's masterpiece, Valiant, whilst dying over and over. Have fun!


PATCHES DOWNLOAD:
r02: https://www.sendspace.com/file/6uuh4h

RE: Contra Doom b05 - Valiant patch released!

Posted: Tue Jun 30, 2015 1:28 pm
by Untitled
Although it wasn't in Contra III, you really should add the Konami code from Contra I, which gave you 30 lives (Up-Up-Down-Down-Left-Right-Left-Right-B-A-Start, if you've somehow forgotten).

RE: Contra Doom b05 - Valiant patch released!

Posted: Tue Jun 30, 2015 3:27 pm
by The Toxic Avenger
So it should be "W, W, S, S, A, D, A, D, left click, right click, enter" then :V

RE: Contra Doom b05 - Valiant patch released!

Posted: Tue Jun 30, 2015 5:20 pm
by TehRealSalt
"contradoom_upupdowndownleftrightleftrightbastart true"

RE: Contra Doom b05 - Valiant patch released!

Posted: Fri Nov 27, 2015 6:42 pm
by Mr. Satan
Definitely, add the Konami code (Up, Up, Down, Down, Left, Right, Left, Right, B, A, Enter). I'm not sure if it's possible to add your own keyboard input cheats. Make sure it can only be toggled with sv_cheats on. Then add a variable so it can only be toggled once. If not just DeHack the god code (IDDQD) to the Konami code.

RE: Contra Doom b06 - Heretic is here!

Posted: Tue Dec 01, 2015 9:01 pm
by Beed28
Well, I guess it's finally time.

Download b06: https://www.sendspace.com/file/mb47kt
(Zandronum users: You must use the 3.0 alpha to load Contra Doom)

CHANGELOG:
[spoiler]b06
* Because Zandronum 3.0 can run Contra Doom, there is no need for a separate Zandronum version anymore. You'll need to use Zandronum 3.0 or higher!
* Heretic support! You'll need to load a patch for proper colour translations for the player class, sprites and MAPINFO, but the bulk of Heretic support is in the main Contra Doom .pk3.
* Added Prototype Weapon from Contra 4's Challenge Mode. It must be enabled in the game options first, and then they'll spawn at BFG9000 spots instead of bomb pickups.
* Made some changes to ContraDoomMusic.wad, make sure you replace it!
* New weapon sprites! Thanks to nickcaibua!
* Replaced most sounds with ones that better matches Contra III.
* Added logo to main menu.
* New sounds for menu screens.
* New title, intermission, and end cast screens, for Doom only.
* New background for the console.
* New border graphics.
* The Game Over screen now darkens the screen further.
* Discarded weapons now flash briefly when discarded.
* Suicide bullets are now shootable.
* Added new CVAR which allows you to keep your weapon after you die, like in the "I'm Too Young to Die" difficulty level.[/spoiler]

As for the patches, I'll probably go and update them soon.