Outcast v1.5b - TSPG | Dropbox
Resources v1.1 - TSPG | Dropbox (loaded automatically by the mod: do not include this in the loaded files)
Skulltag actors patch - TSPG | Dropbox (if using skulltag actors/data)
What is Outcast?
Simply put, the most fun you can have on the Doom Engine. Instead of our well-known protagonists, you are now playing as the monsters of the four games: Doom, Heretic, Hexen and Strife, as well as the mod that is practically a game in itself, Virus. You start out as a pitiful Zombieman or wimpy Gargoyle, but by spreading chaos upon enemies you will evolve into stronger beasts such as the Hellknight and the Weredragon. Of course, you can choose to become any monster you've unlocked, the situation sometimes calling for a weaker, but more efficient monster in that scenario. Nearly all playable monsters were coded to be as close to their original as possible in terms of behavior, and only the most careful eyes will notice some of the deepest details that are kept exactly like the original.
Monsters use mana as the resource for their power, which all kinds of ammo of the original game spawn as. Mana is very plentiful and you often won't need to worry about running out of it; if you do, however, your attacks will still be usable, but at a rate around three times slower. Weaker monsters use little mana and only one kind, while stronger ones will often use both types of mana at once and in greater amounts. Melee attacks do not cost any mana and will never be slowed down. Most powerups from the original games retain their functionality, such as the Soulsphere and Megasphere giving you +100/+200 health respectively, bringing you to up to twice the amount of health of your class, and the Berserk pack strengthening all your melee attacks.
Whether you're choosing Doom's tough hellspawn, Heretic's swift creatures, Hexen's unique monsters, Strife's versatile robots and aliens, or Virus' tanky machines, you're guaranteed to have a load of fun blasting monsters away as if you were one of their own. Try Outcast with your favorite map packs and mods! Suggestions and constructive critics are welcome, either in this thread or directly to me via IRC/Steam.
Gamemodes and customization
Outcast is optimized for a cooperative environment, with survival and invasion being fantastic but regular cooperative not falling behind at all.
Competitive gamemodes are also supported, and there is currently one custom gamemode: Terminator, optimized for Outcast. In this mode, similarly to the default behavior, the Terminator sphere spawns somewhere on the map. However, the player picking it up receives one of the strongest monsters available while all others remain among the weakest. Effectively, it's a one vs. all battle - the Terminator wins if they reach the fraglimit, but everyone else wins if they kill the Terminator before that happens. Try it!
Gameplay can be heavily customized with console variables:
Spoiler: CVARINFO.txt (Open)With the proper settings, competitive play can be just as fun: try the Last Man Standing or Possession gamemodes, for example!
- Independent points and rank system for each class. You can switch classes on the player menu and keep your progress in all of them
- Score system is compatible with any custom monsters: points are given for hitting shootable actors, so monsters are not replaced
- Have the feel of truly being part of each game, with the HUD and item pickup sounds being customized for each class
- Tome of Power is also available in Doom (replacing plasma weapons) and all monsters have powered-up attacks
- Adjust the difficulty of the game to perfection with CVar control: real-size hitboxes can be enabled for competitive play
- Adjust the pace of the game: stats can be kept within each level, within a hub or for the entire game
- Full vanilla Doom, Heretic and Hexen support
- Full dynamic light and decal support
- Customized Terminator gamemode, where one player takes the role of a boss against other lesser monsters
- Zandronum bots are available, one for each class, which morph into a random monster of their class upon spawning
- Multiple color translations for each monster that can be cycled through with a bind - normally, morphed players do not have coloring
- More custom gamemodes, including modified versions of (Team) Possession and Capture the Flag
- Strife support is something I still have to tackle - things such as receiving the Sigil may or may not work with morphed players
- New classes may be added, but they're not the current priority. Duke3D is the most commonly requested, and I would be happy to work on it at some point
- And possibly much more - your suggestion could make it in, so if you have an idea, be sure to let me know!
sv_unblockplayers 1 - allied players already pass through each other in Outcast, and this is crucial so that telefrags do not occur. Should be kept off in non-cooperative modes, however
sv_chasecam 1 - it's amazing to play Outcast with chasecam on. Try it!
sv_norespawninvul 1 - Outcast already has its own respawn invulnerability system, and Zandronum's default interferes with it, so keep it disabled.
sv_nodrop 1 - although not gamebreaking, it is recommended to keep this on
Some basic config files are available on TSPG: outcastsurvival.txt, outcastinvasion.txt, outcastcompet.txt. You are still encouraged to customize the game to achieve the desired playstyle, these only set basic flags for gamemodes to function properly (for example, hitboxes on for competitive modes, jump and flight off for survival).
That's all you really need - choose your map set, adjust the game settings to your liking, and let the fun begin!