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[WIP] Davemod Public Beta v1.0

Posted: Sun Oct 09, 2016 2:51 pm
by darkmessenger84
Hello and good day!

This is my first time posting a public release of a mod here, so please be gentle. :D

This is something I have been working on and off for over a year in private, and have up until recently only shared with my best friend who has been my only source of feedback and constructive criticism. I don't really have a proper name for it, so I just call it Davemod.

It goes without saying that additional feedback and constructive critism coming from more than just one person is both encouraged and welcome.

The gameplay it presents is conceptual in its entirety and has no rational explanation, it is in my opinion a collection of things I have added over time that I thought would make the game more interesting. You don't have to like it, and I'm not expecting or forcing you to.

It has been designed to enhance the general gameplay of classic Doom, without adding any new monsters and weapons that do not fit in with the general look and feel of the game.

I have a demonstrative playlist of videos of me playing the mod to give you an idea or what is included. Or you can just watch the attached video:
phpBB [media]

This is a variety mod, and has the following to offer:
+ Quirky/gimmicky gameplay mechanics.
+ Improvements to the AI, as the two-dimensional AI is now mostly no longer present.
+ Gameplay styles to suit individual players. Twitch, parkour, run & gun, CQC, etc.
+ Non-linear, experimental and creative gameplay that is actively encouraged.
+ AI and props that possess physics and react appropiately to external stimuli.
+ Most weapons possesses an alternative mode of fire. Share the pain.
+ Stings, traps and ambushes designed to catch out even the most seasoned players.
+ Polishes and fixes up some poor design choices in the original Doom IWADs.
+ Breaks the limits imposed upon by Vanilla Doom, with faster projectiles, etc.
The following features are only available when running in OpenGL mode:
+ Much prettier special effects, projectiles and projectile explosions.
+ A pack containing optimised brightmap .pngs is included by default. (Credit: Virtue)
In general, this is a:
+ Difficulty mod, intended for those who have already experienced vanilla Plutonia
+ Monster behaviour mod, making them smarter, adept and more cunning
+ Modernisation mod, doing away with some of the predictablility and the sluggishness
+ Deathmatch/Multiplayer mod, introducing metagaming & promoting competitiveness
+ General bugfix mod, putting right some mistakes made by the original devs
However, it is not a:
+ Gore mod, see Brütal Doom
+ Weapon overload mod, see Russian Overkill
+ HD texture mod, see DHTP
+ HD music mod, see Doom Metal Soundtrack
I'm not going to divulge every last gameplay feature that is present, else that would ruin the surprises. Instead, I encourage you to start playing to experiment and experience the mod for yourself.
Davemod Public Beta 1.0 - Download links:
Achtung: Compatible with Zandronum 3.0 only.

Mirror 1: ModDB
http://www.moddb.com/downloads/start/112392
Mirror 2: Google Drive
https://drive.google.com/file/d/0B-TT5f ... sp=sharing

skulltag_content2.1a.pk3 is required to play and is included in the download.
Please be sure to report any bugs, or any crashes or anything that doesn't make sense that you happen to encounter, but before you do that...
Troubleshooting:

+ Won't start: Compatible with Zandronum 3.0 only. Ensure that the correct load order is followed. Consider using a frontend or launcher.

Load order:

Code: Select all

<IWAD file>
skulltag_content2.1a.pk3
davemod-data.pk3
[/size]
+ Decorate errors: Ensure that the correct load order is followed, and ensure that the correct IWAD is loaded, as this mod will NOT work in Hexen, Heretic, or Strife.
+ Audio crackling: Set sound output format to 32-bit float.
+ Content conflicts: Unload all third party mods. ACS script numbers 900-999 are reserved, DoomEd numbers 5800-5899 are reserved. Cross compatibility with third party mods is not guaranteed, play with third party mods at your own discretion.
+ Sprite clipping is inconsistent: Set sprite clipping to Smart.
+ Lag/Choppy FPS: Playing on a modern setup that has enough grunt is recommended. Also, heed caution when playing slaughtermaps, as the game with this mod loaded becomes resource intensive.
Have fun, and I hope you enjoy the experience.

Are you owed credit for a texture, sprite, sound effect? Please inform me ASAP.

[WIP] Re: Davemod Public Beta v1.0

Posted: Sun Oct 09, 2016 3:06 pm
by Ivan
Here's my first suggestion, ditch the god damn skulltag content file. You'll thank me later.

[WIP] Re: Davemod Public Beta v1.0

Posted: Sun Oct 09, 2016 3:20 pm
by Ænima
Looks colorful and fun.

Are the Brutal Doom rips necessary, though? Like the sounds and the FUCKYOURSELF middle finger weapon?

[WIP] Re: Davemod Public Beta v1.0

Posted: Sun Oct 09, 2016 3:24 pm
by darkmessenger84
Ivan wrote:Here's my first suggestion, ditch the god damn skulltag content file. You'll thank me later.
This is currently one of my priorities, it's just that right now I don't have much time to rewrite code for actors that are already available in skulltag content.

Thank you for your concern though.

[WIP] Re: Davemod Public Beta v1.0

Posted: Sun Oct 09, 2016 3:26 pm
by darkmessenger84
Ænima wrote:Looks colorful and fun.

Are the Brutal Doom rips necessary, though? Like the sounds and the FUCKYOURSELF middle finger weapon?
Not everything is ripped from Brutal Doom and to answer your question; no I guess it's not necessary. I'm not much of a pixel artist and sprite editing isn't my forte.