DOOM Project: Horror (Monster/Weapon Replacer)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Seidolon
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DOOM Project: Horror (Monster/Weapon Replacer)

#1

Post by Seidolon » Thu Dec 06, 2018 8:31 am

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DOOM Project: Horror is not a new modification for Doom by any means. I made it a while back and posted it on the ZDoom and Doomworld forums. It has since evolved and now is available for Zandronum! This mod has a lot to offer in the sense of a survival horror theme. Enemies are tougher but more scarce, and the levels are darker and gloomier. You can play this mod with any mappack that doesn't feature its own weapons and/or monsters. You can also play Co-op Survival for even more fun. There are more enemies, weapons, and items than in the previous versions and is overall more polished and well put together. The monsters that you will encounter vary quite a bit. There are some that are similar to vanilla monsters and then there are the Horror enemies that are what this mod is all about. You can read more about them below. The shotgun and machine gun weapons both need to be reloaded and add a bit more sense of panic and urgency into tight situations. All the weapons have been replaced although some are merely re-skins of their vanilla counterparts.

Download now to play by yourself or with some friends!
Spoiler: Credits (Open)
This mod uses:
DARK DOOM
DARK DOOM FLASHLIGHT

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Sprites
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Seidolon
id Software
Rogue Entertainment
Raven Software
Looking Glass Studios
Monolith Productions
3D Realms
zrrion the insect
Dr. Doctor
Neoworm
Vader
Captain Toenail
Starscream
00_Zombie_00
Tormentor667
Jimmy
Eriance
Ixnatiful
JoeyTD
WildWeasel
Terminator Rampage
'Nam
TODM
Nmn
Fuzzyblaze
Infirnex
Scuba Steve
David G.
Sirens.wad
MagicWazard
scalliano
Alando1
osjclatchford
Dreadopp
Red and Yellow Flares from Brutal Doom
Dark Claw and Night Claw from Doom Delta



Decorate
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Seidolon
Dr. Doctor
Neoworm
Captain Toenail
Starscream
00_Zombie_00
Ghastly Dragon
Tormentor667
Jimmy
Bouncy
JoeyTD
TODM
TheDarkArchon
Fuzzyblaze
Infirnex
Xim
Blue Shadow
scalliano
Eriance



Sounds:
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Acclaim Entertainment
id Software
Raven Software
Rogue Entertainment
Monolith Productions
Xatrix
Valve
Freedoom
Fuzzyblaze
Eriance
DSHRTBT1&2 sampled from "Third Eye" by Tool
HORROR1 - HORRO16 from SCP Containment Breach
Intermission and Title Music from SCP Containment Breach
Level music "Living Hell" by Seidolon




GLDefs:
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Seidolon
Ghastly Dragon
Sandypaper
Captain Toenail
Dreadopp
Keksdose
Infirnex
MagicWazard


If you notice something I missed, let me know! I'm not trying to steal resources.
Spoiler: Screenshots (Open)
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Spoiler: Weapons/Items (Open)
Weapons:

Slot 1 Dark Claw - A projectile-based spread attack that requires demonic energy to use.

Slot 2 Plasma Pistol - This is your most basic weapon. A projectile-based pistol that deals light damage and takes no ammo. Firing it to use as a light source is smart if you don't have a flashlight.

Slot 3 Shotgun (Buckshot/Slug/Dragon's Breath) - A basic Pump-Action shotgun that does it's job well. There are 3 seperate weapons in slot 3, one for each ammo type.

Slot 4 Super Shotgun (Buckshot/Slug/Dragon's Breath) - Re-skin of Doom 2's super shotgun.

Slot 5 Machine Gun - Just an automatic rifle that kills the deeminz.

Slot 6 Grenade Launcher - Shoots heavy grenades that explode on contact with any surface.

Slot 7 Plasmatic Rifle - Pretty much a plasma rifle re-skin.

Slot 8 Unmaker - Shoots big explosive red lasers. If you find the upgrade for it, it shoots big explosive red lasers but this time it does it really fast. Takes demonic energy.

Slot 9 Tome of the Wicked - Casts a random magic attack, all of which consist of colorful balls that deal damage. Takes demonic energy.

Slot 9 Night Claw - The thing you get for killing a Night Creeper. The Night Claw is to the Dark Claw as the Machine Gun is to the Shotgun. Takes demonic energy.


Items:

Flashlight - Lets you toggle a flashlight so you can see.

Flare - Can be picked up(by pressing use) and placed back down, to provide a light source as well as deter Freaks.

Supply Box - Press use on them to open them up and get a bunch of goodies.

Unmaker Upgrade - Gives the Unmaker a near-lethal dose of crack-cocaine.

Crucifix Rosary - Forces invisible enemies to glow a greenish-blue blow, effectively revealing them to you. The only enemies immune to this are the White Death(which already glows while invisible) and the Watcher.
Spoiler: Beastiary (Open)
Monsters:
These are the basic enemies that attack you. They have no real tricks up their sleeves but merely provide you with something to kill until a more challenging motherfucker pops it's head out.

Spirit Imp - A ghostly Imp-like creature that shoots white ghost balls and upon death releases an even more transparent ghost that can resurrect dead enemies and even corpse decorations.

Mutant - A mutated Imp that shoots balls of poisonous shit at you. They have a mega shit-flinger attack that can be really hard to dodge so watch out.

Hangman - Decaying zombie thing that is stuck on the ceiling and won't stop throwing up everywhere. Easy to kill. Easy Lyfe.

White Death - A lost-soul-like creature that can charge at you or even shoot a volley of red balls at you. They also turn invisible from time-to-time.

Limb of Despair - These creepy-ass mo-fos reach out of the ground and blindly claw at your face. They can catch you by surprise and often spawn in groups.

Hell Hound - This black dawg has really bad breath so please don't pet.



Horrors:

??? - Even I don't know what the fuck to officially call this thing, but usually refer to it as the Freak. It appears for brief moments in all of it's floating legless glory and can do a shit ton of damage if it gets close. The Freak does tend to lose it's cool around flares however.

Death Skull - This guy is a stalker. He is invisible 90% of the time (like most of the horrors), and he occasionally just sits and stares at you from a distance. He will appear sometimes and charge at you dealing a lot of damage.

Face of Doom - Not the most threatening of the horrors, but boy is this thing creepy. It is invisible and only appears to attack. When it attacks, it impairs your vision while dealing damage from a range. Luckily for you it can't take too much punishment.

Spectral Demon - The Spectral Demon is quite the complication. It is invisible 90% of the time but reveals itself for roughly 20-30 seconds before retreating again. It's tendency to disregard the laws of physics can get rather frustrating.

Witch - Like the Spectral Demon, the Witch appears for a period of time to attack, although these incidents are much more frequent and are shorter. She also has the ability to possess you and completely nullify your ability to fight by heavily distorting your vision and sense of control. This attack can be countered by leaving her field of view. Killing her gives you the Tome of the Wicked.

Beckoner - This sinister, skeletal abomination is slow moving and easy to spot, but can land a quick killing blow if not approached cautiously. One strike from it's bony hand and it's lights out for you.

Night Creeper - If you see a motionless black silhouette with glowing red eyes and a smile that breaks sanity, you've encountered the Night Creeper. There is no running. There is no hiding. All you can do is take up arms and hope you can send this foul beast back to hell before it makes it's first move.

The Watcher - The watcher is an enemy that you can only hope to never encounter. It doesn't usually attack, but it will sometimes give you a hint of it's presence if you've entered it's domain. Unlike with the Night Creeper, fighting the Watcher is not an option. If you glimpse it's uncanny pale figure, then you must be moving on, or it will attack.
Download V 3.0 NOW!!!!!!! - ProjectHorror_V3.0_Zand.pk3

Have a TERRIFYING day!

eviltechno
New User
Posts: 16
Joined: Sun Nov 18, 2018 10:12 am

Re: DOOM Project: Horror (Monster/Weapon Replacer)

#2

Post by eviltechno » Thu Dec 06, 2018 10:07 pm

Really good. creepy as hell.

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