Hard-Doom v7.1 - Updated 9/30/16

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Faerlyn
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Hard-Doom v7.1 - Updated 9/30/16

Post#1 by Faerlyn » Mon Oct 22, 2012 9:45 pm

Current Revision: Version 7.1






Hard Doom is a replacement/enhancement mod that replaces all monsters in Doom 2 with versions that are similar in role, but more dangerous. In general, Hard-Doom is geared towards players who want a more difficult, genuine survival experience, and it has a variety of visual effects that are more subtle and don't block your view of the action. Over the years since its initial release, it has been meticulously balanced and rebalanced, with new features and effects added to make this a great mod to play through the popular megawads with, without changing Doom's flavor or core gameplay.


Changes in v7.1:

Code: Select all

<> Weapons <>
1. Added smooth weapons.
2. Improved the weapon functionality of the Sonic Railgun and Skulltag Railgun.
3. Added a particle effect to bullet & chainsaw puffs.
4. Lowered the Sonic Railgun's drop rate to 6.25% (from 7.5%)
5. Increased the spread on the Sonic Railgun's primary fire to 1.8,1.2 (from 1,1) so it's less useful long range.
6. Added ejected cells to the Skulltag Railgun.
7. Made railgun shots use sprites instead of particles (requires ZDoom 2.7.0+).
8. Added a particle effect to rail impacts.
9. Adjusted grenade gravity and bounce factors. The grenade launcher should feel a little better now and you should kill yourself less.
10. Added new sounds for rocket/grenade explosions.
11. Replaced the grenade bounce sound with a better one.
12. Adjusted the Quad Shotgun blast and Super Shotgun fire sounds slightly.

<> Monsters <>
1. Tweaked Sonic Railgunners more. Fixed a bug that caused them to keep firing when losing LOS of the target. Also increased their primary attack spread to 2.4,1.2 (from 2,1) and gave their secondary attack a spread of 1.2,0.6.
2. Sonic Railgunners are now bright when firing and their dynamic lights are a little brighter. No more being ninjas in dark areas!
3. The Dark Imp's strong projectiles (pink) now weave slightly.
4. Tweaked the Bruiser Demon's fire spawner attack. It's now only used at less than 1024 range and dies once it has traveled 1548 range.
5. Tweaked the Bruiser Demon's projectile spread attack. It now throws 5 projectiles instead of 6.
6. Reworked the Annihilators rockets. They now stop seeking the target once they are dodged, however they are slightly more aggressive.
7. Raised the Annihilator's chance to fire homing rockets from 30% to 40%.
8. Tweaked the Fusion Arachnotrons attack pattern (more random & covers slightly less area).
9. Added a trail to the Arachnotron Mk3's projectiles.
10. Added new sprites for the Rocket Zombie.
11. Gave the Rocket Zombie 78% damage reduction to his own rocket.
12. The Visage ice ball and Ancient Apparition ice breath speed debuff now lasts 1 second longer.
13. Added some gore to the Cyberdemon's and Spider Mastermind's deaths.
14. Lowered the Cyberfiend's Health to 200(from 300) and gave it a lunge attack.
15. Made the Necrodemon's projectiles weave horizontally.
16. Made the Necrodemon's tracer less aggresive and raised its damage to 8-56(from 12-42).
17. Made the Agathodemon's attack pattern less aggressive and made its tracers slightly less aggressive.
18. Fixed a bug that would sometimes cause Bruiser Demons and Pyro Demons to infight.

<> Other <>
1. Added new player sounds for all genders.
2. Added new menu sounds.
3. Added some sounds from Perkristian's sound pack.
4. Added new secret, armor pickup, and key pickup sounds.
5. Adjusted the playback volume of footsteps.
6. Improved gibs by adding rotation sprites and removing the blood pools spawned by gibs.
7. Added smooth items and props.
8. Added lens flare to candelabra.
9. Added more explosion sprites to barrels so they look nicer.
10. Fixed a bug that caused the kill counter to not display over 999.
11. Improved the HUD alignments, it should look a little better now.



Screenshots(old):
Spoiler (Open)
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Download Links:
Link 1
Link 2


Known Bugs:
-The Sonic Railgun alt-fire animation is broken in GZDoom 2.2.0. Use GZDoom 2.1.1, ZDoom, or Zandronum 3.0 instead.
Last edited by Faerlyn on Sun Nov 06, 2016 7:49 pm, edited 7 times in total.
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#2 by WhiteAce » Mon Oct 22, 2012 10:07 pm

Oh I remember this, good to see it back in action, I might go over to my friends today and play it with him Via LAN

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#3 by Ruin » Mon Oct 22, 2012 10:24 pm

Good to see you working on this again. I was beginning to wonder if it would ever be updated.
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#4 by W1D3A55 » Mon Oct 22, 2012 10:56 pm

This looks somewhat similar to Shotgun Frenzy, but regardless I'll definitely play this.
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#5 by Lord_of_D: » Tue Oct 23, 2012 4:01 am

cool, hope to play it soon online :)
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#6 by DevilHunter » Tue Oct 23, 2012 4:06 pm

Bout fucking time you updated this.. Sorry for the French..

But anyhow, glad to see this back in action.. I might add this back to Armada.. No clue what Tiger is up to as of yet however, everytime i do see him, its in my backlogs on irc. :/

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#7 by Medicris » Wed Oct 24, 2012 10:23 pm

My my, haven't seen this pop up in years. Those Survival HR2 HD days were the best.

New kids don't know how much longer this has been around compared to stuff like Shotgun Frenzy :v

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#8 by Faerlyn » Wed Oct 24, 2012 10:28 pm

Medicris wrote:My my, haven't seen this pop up in years. Those Survival HR2 HD days were the best.

Haha..... that was like 4 years ago. I remember Hard-Doom servers being full all the time, Good times. :smile:
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#9 by katZune » Wed Oct 24, 2012 11:57 pm

that is nice, i'll download it soon
Whitout a good PC ATM, i will back when 2.0 come out, :)

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#10 by Faerlyn » Thu Nov 22, 2012 5:52 pm

Released a small patch to tweak/fix some things...

Changes:
1. Dropped the spawn rate of "rare" monsters down to 8%.
2. Increased the amount of exp rare monsters give. They now give 4x the exp of normal spawns(1x for kill/3x in orbs).
3. Doubled the amount of exp bosses drop: Cyber/Mastermind - 50, DarkCyber/DarkSpider - 200.
4. Made rank given weapons undroppable(this was intended but I forgot to re-add it in v1.2).
5. SSGers now have a longer delay after firing.... no more being shot twice in 1 second.
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#11 by Ænima » Thu Nov 22, 2012 6:29 pm

Faerlyn wrote:
Medicris wrote:My my, haven't seen this pop up in years. Those Survival HR2 HD days were the best.

Haha..... that was like 4 years ago. I remember Hard-Doom servers being full all the time, Good times. :smile:

Yeah that was when SuperGod hosted it.

His servers gave me the best ping I've ever had. Like, anywhere from 8 to 30ms. Good times, good times.

Faerlyn wrote:5. SSGers now have a longer delay after firing.... no more being shot twice in 1 second.

Thank you.
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#12 by doomjedi » Mon Jan 28, 2013 9:38 am

Great great mod...what a challenge....

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#13 by DevilHunter » Wed Jan 30, 2013 11:42 pm

Perm links ftw..

HDR_12.zip
HDR_12P1.zip

Enjoy :p I know I could of put these up sooner.. (thought I already did) but eh.. There you go

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#14 by Faerlyn » Thu Feb 07, 2013 5:45 pm

I was considering updating this to remove the expierence system. This means that the Skulltag weapons would all be rare drops again from certain monsters. People seem to dislike the idea of the rank/exp system so some feedback would be cool to know whether or not it would be worth my time to remove it.
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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#15 by DevilHunter » Thu Feb 07, 2013 5:53 pm

Well, TBH.. I like it. But it seems everyone else don't. Everytime I idle in #bestever, they throw up Hard Doom 5.1 w/ Random Respawner servers. I asked if anyone likes the mod, and what I get back is just.. I dunno.. Some people say they hate it, bad coding and what not.

If anything, it was fun to play it again after all this time. I guess that's probley why SST/Merc's died out quickly, that or Aenima don't update it as much.. and Don't idle in the IRC Channel anymore.. *HINT HINT*

Anyhow, People speak up.

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#16 by znake » Fri Feb 08, 2013 2:04 am

As far as my opinion goes....

The experience system is nice for other gametypes. However, a survival player needs something more mature/serious.

Since it is Hard Doom, weapon drop should be enabled but decreased, as many players play tactically and must play along with others as well. It may add to the game experience to actually alternate weapon grabs and try to finish a map together, or at least help to the cause.

I love the random spawner. Now, if there was a way to actually place the cyber and mastermind at the end of long maps (If there was a way....) would be awesome... somewhat like boss fights, of course must not be impossible. But as it is its fine! Like I suggested before, I'd like to see the addition of JUST A FEW dark monsters, just because they are scary.

Im not sure the ST railgun would be good....if it was the instagib feature, it would drop the fun. But we should test that further.

Anyways, thats all i think I have to say about the HD... thats all I play.

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#17 by Luke » Fri Feb 08, 2013 1:15 pm

I like the mod but I don't feel in the position of giving an opinion since it is "just a mod" for me. A great mod, one of the very few monster/weapon modifications I like actually but what I said.

Now I liked it both ways: with and without experience. If I had to give an opinion I'd say make the experience optional, or make it mandatory making the special weapons rare drops and instead of the weapons give usable soulsphere, armors, medkits etc.

What do you think about this idea?

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RE: Hard-Doom Resurrection... Now For Zandronum!

Post#18 by DevilHunter » Sun Feb 10, 2013 5:59 pm

Well, I had a few other people with me playing HR2-Final with HardDoom-Resurrection, however, the maps themselfs seem to bug, but not by HardDoom-Resurrection. So yea, should see what those people have to say, unless they don't have a forum account or such. Just wish there was more feedback. I see Metal and a few other PRO people playing Hard-Doom 5.1 Chillax Survival every now and then, would like to see what they have to say about Hard-Doom Resurrection, that if they tried it out.

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RE: Hard-Doom v6 - Updated 2/18/13

Post#19 by Faerlyn » Tue Feb 19, 2013 3:48 am

Updated to Version 6! I decided to scrap the exp/rank system (nobody liked it anyways!) and go back to the old naming scheme as to not confuse people. Links in the first post will be adding screenshots soon.
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