[Justamod] Shut up and Bleed. (Now in V0.4 flavor)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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iSpooks
 
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[Justamod] Shut up and Bleed. (Now in V0.4 flavor)

#1

Post by iSpooks » Mon Dec 15, 2014 4:07 am

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"When Hellspawn stand between you and redemption, the toll required to get by will be paid in your blood."
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Download: (Pick one) (Note: YOU WILL NEED ZANDYBAM 3.0 TO RUN THIS VERSION. Sorry.)
Dropbox link: https://www.dropbox.com/s/fpb5bor9znmc6 ... a.pk3?dl=0
Copy link: https://copy.com/qubXHv3WPk8Qv3NH


Spoiler: Old stuff relating to 0.3 (Open)
Now I know what you're thinking:
"What the hell is SE? What happened to ZD? And why did the version jump to 0.3?!"
Well After 1...h? (I forget, it's been a while), I was (unsurprisingly) swamped with feed back from a ton people who (a bit surprisingly, considering it's something I made) seemed to enjoy the mod, although found it a fair bit tedious (which, again, wasn't surprising. Hell, it crept in within those "Few minutes at a time" bits of playing from the original version, when I wasn't instantly killed from various things.)

While I had made excuses as to why I wouldn't address some of these issues (mostly because I wanted to keep it to a "Faithful" port), but over time that line of reasoning just sorta grew... stale. NOt that I still don't sort of agree with it, but I didn't want it to hold me back anymore. So I decided to address all the feed back I got, and thus I dropped the "Faithful port" thing, and thus "SE" was born (With "SE" being "Spook edition", of course) God help my soul from the wrath of Chronoteeth, hah.
Spoiler: Reason for the porting (Open)
Back when ChronoTeeth had released this in the ZDF's "Off topic" forum I thought the mod was pretty cool looking. "A mod that's a bit slower than most mods out there? This should be neat-o". Unfortunately playing this mod in EDGE left a somewhat bad taste in my mouth: The weapons (While nice to look at and felt nice to use) seemed rather weak (Such as the Hunting rifle taking 2-3 shots to kill the imp replacements) And the fact that the default HUD didn't show ammo at all* was one of a couple reasons I can remember why I never got into it (Well that and Edge was just too weird for me tor eally get into for more than a few minutes at time, but I believe that's more of a preference than anything wrong with the port itself.)

* I'm unsure whether this is due to the mod or because it broke something in 3DGE, but I couldn't change to the default hud[/size]

Returning to this mod like... A couple months ago? (I can't exactly remember), the issues I had with the mod were still there, but I was't quite a nub when it comes to Doom modding, so I had decided to do my best to port this mod to Zdoom/Zandronum (Mostly because this mod seems like it'd be cool when played in Survival-Coop, or something.)
Spoiler: Lore (Open)
Rocco was exactly what everyone saw him to be on the outside: Tough
hard as nails, and a man who doesnt take any shit. Though, thats what
was on the outside. As soon as it was silent, the poor man shook, cried,
and feared every day for his life. Obsessed about outwardly appearances,
he bought a gun. He bought a trench coat. He grew his beard out. He did
everything he could to look imposing, but by no means was he. He learned
that out the hard way, after getting juked in the side with a knife from
some pissant hobo who was too drunk to run away from Mr. Imposing, even
after flashing his .38 and a blade of his own to the homeless.

Now the man wakes up in a pool of his own blood to see nothing but the
damned all around him and not a single sliver of humanity. Poor man, he
just couldn't stop shaking, gripping that pistol with the worst jitters.
He was dead. Dead and still bleeding. Was he gonna let his fears let him
stay stuck in satan's realm, or was he gonna do what he can to make it
right? Even though its useless, seein as the damned dont get second
Chances. Still, hee had plenty of time to try.

And try. And try. And try. And try some more. And again.


Ah well. Time to shut up and bleed it out.
Features present in the current mod that are (Still) faithful to this mod:

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* A collection of 22 weapons, all which come with functional reloading and a Kick altfire

* A fully replaced bestiary ranging from fast, melee only imp-type critters to floating masses of Tumorous flesh belching out horrific soul-based nasties.

* Fully replaced item sprites that are "Resident Evil"-ish in design.

* Custom Visual effects (ranging from casing and magazine sprites for weapons to simple, but pretty effects for monster projectiles)
Features present in the current mod that aren't faithful but improve upon the mod:

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*New projectiles for some monsters (They were replaced either because they didn't fit the monster's description (Such as the Turmoil's projectile) or because the sprites looked odd (Such as the Pitkis)), although they have been edited so they match as close as possible to their Edge counterparts.

*The reload coding for some of the weapons have been modified, so they don't go through their full reload cycle when they aren't completely empty. (Something the Edge version did that sort of drove me nuts.)
Features in this current mod that are new:

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* A custom HUD, complete with a list of all the ammunition types used in-game

* New menu graphics and a font to replace Doom's default Font.

* A new language lump that replaces most of Doom 1/2's Cheat/misc with with messages that seem more appropriate (and probably sillier, who knows.[/size])

* New decorative props, which may or may not hide a nasty surprise.

* Quick-thrown grenades, for times when a map-maker decides to throw hordes of monsters at the player, but not a proper weapon to deal with them.

* A new enemy to replace the Commander Keens

* Due to being able to get my hands on new sprites, there are new alternate items (Which mostly work the same as their "Stock" counter parts, and are mostly for variety)

* A taunt button... well, more of a "Scared muttering" button. (with voice lines provided by Marty Kirra) 

Things to do:

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* Finish the rest of the weapons (Maybe, never was a fan of the tranq rifle and the other two weapons are OP as fug.) 

* Possibly rewrite intermission text to reflect the mod's "Plot". 

*Possibly replace blood system with droplets and fix up the prop replacements.
Main changelog:

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-- New Difficulty setting "Shut up and die", Featuring 2x enemy health, 3x enemy damage, with upgraded and aggressive monsters
-- New New difficulty setting "Shut up and bleed", featuring 2x enemy health, 3x enemy damage, and normal monsters are replaced with alt monsters
-- Old "Shut up and bleed" Difficulty setting renamed "No escape". 
-- All the changes from Ed's "Enhanced" version has been implemented
-- The pipe has been reworked so you can hold the fire button and release it to swing the pipe. its damage and hit range has been buffed
-- Sonnelion's project looks like it's being thrown mid-swing. Same with Abaddons
-- Explosions were reworked.
-- Burrower animation sorta fixed.
-- Lolth gun attack turned into a fast projectile mimicking Hitscan but making them much fairer.
-- Stinger now has a scope
-- Rifle and stinger now autoreload when they enter their scoped-dryfire states (only if autoreload cvar is turned on)
-- Kicking now requires stamina
-- Hud has been redone, ammo values are now on tho Automap hud, instead of clogging up the main hud.
-- There are new scripts for start up, low health and death scenarios
-- New Palette (Taken from Brutalist doom)
-- The spas now takes ammo from the mag when you pump the weapon.
-- The rifle's sound clipping have been fixed.
Things of note: You're going to have to bind keys for Reload and Zoom, since this mod uses both. Oh and TURN OFF CL_RUN, OR YOU'RE GOING TO BREAK THINGS.

Also, Recommended mods to go along side this:
Dark doom - Click here
Footsteps mod - Click here
Flashlight mod -Click here
An ambient music soundpack of your choice.
Any map that's not fuck-huge and won't break monsters.
Last edited by iSpooks on Wed Oct 28, 2015 9:22 am, edited 1 time in total.

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Ænima
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RE: [Project port] Shut up and Bleed.

#2

Post by Ænima » Mon Dec 15, 2014 2:36 pm

Cool! Not sure why blood would show up red on an X-ray though. :p
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RE: [Project port] Shut up and Bleed.

#3

Post by Medicris » Tue Dec 16, 2014 5:03 am

Already commented about this on ZDF, but I can't wait to get some survival games playing with this. It's seriously outstanding.
Last edited by Medicris on Tue Dec 16, 2014 5:03 am, edited 1 time in total.

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RE: [Project port] Shut up and Bleed.

#4

Post by Drakeman1234 » Wed Dec 17, 2014 12:07 am

This is very, very impressive. I always wondered what something like Cry of Fear would be like in Doom. This comes very close. Fully reccommend to everyone.

Edit: ANNNNND the link is gone.
Last edited by Drakeman1234 on Wed Dec 17, 2014 1:25 am, edited 1 time in total.

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RE: [Project port] Shut up and Bleed.

#5

Post by iSpooks » Fri Dec 19, 2014 9:08 am

@Drakeman1234: Sorry about that, I accidently ignored this thread... whoops.

Anyways here: https://copy.com/2nwi4F0gw9vXhADP Newest version

Main changes:
* Nerfed the GL so it's not so stronk, nerfed the loose ammo drops for the grenade shells (and nerfed ammo drop rates you get from weapon slots)
* Fixed several errors and issues with both enemies, weapons and other stuff.
* Added a ton of +Clientsideonly flags to shit I didn't think about, whoops.
* A bunch of other stuff I don't remember.

Edit: Stoner and Sullivan should be proud at this:
Image
Last edited by iSpooks on Fri Dec 19, 2014 9:49 am, edited 1 time in total.

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RE: [Project port] Shut up and Bleed.

#6

Post by iSpooks » Fri Dec 19, 2014 6:21 pm

New version is in the first topic post, along with a change list.
Last edited by iSpooks on Sun Dec 21, 2014 8:17 am, edited 1 time in total.

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RE: [Project port] Shut up and Bleed.

#7

Post by iSpooks » Sat May 09, 2015 12:13 am

Yo I've been working on this again, here have a download link:
https://www.dropbox.com/s/kegibottowtxd ... c.pk3?dl=0


Main changelog:

Code: Select all

Weapon's reload animations have been shortened a little bit
All weapon's shake animation has been reduced by another tic
The dryfire state has had it's shake animation removed and replaced with a 1-tic frame that happens after the frame that plays the sound.

both revolvers have had their spread increased (scoped fire is still accurate) and had their damage buffed by +2/shot
The rifle has had it's damage buffed by +15/shot
Stun blade's shock slash +8/slash
Cross bow has been reworked; it now only fires one bolt, that does double the old bolt's damage and travels faster. Magazine's been reduced to 10 bolts and max ammo has been reduced to 60 bolts
Calico does +1 more damage

Enemies now throw ammo on death, so it doesn't end up hiding under it's corpse
Low-teir enemies have a 45/255 chance to drop a half-pack of handgun ammo on death
Higher teir monsters no longer drop handgun ammos (well, sans Deagle ammo, of course)
Boss monsters have had their chance to drop their weapons lowered, and drop half-mags instead of loose ammo. They also have a small chance of dropping a Smaller ammo case instead of halfmags.
Mancubi replacements have had their health nerfed a bit.

The stinger does not try to turn into the GL when you use the grenade key without grenade ammo
The Upgraded revolver's scope doesn't change randomly when you unzoom
The deagle's max ammo is not longer in the 300+ range (and has been upgraded to 42 rounds)
The shotgun and pipe animations has been modified (Credit to Medicris for his help in this and most every other round of 0.2c testing)
The lolth now blinds you with it's homing bolt.

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RE: [Project port] Shut up and Bleed.

#8

Post by Medicris » Sat May 09, 2015 1:07 am

Rad. All of the weapons feel much better now, especially the crossbow; it needed the rework. Useful for stealth play.

Any fans of Resident Evil-like survival-horror or more tactical gunplay, give this a look. Play it with a Doom 64/PSX/ambient soundtrack and Footsteps for the best experience. Been going through Doomcore with it and it's been a load of fun.
Last edited by Medicris on Sat May 09, 2015 1:11 am, edited 1 time in total.

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RE: [Project port] Shut up and Bleed.

#9

Post by Hardbash » Mon May 11, 2015 1:31 am

wew, this is awesome!
Last edited by Hardbash on Wed May 13, 2015 8:30 pm, edited 1 time in total.
Shut up, nurse!

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RE: [Project port] Shut up and Bleed.

#10

Post by Zocker » Sat May 16, 2015 7:06 pm

Wow very impressive.

I've rarely seen a mod with such a great "look and feel" to it. The last time I saw that was with Legacy of Suffering.
Great stuff, hope to see more in the future.


Btw. Quake surely has a great soundtrack ;)

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RE: [Project port] Shut up and Bleed.

#11

Post by Hardbash » Sat May 16, 2015 9:24 pm

Hey, what is a good wad to play this with?
I can't find very many atmospheric, depressing maps/wads to combine this with.
Last edited by Hardbash on Sat May 16, 2015 9:25 pm, edited 1 time in total.
Shut up, nurse!

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Medicris
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RE: [Project port] Shut up and Bleed.

#12

Post by Medicris » Sun May 17, 2015 3:12 am

Hardbash wrote: Hey, what is a good wad to play this with?
I can't find very many atmospheric, depressing maps/wads to combine this with.
I'd say try Putrefier (ma_put.wad) and Valhalla (ma_val.wad). Both are single, large, very detailed maps.

Otherwise I think most medium-paced maps get a pass as long as you use an ambient music pack. I figure Biowar or the Memento Mori series may do well, too.

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RE: [Project port] Shut up and Bleed.

#13

Post by iSpooks » Wed Aug 12, 2015 3:45 pm

phpBB [video]
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Now I know what you're thinking:
"What the hell is SE? What happened to ZD? And why did the version jump to 0.3?!"
And that's a very good question... and one I won't be answering here, because you should totally go to the first post and read up on the stuff that was just posted there.

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Medicris
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RE: [Project port] Shut up and Bleed.

#14

Post by Medicris » Fri Aug 14, 2015 10:51 am

So how does one get the railrifle in legitimate play? I know the minigun drops from flesh wizards.

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RE: [Project port] Shut up and Bleed.

#15

Post by Lord Smash » Fri Aug 14, 2015 7:41 pm

Medicris wrote: So how does one get the railrifle in legitimate play? I know the minigun drops from flesh wizards.
Drops from the Pain Elemental on steroids

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RE: [Project port] Shut up and Bleed.

#16

Post by iSpooks » Thu Aug 20, 2015 6:21 pm

Lord Smash wrote:
Medicris wrote: So how does one get the railrifle in legitimate play? I know the minigun drops from flesh wizards.
Drops from the Pain Elemental on steroids
Yep, drops from Spider mastermind replacements.

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RE: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

#17

Post by iSpooks » Tue Oct 13, 2015 8:10 pm

Yo, New version is up.

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RE: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

#18

Post by Sir_Swerving » Tue Oct 27, 2015 1:03 pm

The Dropbox link is down, Just letting ya know.

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RE: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

#19

Post by iSpooks » Wed Oct 28, 2015 9:24 am

Moot point, but thank you. v0.4a is live and the links are on the first page. Changelog is in the pk3.

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RE: [Justamod] Shut up and Bleed. (Now in V0.4 flavor)

#20

Post by Sir_Swerving » Wed Jan 20, 2016 10:14 am

Found one issue concerning Blood Fiend's in 4.0a

When a BFspawner2 is spawned it will create multiple completely invincible Bloodfiend2's, this didn't happen in 4.0
Last edited by Sir_Swerving on Wed Jan 20, 2016 10:15 am, edited 1 time in total.

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