"When Hellspawn stand between you and redemption, the toll required to get by will be paid in your blood."
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:
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.)"What the hell is SE? What happened to ZD? And why did the version jump to 0.3?!"
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)Features present in the current mod that are (Still) faithful to this mod: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.
Code: Select all
* 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)
Code: Select all
*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.)
Code: Select all
* 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:
Code: Select all
* 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.
Code: Select all
-- 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.
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.