SuperDoom is a mod for Doom II that aims to recreate SuperHot's gameplay in Doom.

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SuperDoom BETA 2 Released

News

So in case you didn't know, the announcement for the SuperHot contest winners has been delayed to April 25th.

-Photo taken from SuperHot's twitter

If the winners were announced today, I was going to post a short list of my favorite entries from the competition but I'll hold off on that until the winners are announced. As far as the future of SuperDoom goes, I plan on doing a Beta 3 version next or just jumping straight to the final release. I also would like to thank everyone who has done a video on SuperDoom and those who have given me feedback. I didn't note this in the changelog but I have the ACS sources released in the BETA 2 .pk3 file so if you mod doom go check that out. I didn't put any notes in the code but a lot of it is straightforward and simple stuff so most people who only know the basics of ACS should have a general idea of how everything was done. Most things were done via Decorate but ACS made it so things like enemy movement speed changed. The main thing ACS does is give all enemies with a TID of 2 a dummy item that makes them use their "slow" states. Anyways go check all of that out.


Download SuperDoom BETA2 - Mod DB

Changelog

  • Picking up weapons have been changed. Now they work like switches. Basically the bug requiring players to be moving to pick up weapons has been fixed, you can stand still and press use to pick up a weapon if it is close enough to you now. This also fixed another issue where if the player held the use key and ran over more than one weapon they would end up throwing weapons unintentionally. Now it is closer to a traditional shooter's pickup system.
  • Weapon pickup message added.
  • Weapon throwing has gotten slight alterations. There is no longer a throwing animation but that fixed all issues throwing could've had (for example, sometimes it would throw two guns from only one gun). Along with that, the removal of the animations means that weapon throws are more instantaneous and responsive.
  • Balancing changes. Projectiles now move at a speed about the same as SuperHot retail, enemy animations play slower, and enemies now take much longer breaks in between shots than previously. In short, the mod is now more accurate to SuperHot retail and is much easier. All around it is a much more enjoyable experience.

Future Plans

  • Add throwable objects.
  • Add weapon pickup prompt.
  • Rebalance further.
  • Add new levels and revamp old ones.
  • Redo the melee attacks to work closer to Brutal Doom's.
  • Add "SuperHot" aesthetic things (maybe a new font, more noises, etc.)
  • Make enemies spawn a dynamic light for the muzzle flash.
  • Make a universal version to work with original Doom wads (or any wads that exclusively use vanilla Doom assets).
  • Eventually redo as much of it possible in ZScript.
  • Make it work as an IWAD and remove dependency on the DOOM2 wad file (this would mean a GZDoom GPL standalone release).

Might as well tease what my next Doom project is anyways so here is the hint: Installation 04.

Superdoom beta 1.0 out now!

Superdoom beta 1.0 out now!

News 6 comments

The mod file is up, if there are any issues please contact me via the contact info provided in the readme!

SuperDoom: Devlog 2 (Time Slows Down Now!)

SuperDoom: Devlog 2 (Time Slows Down Now!)

News 3 comments

SuperDoom now plays like SuperHot and that is just super.

SuperDoom: Devlog 1

SuperDoom: Devlog 1

News 8 comments

New video, enemies are now a thing, weapon throwing has been implemented.

SuperDoom: Devlog 0

SuperDoom: Devlog 0

News 6 comments

Weapons are mostly done and am planning weekly video devlogs.

Add file RSS Files
SuperDoom BETA2

SuperDoom BETA2

Demo 2 comments

USE GZDOOM 2.3.2 or 2.4.0!!! Read description for changelog.

SUPERDOOM BETA 1.0

SUPERDOOM BETA 1.0

Full Version 3 comments

SUPERDOOM is now out! READ THE FILE TITLED "READ THIS!!!" AS IT IS INSTRUCTIONS FOR PLAYING AND INSTALLING SUPERDOOM!

SuperDoom HOTFIX

SuperDoom HOTFIX

Patch 11 comments

Made the mod much easier, enemies have twice as long of breaks in between shots and bullets go 1/4th the speed they used to in slo-mo.

Comments  (0 - 10 of 15)
HyperLuke
HyperLuke

Those changes are much appreciated.

Some things I noticed:

- Times when the enemy faces one way and can fire bullets out of their back, mainly during slow motion.
- No cyberdemon death animation :(.

Other than the other stuff I have mentioned, this is going well. I am glad that the mod is taking shape so well! Great job.

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LudusRegard Creator
LudusRegard

I gave the cyberdemon a death animation but because it ends the game based off of his death, it ends the level before it can play. As far as the shooting goes, I'm not sure what would be the cause but I feel like any oddities that come due to the slow motion gameplay will be ironed out when I redo it all in ZScript.

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HyperLuke
HyperLuke

I see, also slow motion does not affect reloading, so yeah.

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Spideymon77
Spideymon77

Hey, I'm getting an error.

Tried to register class 'NoGun' more than once.
Tried to register class 'SlowPoke' more than once.
Tried to register class 'FastPoke' more than once.
Tried to register class 'NoGun' more than once.
Tried to register class 'SlowPoke' more than once.
Tried to register class 'FastPoke' more than once.

Execution could not continue.

Script error,
"SuperDoomHOTFIX_BETA1.01.pk3:weapon_pickups.txt" line 32:
Expected ')', got ','.

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LudusRegard Creator
LudusRegard

What version of GZDoom are you using, use 2.3.2 if you aren't already.

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HyperLuke
HyperLuke

This is a great mod, keep up the good work, I've found a few issues though.

- Bullets speed up too much when coming out of slow motion if that makes sense.
- Over abundance of enemies, with little room to dodge.
- Weapons run out of ammo too quick, this is still doom.

And I have some ideas.
- Translating the doom weapons and monsters into superhot form would be awesome!

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LudusRegard Creator
LudusRegard

I'll be honest, I rushed with the maps. I am a much better mapmaker (saying this without bias) but I cranked out all the maps in 3 days. Also for weapons I modeled them after the bullet count of SuperHot the game. When I make new/better maps I will mess with ammo count and other things as well (I might make a slower version of the mod for people that prefer it that way). Along with that, a "universal" version is in the works. Thanks for playing and double so for giving me great feedback!

Reply Good karma+3 votes
HyperLuke
HyperLuke

No probs, always happy to help with that.

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yakhem
yakhem

I literally started working on this exact thing when I first heard about the Superhot contest, and I had the idea for it before the contest was announced. I planned on calling it Superdoom as well. I even finished making the time-stopping script. All that was left was re-texturing. I wish I had announced it. Now there's no point in continuing my mod.
Anyway, I wish the best of luck to the developer, you're doing a good job.

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JRobs
JRobs

Well, this makes me feel a little silly for starting a similar - albeit much smaller scale - mod for ZDoom. :S Best of luck!

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LudusRegard Creator
LudusRegard

I'd say go for it. More variety the better imo. I look at it like this: Brutal Doom exists (ignore the controversy) as a good gameplay mod for Doom. Some people prefer the Sperglord version. More variety more or less translates to more people enjoying Doom the way they want to.

Reply Good karma+4 votes
Nipless
Nipless

Hey, both can do very good projects even trying the same thing.

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RT @doom_txt: Remember when I said "Doomguy for Smash" and you laughed Well whos laughin now fucker

Sep 15 2017

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Halo-Style Melee Lunge Prototype (GzDoom): Youtu.be via @YouTube

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My E3 experience basically. Youtu.be

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Just tried Quake Champions beta. Immediately got a blackscreen in my first match.

Apr 22 2017

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