For Zandronum players - 3.1 is required. Multiplayer test version of Schism 097B. Use F1 help to get more info about gameplay. More info coming soon in articles.
In order to play Schism, drag the pk3 along with your selected IWAD to your GZDoom or Zandronum 3.1 exe. For ZDL users, just add it as one of the external files, select your IWAD, and begin playing :) (I suggest placing it before any other map packs or mods when using ZDL).
Multiplayer test version of Schism 097D.
Note for Zandronum players - 3.1 is required. Use F1 help to get more info about gameplay. More info coming soon in articles.
You can run it also with Heretic or Hexen, and maps for this games. Keep in mind it's test version, some bugs could occur.
Magic changes from Schism 097B Multiplayer Test:
- Dragonbreath Flamethrower spell - flames goes through enemies and spawn flames on ground, you can make small lakes of fire with it. Works much similar to regular flamethrower weapon, but with some slight changes (i.e. there is no smoke, because I fucking hate smoke).
- Lightning Arc spell now is... let's say, it's really sophisticated. It have limited range, but the farer the target, the more damage you deals and the more ammo it consumes. It's unobvious, but when you have like 25 m to baron of hell, you can kill him in few seconds spending all your mana. Quickly and reliably. If you're in point blank combat, you also can kill him for more or less all your mana, but it will take 2-3 times longer. This shit is serious thing, but don't think it could replace everything else.
- Kiss of Boreas spell (freezethrower) is now goes THROUGH enemies pretty much like every normal wind do. It got comparable effeciency to flamethrower, but frozen targets should be finished manually.
- Arc of Death is cranked up a bit. Full cast of it could deal about 2000 hp damage equivalent, but what you really should know about this - it works really good only on single powerful target. This shit is meant to be used as problem solver against powerful enemies. You can get guarantee kill on enemies up to archvile in one touch with it, what would cost you only 100 mana and have really short preparation time (0.5 or so, just for select it through weapon special). It also gives you guaranteed kills of hell knights, mancubuses, and obviosly revenants. Barons of hell survives that with hp allowing to finish them with dagger.
- Main Stormcasting branch of spell is changed a bit, so now it also fires extra homing projectiles on each level of charge, slightly increasing damage.
- Onager of Fire and Infernal Onager - Levels 4 and 5 of Pyromancy - extremely powerful explosive projectiles now are AFFECTED BY GRAVITY as every other Pyromancy spells except the very first powered one.
- Overall magic balance - each spell of specific level deals more or less similar damage, +/- 100-120 damage equivalent. Keep in mind that some spells are better for specific tactical situations, when some another are better in different situations.
Changes from Schism 097 Public Test:
This version summing up about a year of our work, and making detailed changelog would be quite a challenge. So I'll tell more about "milestone" changes.
- First of all, we've added plenty of multiplayer QoL changes and fixes, especially according to HUD. We had to rework scripts significantly to make it stable the way it is now.
- Second, I've reworked animations for Timon's Axe using 3D model from ELV Project as base for sprites. Not only cosmetically but also in moveset. Jump cut and uppercut with axe was added. Also dual axes was reworked. According to that move standard I've added extra moves to Paladin gauntlets and arrancadora hammer.
- Magic was reworked here and there, now you also can craft health bonuses by electrocuting frozen enemies.
- A lot of improvements and polishing was made on Corvus arsenal. Now we consider it fully playable character, however still not finished yet. Yes, even more features coming for him in future.
- Ammo for Corvus now are in death drop from doom monsters, allowing to play for him with considerable comfort.
- Randomised starting loadout depending on game (most important) and difficulty level.
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Much better Hexen and Heretic gameplay compatibility for all classes!
- We've added smart obituary system depending on class, which shows some tips and advices for players. Some are obvious, some are not. Anyway - never eat yellow snow.
- ...we'll add more to that changelog as soon as we restore in our memories glory of our deeds, meanwhile stop reading senseless letters and start actually playing!
Also stay tuned for upcoming patches, with new features and QoL improvements, and join Schism Discord!
Damn, this is good. Well done. Give my regards to the missus, and may fortune smile upon you.
Thanks bro, we will try even harded to make it even better as soon as possible :}
YES
Amazing!
Played for a little bit but there is a couple thing I am not too fond of.
- The death sound for all classes and the voice for marine is a woman and it sounds weird/bad.
- The pistol for the marine when aiming down the sights looks bad. The tilt aim he does looks like hes trying to be gangsta and its just ugly looking in my opinion.
- pistol damage could use a buff seeing how it takes 6 or so shots to bring a regular zombieman down which to me is a bit much. Pistols need love too
- The paladin's right click hold (Blade shield thing) looks like it can block damage but it can't. Which is weird because the animation and look make it seem like it would be able to block but it does seemingly nothing. I think it should be able to at least tank 1 or 2 hits from something before damage.
If I find any other things I'll let you know. I think this mod is pretty cool otherwise. Keep up the good work.
mentioning the woman voice for the marine sounds a bit nuts heh. We'll look into that :). As far as the shield I could look into that (it should block stuff last I checked). I could also talk to Lord Lothar about the pistol too. Thanks for the comment and details.
Ok so I figured out something weird. The issues I described above ONLY happen when I did the drag and drop method with the 2 files. But when I loaded the SAME two files through ZDL (Same load order as well) everything changed! The Marine's voice was normal, the Paladin could block. Jumping didnt sound weird. I just dont understand how the main file and music file could mess things up so bad through the drag and drop method.
I really think this mod is the coolest mods to come out since Brutal Doom. I can tell the amount of hard work that went into this and want you guys to know that the love you have put into this so far shows and I know this will turn out to be a legendary Doom mod.
Thank you so much. Ya we definitely are putting a lot of work into it right now (I know I am at the moment :) ). If you find anything else feel free to let us know, and we also have a discord too.
Possibly because when you drag and drop, it doesn't really do a proper load order.
I think this amounts to a good alpha. But there's definitely some obvious unintentional mishaps going on with the gameplay. I'll list them by Class or category
1.Marine-- Nothing wrong here.
2. Paladin-- Straight up melee beast vs Brutal Doom enemies and not an ammo counter in sight. Power Fantasy. What could go wrong? He was pretty fun but I only spent 5 minutes on him.
3. Sorceror--- Now this guy has a lot of love and care put into him! This was a visual treat on all fronts from the magic interface to holding the guns. A++ job on him!
4. Corvus-- This is where I found the biggest problems. Gold Wand ALtfire has no ammo usage and is broken strong; Phoenix Rod was the only properly working weapon for Ammo; Skull Rod altfire was stupid broken strong and zero ammo consumption; Crossbow Altfire has no ammo usage either, Basically Corvus got left out on the programming love by a large margin.
Thanks for the comment and critique. Corvus is really on a WIP actually heh. The other classes need some more work but are way more stable than Corvus of course. We are working on the Paladin/Sorcerer at the moment, probably do Corvus after or even around the same time.
No prob, as a fellow modder I love test running a lot of these things. I've done a similar type crossover like this, but it was not as visually pretty and focused on other aspects, so this one was definitely right up my alley to test and comment on.
But yeah, Paladin and Sorceror have some really nice polish to them. Are you going to be showing the same type care toward the monsters as well with a randomizer or replacer or both?
we have some randomization with doom monsters and weapons already. I've been working on the Heretic and Hexen monsters, making them more "enhanced" with added deaths and other cool stuff :) . As far as randomization with Heretic/Hexen I honestly don't know if we will do that (we'll see what we can think of; I know there are like different variants in those games already so we can use those somehow).
Great mod, thank you
Hell yeah!
woooo this is great!!!!
hello so im asking for schism 096 rc2 becuase i dont see he fixed one in mods in sentinel so does anyone have it? thanks
wow just wow this is very good mod thank you for letting up play this!! is this still being worked on? i saw a wrist mounted blaster on the hexen gauntlets somewhere that would be a nice fit for the paladin maybe a nice plasma rifle with a gauntlets would also rock!! just wishful thinking lol you already gave everyone plenty with this mod. thank you!!! and happy upcoming holidays
is there a way to turn of the death Carma i play the paladin and wen i die it show's the doomguy lol
Currently all players look like the doom guy. We did have it implemented a while ago but we removed it for reasons until we will bring them back later. Also, I am afraid things have been a bit slow for the mod for reasons too but we will surely get back on the road with it eventually.
very great mod
Here's hoping this is still being updated!
Hello. It will be updated, slowly but surely, heh. I’ve been creating new fatalities for the Paladin and Dreo has been working on stuff even though he’s super busy with irl stuff; hopefully we’ll get a new, large update coming out sooner rather than later.
awesome mod
Made an account just to comment on this. I love playing as sorcerer, it completely fulfills my magical power fantasy.
One thing I'm confused by is, I get some weapons, like the triple shotgun, the BFG and the railgun, and yet I can't use them. Is only the Marine able to use all of them? If so, why do they read as being picked up?
Also the level exit to 'Gotcha!' is broken
Mod quase perfeito mais meus parabéns
Finally it`s here! I waited 2 years!!! Thank you!
Where has Sorcerer's magic gone, the magic of lightning and ice, can it be returned back, otherwise I feel that the magician is not a full-fledged one?
if you play hexen you need to pick up the weapon scrolls like in normal hexen.
Wow, this is really cool. I tried 96_rc of this and I liked the idea but it was still a little rough. This now is a lot more polished. Awesome. It has a unique feel to it and the diffrent classes all play very different. The Marine is like Brutal Doom Titanium lol! For me this once more breathes new life into Doom. Excellent work!
Thank you for you work, really appreciated!
I will play this for a while, that's for sure!!!
EDIT:
Corvus seems to be broken, I only get to use that yellow wand and his stick. Once that ammo is gone, I can't seems to get more, whether I play Doom or Heretic..
Another bug: playing Paladin, I get those "can't have too many shotguns" messages. But If I toss one from my inventory, I can pick up the one that prompted the message. After that I can pick up the tossed one again and have 3 shotguns. Same for machine guns.
I use Zandronum 3.1
Please keep it up folks! Your "baby" is very promising and I look forward to every update. Great job!
Nice mod but weapons slots are bugged: when i grab some weapon sometimes tell me slots are full, then i drop another weapon and still say that, then i drop all of them and now i can grab it even with the other weapons.
I would like to help with russian translation for GZDoom version.
Mega best mod
I wonder if there are new class like Ninja (Assassin), even Priest.
I believe they're planning to do Parias from HeXen as well, at some point.
The enchanted SMG seems to be broken. None of the elements work anymore. Also, the fire-enchanted pistol does basically no headshot damage and it doesn't even make enemies flinch. The frost pistol doesn't really flinch either.
Being able to enchant the SSG is appreciated, but you can't quickcast with it.
can this work with hexen rpg/brutal hexen?
This is basically a standalone mod, it shouldn't work well with Brutal Hexen RPG since there will no doubt have many conflicting issues. We also plan on not making our mod like that (the RPG features). sorry about that :( . We plan on making the mod work for various map packs however (like EDAY,etc.)
" We also plan on not making our mod like that (the RPG features). sorry about that :("
Thank you about that
Needs 21:9 support for the hud...
Epico XD
Update! Love this mod!
Report a bug, Paladin turn cup axe shield, pressing battlecry will cause an error and exit
Thanks man, we'll check it
I've encounted a bug where in e1m4 and subsequent maps, e2m4 and subsequent maps and even in e1m3 in Heretic whilst playing as Corvus that it spawns me in with all weapons and full ammo. I don't know why it does this. I'm playing on the newest version of gzdoom
This is interesting, we'll investigate it.
Can we have an option to disable the helmet/cowl overlays? I find them extremely distracting and they they don't properly fill the screen in ultrawide aspect ratios. I had to resort to replacing the image files with blank ones in order to play.