A Star Wars themed gameplay mod for GZDoom. Replaces all weapons, enemies and items with Star Wars themed assets. Game-play is changed quite a lot, but attempts to keep some of the balance of Doom. Most projectiles are 3d models of Star Wars blaster effects. Infighting is also rare and usually only happens between imperials, aliens and bounty hunters (they won't attack their own team). The Icon of Sin is also replaced with a more traditional boss enemy, Emperor Palpatine. You can play as Kyle Katarn or Mara Jade and find lightsabers and unlock force powers, or you can start off as a Jedi. You can also go without the force and play as a rebel trooper or smuggler, each with their own starting weapons, or even go adventurous as the Mandalorian armed with a wrist launcher that boasts several different abilities.
REQUIRES GZDOOM 4.7.0 or up
MAIN FEATURES
20+ Weapons (including grenades and special weapons).
40+ Enemies (all Doom 2 enemies replaced, with many variants).
A selection of player classes, some with special abilities
New music and sounds.
Optional add-on packs including prop replacement, more music, resorted weapons and enemies, and compatibility patches with certain mega wads.
RECOMMENDED MAPS
Doomed Space Wars (with Doomed Space Wars Compatibly Patch)
The Darkest Hour (with Darkest Hour Compatibly Patch)
Star Wars for DOOM2 (with Star Wars DOOM2 Compatibility Patch)
Dark Encounters (with Textures pack)
Going Down (with Textures pack)
Back to Saturn X
Dark Universe
Epic 2
Revolution!
Eternal Doom
Ancient Aliens
CHANGES FROM LAST VERSION
-Updates to the textures pack by Wardust (separate download). Now including new textures for Heretic maps! Props for Heretic have also been added to the props pack
-Brightmaps for weapon hud sprites added
-Most projectile glows are more subtle than before
-Reworked the spawners for Heretic
-New "Star Wars themed" font for messages and menu titles
-New menu options replacing some of the more simple patches (droid barrels, dual wield, no creatures and vader mastermind), the "bigger" or graphical patches are still included with some updates
-Keybindings moved into their own option menu
-Option to have ssg weapons (carbine, bowcastor, scattergun) to spawn with shotgun and chaingun, so you can still obtain those weapons in Doom 1 maps if you wish
-Menu option for turning off Palpatine from Doom 2 maps, with a Star Warsy Icon of Sin instead
-Option to start with the hyperspace transponder, now you can summon rebels right away if you wish
-Option to turn off lightsaber glowing, if it bugs your eyes it might be a good idea to turn it off
-Option to set a replacement for the Wolfenstein SS enemy in Doom 2. Includes some funny extra enemies as well.
-Option to turn on a screen overlay effect when getting hit while having shields
-Added new enemy, the AT-PT, to Mancubus spawner. The All Terrian Personal Transport is pretty much a smaller single person version of the AT-ST. Gameplay wise they are more similar to the Mancubus than ther Zero-G and Tank Droid. Sprite by Wardust.
-New arachnotron sprite. According to Star Wars legends, the separatist spider droids were recommissioned through Imperial command and used by the Galactic Empire, so I believe they're a better choice for the arachnotron replacement. New sprites by Wardust. Old sprites are still included as patch so you can still play with the previous version's arachno-probe if you wish.
-Opee seakillers (big fish from episode 1) can now appear in underwater sectors
-Young Rancor added to pinky demon replacement spawner
-Tusken Raiders with Cycler rifles have been added, spawns as a WolfSS replacement
-New "clean" death sprite for rancor, previous bloody death is still included in the bloodpatch
-Shoretroopers will now have a chance to appear on water textures in place of low level enemies
-Imperial tank now has visible gunner pilot. The gunner dies when it reaches low health and it's turret attack is then disabled. New pilot sprite made by Wardust
-Dark Troopers now make sound effects when they move
-Updated sprite for TIE Fighter
-Replaced the PLX missile launcher with the H-12 Rocket Launcher, functions the same, PLX launcher is still included in the Jedi Outcast patch and is upgraded to now shoot assault cannon missiles
-Z-6 Rotary Blaster update. Shortened the wind up/down time and added secondary mode by pressing zoom, which fires stronger and more accurate shots, but with less ROF
-New attack for lightsaber, press fire and alt-fire together.
-Ion gun primary fire shoots three bolts, middle bolt has same accuracy as before
-Heavy pistol projectile is a lot faster and does a bit more damage, should be a better side-arm now
-Bowcaster code has been edited, projectiles are more accurate and spread shots are more evenly spread
-Flames now dissipate underwater, and lightning causes a dangerous effect underwater
-Flechette/Repeater shots are now less effective against droids and mechs and more effective against 'unarmored' foes like bounty hunters and officers
-Ion guns do even more extra damage on droids and mechs than before
-New sniper rifle sprite, now the imperial model, old one was from the clone wars era
-Trooper class now has a rebel pistol instead of an imperial one
-Swamped the graphics for the jet-thruster and the jetpack
-Force pull will now only affect visible things, no longer pulling through walls
-Health bonuses and shields now only give 5 points on normal/hard skill settings
-Health bar meter glows brighter when health goes above 100
-Weapon charge meter moved over to be the lights above the ammo hud
-New crosshairs added
-Switched the huds around since the "fullscreen one" was actually bigger
-Just for fun I added a new skill "Bounty Hunter", it's similar to Ultra Violence+ on the Unity Port. Enemies are tougher and multiplayer spawners are used, so there are usually more weapons and enemies around. Also the "upgraded" weapons will spawn normally in maps as well, giving you a higher chance to obtain them
Small update, this one is thanks to JMartinez2098
- Fixed brightmaps on monsters with any full bright
- Re-did Darth Vader's melee attack brightmaps since they didn't align properly with his sprites.
- Re-did one of the Spider Drone's brightmaps
- Added brightmaps for monsters that needed them
So I've run into a bug that pretty much makes maps like Tricks and Traps impossible: The RadSuit and Invulnerability pickups don't actually protect you. I was still taking damage from environmental hazards with the Radsuit and got absolutely melted by a room full of Phase II Dark Troopers even with the Invulnerability. Any ideas?
That's strange, they were working fine before. I've never noticed that bug in the past, I'll have to look into it
EDIT: Yeah the items work fine for me. Did you make sure to actually activate them? They don't activate automatically. If you did and you're getting the screen effect but still taking damage then maybe something else is conflicting with it. Any other mods you're running with it?
Updated to fix saber clash sound and I also removed the cross-hairs while you're using the scope.
Just FYI, I haven't been working on this mod much for a while. Been busy with other stuff and I'm more in the mood to work on my other projects at this time. Now I'm not going to abandon the mod or anything, but I think I might have 'done enough' on it so far. The mod's already got a huge amount of weapons and enemies in it so I really don't want to add any more. At this point any updates will be polishing things up rather then adding anything and it might be far and few, but we'll see.
Might as well mention that I actually have been working on the mod again. I don't think it's ready for a release yet. Oddly enough, I actually went back on what I said and ended up adding new stuff, but it's more in the name of balance and emphasizing the features of the mod. But mostly I've been working on adding QOL features, user options and gameplay balance. The next release will be a new upload.
I noticed I can't force push objects and poison clouds, but can force pull all these things, why? Any way to make them all pushable?
edit: A cool idea I just thought of, what if you made poison clouds flammable? Throw a poison grenade then use a flammable weapon such as fire grenades or oppressor on the cloud before it disappears to create huge explosion with large radius. I figure it be a fun combo to use and make grenades more useful while adding variety too it. Not a necessary feature but adding weapon combos for effective results be cool to see.
I'll see about making the poison gas burnable, cool idea though. Next version will have force push work on the same things pull does.
anymore future updates?
Indeed. There will be an update in the near future.
Any "Addon pack" I use breaks the game? I get "Script error" when trying to use any of them. I just updated to GZDoom 4.10.0. Is there something I'm missing?
What is your load order? Is it the add-ons that come with the mod or is it the extra download ones? Or is it actually all of them?
you should totaly make this zandronum compatable and make a deathmatch focused version.
No can do. This mod requires a lot of GZDoom features. It would have to be a completely new mod. Zandronum and GZDoom are pretty much different engines at this point.
could i edit your mod and take weapons form it to make a deathmatch mod in the future? I'd completely reprogram the weapons form scratch!
Sure! It looks like you've made a few deathmatch mods already so I guess the project would be in good hands. Just make sure you include the credits.
And yes, probably best to code the weapons from scratch too, or else you'll be 'scratching your head' trying to get my code to work in Zandro :P
Just so everyone knows, this is the last version that works with the Nintendo Switch's Gzdoom homebrew.