Version 2.1 now available, see changelog for details!
You are a volunteer in the UAC experimental weapons testing program. Today, you will be tasked with testing the prototype AMSG-10K, an incredibly powerful antimatter rifle, in a fatal combat simulation against an absurd number of cyberdemons. Instead of shells, this weapon accurately fires an antimatter slug that deals 10,000 damage.
There's now a demo video on youtube where you can see the first few levels with this mod
Instructions
Put hoof_v2_1.zip and a Doom IWAD in the same directory as GZDoom. The original Doom 1 or Ultimate Doom wad is highly recommended, it'll work with other IWADS but may cause problems if items and monsters from Doom 2 are used.
Drag hoof_v2_1.zip onto GZDoom.exe (or whatever the Linux thing is) to launch. Weapons are on 1-4 only. This is just for funsies and I haven't played through the whole game with the mod yet, some levels may not be finishable even with the invincibility gun. Feel free to cheat when necessary and I welcome any feedback, especially regarding specific areas that give you a hard time. I may be able to tweak the maps to make those areas more doable in this mode.
Story
Hello, thank you for volunteering for the UAC weapons testing program. For operation "Hoofin' It", you will be tasked with testing the prototype AMSG-10K, an incredibly powerful antimatter rifle, in a fatal combat simulation. To aid in ease of adoption, this weapon looks and functions just like the shotgun you're familiar with, but instead of shells it accurately fires an antimatter slug capable of dealing 10,000 damage to a single target. Your ammunition supply will be unlimited, so don't hesitate to put the AMSG through its paces. The exploding barrels have also been filled with antimatter, so use these to your advantage, but be sure to keep your distance.
To gauge optimal combat effectiveness, you will be placed in a simulation of your first mission on the UAC Mars base in which every target has been replaced with the creature you know as a "cyberdemon". Be advised that placing a large number of cyberdemons in unfamiliar environments may cause them to behave unpredictably.
To assist you with this dangerous task, you will be provided with a larger number of high-level health and armor upgrades, and your maximum limit for each resource has been doubled. In addition, the cyberdemons will drop (now-obsolete) energy cell ammunition. These cells can be used to power a modified rocket launcher that can convert 100 cells into a "Soulsphere", an artifact that provides a large amount of health. You also have a modified plasma rifle that can convert 200 cells into an artifact that grants temporary invulnerability. Use these devices wisely, as energy cells will be a scarce resource.
You will also notice what looks like a standard issue BFG-9000 in your loadout. This was another prototype antimatter weapon originally intended for testing during this operation, but a malfunction was discovered after preparations were complete. Do not attempt to use this weapon, as in its current form it consumes a massive amount of energy and is critically unstable.
Please report your observations after each 8-floor sector. The data you provide will be invaluable for future weapon research projects.
Version 2.1
- Removed some superfluous ammo from the player's starting inventory
- Rebalanced armor: the armor bonus is back and gives you 10 armor instead of 1. All standard armor now provides 50% damage reduction instead of 33%, and blue armor now provides 66% DR.
Version 2
- Cyberdemons are now significantly smaller, about the size of Barons of Hell. They'll still get stuck in ceilings occasionally, but now actually represent a threat in the tighter levels
- Cyberdemon death animation is now 100% faster
- Guns and ammo have been rebalanced. Maximum cell count is now 1000 instead of 600, and BFG ammo requirements have been adjusted accordingly. The invulnerability gun now requires 200 cells.
- You now have a rocket launcher that can convert 100 cells into a soulsphere. Weapon numbers changed accordingly (1 is still the shotgun, 2 is the health gun, 3 is the invincibility gun, 4 is the BFG)
- Fixed a bug where power-ups would sometimes disappear if you shot them while too close to a wall.
- Invulnerability power-up now makes you invisible instead of changing the screen color. Originally they made the screen a muted blue color, but that was a little too hard to tell the difference from the radiation suit. Since strategic invulnerability plays such a big part of the game, I wanted to make sure the player is able to see when the powerup is in effect, and this is the best solution I have at the moment.
- Items have been rebalanced. Big cell packs are now more common - they replace backpacks, berserk packs, blur spheres, chainsaws, and every weapon. Anywhere you would normally find a big secret should now have a big cell pack. instead. In addition, the extra soul spheres have been removed, but barrels now have a small chance to drop a soul sphere and/or cell pack when exploded.
- BFG is now slightly more unstable.
This concept sounds insane, I'm gonna give it a try!
What does the bfg do?
"This was another prototype antimatter weapon originally intended for testing during this operation, but a malfunction was discovered after preparations were complete. Do not attempt to use this weapon, as in its current form it consumes a massive amount of energy and is critically unstable."
(massive amount of energy = lots of cells. Feel free to use idkfa if you don't want to collect that many)