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Doom Eternal Xp v.1.4c updates:

The BFG now also get's and Alt-Fire mode at 75k Xp


BFG AltFire Upgrade - Mod DB

Bug fixes:

  • Final rank endless loop notification fixed
  • Fixed double weapons in inventory on last rank


Doom Eternal Xp v.1.4b updates:

Small update. The Shotgun high speed auto fire upgrade seemed a bit too op. So now it is changed to a 3 shell burst.

Doom Eternal Xp v.1.4a updates:

Alt-Fire upgrades added to Chaingun, Rocketlauncher and Plasmarifle

  • The Chaingun has a more powerful but slower altfire
  • The Rocketlauncher has a 3 rocket spread
  • The Plasmarifle has a railgun attack
  • The shotgun has a high speed attack (it will drain your ammo very fast)
  • The Super Shotgun has a Quad attack


Doom Eternal Xp v.1.4 updates: ssglolprotregen TRE2A0a

  • Big Trees are now breakable too
  • Most bigger Monsters now have more dramatic death animations
  • Alt fire Shotgun and Super Shotgun upgrades added
  • Footstep sounds added

Let me know if you find any bugs. Since I was my own beta tester.


Doom Eternal Xp v.1.3c updates:

  • 2 all new upgrades regen prot Regeneration at 20k XP / Protection at 45k XP
  • DBT Blood from DBThanato's D4T mod - by DoodGuy
  • Simple UI Add-ons - by Tekish
  • Doomterrains - Terrain splash effects for Doom flats
  • Breakable Props taken from Doom Enhanced mod - by Kinsie
  • Shotgun Hook now pulls Cacodemons and Painelementals towards you, rather than you to them. I couldn't work out to pull the player into the air. This way it just doesn't feel as awkward.
  • Minor tweaks and changes here and there. Hope everything works since not much testing has been done.


We moved from Doom EXP, which initially stood for "experience", to calling it now "Doom Eternal Xp" since many features have been added that were shown in the gameplay footage of Doom Eternal.

Doom Eternal Xp v.1.3 updates:

  • The kick feature has now been replaced with some wolverine type claws, which will resemble the Doom Blade (sprite art by Phi108)
  • There is a Lock-On target system now (by jpalomo) to make the Doom Blade attacks more reliable
  • Latching onto wall was also a part of jpalomo'S mobility mods. That now have been integrated into the mod. (Only works with fists)
  • K0RP53's Smooth Weapons / Per Kristian smooth animations
  • Powerful weapon sounds

With the custom weapons and new features now implemented, this mod will most likely not be compatible with other weapon/monster mods anymore.

Updates for the upcoming Doom Exp v1.2b

The shotgun hook will be an unlock-able upgrade now that you get at the rank of 10000xp.

Furthermore the stun enemy pain chances have been balanced. Since you could pretty much exploit some monster with the stun of the grapple hook. Now monsters like Cyberdemon, Spidermastermind, Arch Vile and Revenant will not always get stunned. It's more of a 50/50 chance.

The Shotgun hook upgrade will be visible as a new icon

Also Damage indicator icon was replaced with this


changelog 1.2a :

  • Fixed issue with bleeding items when shot
  • New rank up sound
  • Most monsters now always get stunned with hook

changelog 1.2 :

  • Added many new sounds
  • Added shotgun grapple hook, kind of like Doom Eternal does it
  • Added option to control xp gain (reduce rank up speed for slaughter maps
  • Added DoomSlayer mugshot by Xtor98


Mod Type: Singleplayer Xp Rank/Reward System
Source Port: GZDoom (Tested on version 3.6 but should work with older versions too)
Author: Officer D
Build Time : Approximately 1-2 weeks
Programs Used: Slade3, Gimp 2.8, Audacity


Background art by Valentrisrrock

Deviantart.com


Update : Doom Exp v1.1 released

changelog :

  • Fixed issue with one of the text messages overlapping with another, when receiving multiple rewards.
  • Added Option to turn On/Off xp sound efx
  • Added Intro/Intermission Art
  • Added Intro/Intermission Music

Also there is a separate (.ogg) music pack to go along with it now.

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Doom Exp - 2.5

News 2 comments

User Posted Image

Doom Exp v2.5


Doom Exp - 2.5


Embrace Doom Exp 2.5! Many improvements added to increase the awesomeness. Now with the all new Cryobow that you can transform into a high powered ballista.


Cryobow specifics:

Primary fire = Frost bolt
Alternative fire = Charge bolts. The more you charge the more bolts get added. Highest charge is similar to the mini nuke but with a lower blast radius and doesn't hurt the player.

Cryobow store upgrades:

Cluster bomb = Frost bolt that can bounce off of walls and has a frost cluster explosion on impact.
High powered ballista = Two argent powered bolts. It also converts your frost cluster bolt into a cluster explosion bolt.

Cacodemons swallow grenades just like in Doom Eternal.

2.5 Dev Build already has some cool new features like the Phoenix Dash Attack and Glacier Smash Attack:


Changelog:

- Pistol start exits reset health back to 100.
- Archvile buffed. More HP and an alternate attack added.
- No Ammo/Health spawns option added. (Disables Healthbonus, Armorbonus, Medikit, Stimpack and all ammo types spawns)
- Bug fixed with ammo drops from poop not giving ammo.
- No Ammo/Health spawns option "On", also reduces weapon drop chance for monsters.
- All rocket types and BFG projectile spawn floor decals when impacting on floors.
- Chainsaw goes into normal (non fire) mode when you run out of fuel.
- Chainsaw drains fuel slightly faster on use.
- Crosshair bug fix on Rocketlauncher.
- Combo and domination rewards added.
- Extra Life deaths punishments added (-5 Power Nodes and -5k XP)
- Dismembered arachnotron head moves around on floor.
- Dismenbered pinky head is shootable now and does a animation similar to the barons head.
- Made Doom Exp compatible with the gearbox mini mod. GZDoom 4.5 required
- Killer Instinct announcer added.
- Massacre added for killing lots of monsters at once.
- TimeFreeze power up now initiates creepy FEAR ambiance when active.
- Improved visibility on bright backgrounds for the ability icons and power node icon.
- Hud icons (except rank and PN + XP) no longer get displayed on the map screen.
- Rewards are now logged in console so players can read them after they disappear from Hud.
- Not being able to die with extra life mode disabled fixed.
- Resurrect blast spawns floor decal now.
- You no longer get extra life award messages when extra life mode is disabled.
- HyperFragon25 announcer added to the announcer selections.🦊
- Pistol start enabled takes away all armor on next map.
- Baron of Hell jump attack added.
- Pistol starts enabled will give the player a chainsaw with 50 fuel on start.
- HyperFragon25 announcer pack updated.
- Marauder additional death sprite added.
- Fists can no longer be dropped.
- Chaingun pulse rounds primary consumes 2 bullets per shot and does more damage.
- BFG now has it's own ammo type.
- BFG ammo has a rare chance to replace a cell pack.
- Completionist lootboxes have a higher chance of dropping BFG ammo.
- Fuel orb added.
- BFG or Fuel orb drop chance added to the store.
- Buy BFG core added to store.
- Increase ammo capacity adds +1 to the BFG capacity.
- Ranks go up to 60 now with new icons.
- Cleaned up some spaghetti code.
- XP and PN overlays on top of store screen.
- Dash indicator can be disabled in Exp Hud Settings.
- Marauder's long distance dash attack now does a flying kick.
- Punch wall effects added.
- Auto Shotgun selection added to option menu.
- Buy menu reopens after purchasing something from the store.
- Hardcore Mode difficulty added (Only works on GZDoom 4.5 or newer).
- Fixed recharge sound for blade wave with glorypoints.
- Overlord spawns lost souls instead of those annoying exploding entities.
- Cleaned up the monster death script handler. From 1000 lines of code to only 400 with the same effect.
- Hardcore mode makes monsters do 50% more damage now.
- Ability indicator On/Off switch added to Doom Exp HUD Settings.
- Fullscreen HUD Health and Ammo indicators display above 999 now.
- Polished argent blade sprite and brightmaps.
- Lowered scale on berserk indicator and moved slightly.
- Summoned stores will set a marker on the automap.
- Ammo capacity and health upgrade menu rearranged.
- Cryobow added.
- Slightly increased chances of medikit spawning lootbox and lootbox containing cryobow.
- Buying weapon box from store can also contain cryobow.
- Healthbonus, Soulsphere and megasphere heal beyond 200 now.
- PyroDemon has no more fire walk effect. PyroDemon and ArchonOfHell now emit embers.
- Scope keybind added.
- Major lag issue fixed with quad damage power up spawning thousands of actors, due to a loop state.
- Death penalties can individually be disabled now. Lose PN or XP on death.
- Buy menu rearranged for better clarity.
- Low Ammo & Health sounds by HF25 added.
- Item bug fixed where Power Node containers would be counted as items.
- Painelemental, Enhanced & -Cacodemons can swallow grenades and blow up.
- Archvile projectile attack and Baron jump attack can be disabled in monster management.
- Crucible mechanic update. You can now hold down fire to swing back the sword and hold it in it's swung back state. Upon release you perform the attack.
- Store randomly emits funny arcade sounds.

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The official Doom Exp group for everybody who loves being part of a service that supports free-speech.


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Feel free to join our discord server for exclusive info or to share your thoughts and suggestions. If you are experiencing problems you might get a faster response there as well. Also get early access to development builds of the mod.

Doom Exp - 2.4.1 (Christmas Special)

Doom Exp - 2.4.1 (Christmas Special)

News

A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...

Doom Exp - 2.4

Doom Exp - 2.4

News

A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...

Doom Exp - 2.4 - Halloween Special

Doom Exp - 2.4 - Halloween Special

News 4 comments

A xp/rank/reward/mobility modification with visual/sound/text notifications. "Doom Exp Settings" menu with many adjustable settings and keybindings. Edited...

Doom Exp - Marauder

Doom Exp - Marauder

News 1 comment

A xp/rank/reward/mobility modification with visual/sound/text notifications. "Doom Exp Settings" menu with many adjustable settings and keybindings. Edited...

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Doom Exp - 2.5

Doom Exp - 2.5

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Doom Exp - 2.4.2

Doom Exp - 2.4.2

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A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...

Doom Exp - 2.4.1

Doom Exp - 2.4.1

Full Version 7 comments

A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...

Doom Exp - 2.4

Doom Exp - 2.4

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A xp/rank/reward/mobility modification with visual/sound/text notifications. Doom Exp comes with its own settings menu, which has tons of adjustable settings...

Doom Exp - 2.3

Doom Exp - 2.3

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Doom Exp - 2.2a

Doom Exp - 2.2a

Full Version 12 comments

A xp/rank/reward/mobility modification with visual/sound/text notifications. Custom "Doom Exp Settings" menu, Improved Sounds & effects and More Gore!

Comments  (0 - 10 of 160)
Sgt.McHale
Sgt.McHale

I see mod that isn't a brutal doom copy, I give 10 outta 10

Reply Good karma Bad karma+2 votes
Officer_D Creator
Officer_D

I did indeed take inspiration from mods like D4D, QC:DE, Project MSX and made a OG Doom/Doom Eternal mashup with RPG elements.

Thanks for the high rating! 👍

Reply Good karma+2 votes
Notegun
Notegun

Dude, you gotta give me the HQ source for these sound effects. BEAUTidFUL GAME!

Reply Good karma Bad karma+1 vote
cain19822004
cain19822004

I'm sorry if this has been asked before, but is this mod incompatible with the Ultimate Doom .wad? I get to E1M3 and it just randomly crashes at random points in the map. It doesn't matter how long I take to get there, it's just something about that map, I've only managed to complete once it after some 30+ attempts, only for the secret level to crash it too.

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Officer_D Creator
Officer_D

What version of GZDoom and what's the crash log?

Reply Good karma+1 vote
cain19822004
cain19822004

V. 2.4.2 and nothing shows up in the crash log.

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Officer_D Creator
Officer_D

Try updating your GZDoom. Without any crash log or error messages, it could be anything unrelated to the mod.

Reply Good karma+1 vote
skullkan6
skullkan6

Been loving the mod so far but I've noticed one core balance issue:
Dual Pistols with AP rounds (even with what appears to be a damage nerf to dual pistols vs single with AP) are far and away better than the chaingun in every respect sans the chaingun can summon the shield.
They are more accurate, seem to do more damage per shot, can penetrate enemies, and are a better use of your ammo for the damage and horde killing potential.
On one hand the mod definitely needs to have sniping capabilities of something like the dual pistols for longer range targets, but as it stands balancing the chaingun to be more of a power weapon like the BFG that uses up a lot of ammo really fast seems to have basically become outmoded by the dual pistols once upgraded.

I haven't tried the plasma rounds upgrade for the chaingun but I don't know if they would even fix this problem.

Regenerating health is another strange one where since it's balanced for the later game difficulty, I can't entirely say that it's too powerful since some of the miniboss fights seem to near impossible without it given how often your health and armor fluctuate later into a mapset.

By the way the random events are amazing and easily my favorite part of the mod. When I tell people about the mod I often say "it adds a ton of stuff from eternal and it's the mod where I saw an imp **** himself to death"

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Officer_D Creator
Officer_D

The pulse rounds are what make the chaingun useful again, since it is designed to take out fire demons much faster. The reason the AP rounds are so powerful, is because you do have the option try a pistol only run with the pay to win mode enabled. And is a good early upgrade incase you have mini boss spawning set to high and need something to counter them.

With the way the mod is designed to be very dynamic and give the player all the options to customize the difficulty by themselves, it is incredibly hard to get the perfect balance. I'd say near impossible. I'm constantly getting people telling me two opposite things. Some say it's too hard and some say the player is too OP.

Thanks for the feedback. There have already been quite a few changes prior to this one. For example the BFG has gotten it's own ammo type now. Feel free to try it out.
Drive.google.com

For more info on the changelog visit my discord.

Reply Good karma+3 votes
skullkan6
skullkan6

Having played a ton of it at this point, it's actually BOTH but in a very different way from most Doom mods. As you get more powerful, basic enemies often become easier and easier to kill but the roadbumps you get like mini-bosses, the arch-vile (who still kicks my *** around level 19 and up) The Doom Hunter suddenly make the game a LOT harder during that period of time because suddenly you are up against something which is worth of the use of al of those abilities and ammo you have been saving up.

I have been looking for a doom mod like this for a while, since I tried out UDV- Truly Brutal with Ultimate Doom Visor and Project Brutality, one where you have a lot of resources and powers but are still up against things which are worthy of them and using all of those powers to your advantage. Things which if you drop your guard can shred you.
The big difference is UDV Truly Brutal kicks you whenever you are down and keeps kicking you whereas this gives you far, far more ways to claw your way up from the brink, especially once you get flame weapons and the chainsaw.

By the way INCREDIBLY clever way of balancing the use of the chainsaw for pickups. That was nothing short of genius for something which easily could have overpowered the game.

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