DOOM 4 in DooM 2!!! Doom 4 weapons monsters and mod upgrades are finished.

Add file Report ZionV08 0 9 Code
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ZionV08.0.9_Code.1.zip
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SAHZALPABAEL
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1,048 (7 today)
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5ad3649d5165d0ff2ba421ed41955f27
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An update ,YAY NOTE: only works on Gzdoom 3.7.2 and above, turning off monster prediction will break some attacks.

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ZionV08 0 9 Code
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kas.cesar
kas.cesar

i have this error ...
""
Script error, ZionV08.0.9_Code.pk3:cvarinfo line 1:
cvar 'HUD_XOffset' already exists

""
i have this addon in the .ini file

Path=$HOME/.config/gzdoom/ZionV08_Code.pk3
Path=$HOME/.config/gzdoom/ZionV08_Resources.pk3
Path=$HOME/.config/gzdoom/Zion_HQSprites.pk3
Path=$HOME/.config/gzdoom/D2K16_SOUNDTRACKS.wad
Path=$HOME/.config/gzdoom/ZionV08Alpha_BrightHUDPatch.pk3
Path=$HOME/.config/gzdoom/ZionV08_VanillaMonsters.pk3
Path=$HOME/.config/gzdoom/ZionV08.0.9_Code.pk3

Help plz, i want to imporve the gameplay!! :c

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SAHZALPABAEL Author
SAHZALPABAEL

you dont need these as this replaces the zionv08code and it runs with the Resources automatically. The bright HUD is from loading the Resources twice

Path=$HOME/.config/gzdoom/ZionV08_Code.pk3
Path=$HOME/.config/gzdoom/ZionV08_Resources.pk3
Path=$HOME/.config/gzdoom/ZionV08Alpha_BrightHUDPatch.pk3

It should look more like:

Path=$HOME/.config/gzdoom/ZionV08.0.9_Code.pk3
Path=$HOME/.config/gzdoom/ZionV08_VanillaMonsters.pk3 (the update don't do much for vanilla, its more for the D4 demons)
Path=$HOME/.config/gzdoom/Zion_HQSprites.pk3
Path=$HOME/.config/gzdoom/D2K16_SOUNDTRACKS.wad

I hope this helps,

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kas.cesar
kas.cesar

hello dear!
nowi dont have the previus error! but ... the game is complety broken. take a luck for your self! :(
preboiusly y had to remove mi ".ini" file, for gzdoon recreate a new one, and add your choice wad config, like like this:
""
Path=$HOME/.config/gzdoom/zion/ZionV08.0.9_Code.pk3
Path=$HOME/.config/gzdoom/zion/Zion_HQSprites.pk3
Path=$HOME/.config/gzdoom/zion/D2K16_SOUNDTRACKS.wad
""
and, as you see, y remove vanilla monsters that you toll me!
i hope this information helps!
and here is the screen shoot!
REMEMBER: No error says!
Drive.google.com

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SAHZALPABAEL Author
SAHZALPABAEL

hmm , the next update will be whole (it's gonna be a bit so suggest things lurkers!) so this won't happen.

try adding back
Path=$HOME/.config/gzdoom/ZionV08_Resources.pk3

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kas.cesar
kas.cesar

now works ! ... but i have some problems:
no HD skins can be loaded, and the HUD look bad and apear 1 big green point in left side of the screen. i have to w8 for your next upgrade i think... i dont know if is about mi OS (linux debian) ... or what! but the 1rst minute playn with that IA it whas awesome, nice work! ... i hope the upgrade can solve this!

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Johnsen290
Johnsen290

Oy, your code has some glitches (they jump are and became stuck in midair then fires at me), not fair. Fix that.
Can you do a code mod so we can use custom monster sprites, because when I load one, it doesn't work, I did check the contents of the resource and has different directories of sprites, rather than with code names, they are seperate. Please do more glory kill animations.

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RandomGuyOktay
RandomGuyOktay

Really nice update ! if you make another code update, I should you to add DOOM 2016's weapon balance

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SAHZALPABAEL Author
SAHZALPABAEL

Doom 2: 1 shell for 1 imp
DOOM: 3 shells for an imp

Could be fun

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thedeathrunner
thedeathrunner

an imp in DOOM on UV takes only 1 shell when it's very close, about 2 at medium, and 3 at long. if you could make it dynamic that'd be even closer to the original weapon balance.

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Zone_Lexus_50
Zone_Lexus_50

I hope the Beserk item is in the game. Quad damage is not the only thng need to slay me some demons yoou know.

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perefalcon
perefalcon

is zion9 ever coming soon? with doom eternal's weapons

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RulesOfSurvivalOmega
RulesOfSurvivalOmega

Also monsters tho :(

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thedeathrunner
thedeathrunner

Any way I can modify the damage of the melee punch done with all weapons. It seems a little weak to me and I would prefer it to be a little stronger.

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naryanrobinson
naryanrobinson

It's a really cool update and everything,
but damn those monsters are almost impossible to enjoy...

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SAHZALPABAEL Author
SAHZALPABAEL

please explain

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thedeathrunner
thedeathrunner

in my opinion, the new features make them more difficult than need be. TBH I prefer the old ones.

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Johnsen290
Johnsen290

Its intended, making it like the AI from DOOM 4.

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barisbrnv
barisbrnv

It feels smoother. And I like most of the new additions.

+ GloryKills feel more fluid now.
+ There is no problem with the HD sprite addon so far. (except a small tone mismatch if you set melee to punch, but it is not too bad.)
+ I love the gore tree element. They can be perfect for D16 style maps, if we can spawn them where we want while making maps.
+ Giving shields to pinkies is a good idea to imitate their frontal resilience in D16.
+ The visual effects for attacks seems brilliant.
+ No major script errors or conflicts.
+ Seems compatible with GZDoom 4.2.0

But there are a few points that I didn't like so much too.

- Enemies have some new abilities that doesn't match them such as pinkies are throwing acid bombs, invisibility at random for almost anyone, and Blue glowing war cries(?). I didn't understand what those new sparkly teleport effects, lightning strikes, and jumping attacks do, which enemies spams when they are glowing blue. Perhaps this war cry could be optional in settings. Or at least the chance for it can be adjustable, As it is, the percentage is too high.

- Seemingly now grunts use their charged shots so often that since it hurts each other, usually they kill whole section by fighting with each others. Actually, in harder difficulties, they can even do it faster than I can. Because sometimes too many of them spawns with shields, which is kinda annoying too.

- As I said, shields for pinkies is a nice touch. But I believe you should make the pinky shields completely invisible rather than the doom's indivisibility affect.

- Some time jumping enemies get stuck on air. And some times Revenants don't get Jet Packs visible while flying.

- I like that you implemented dash ability for player. But, I think the green dot on the HUD is unnecessary. Perhaps an option to hide that dot would be useful. Also giving it with 2 dashes available from the start almost takes away the ability's value a bit too. If you ask me, making player obtain it during a play-through and increasing the dash number by updates starting from 1 would be a better design.

-The upgrade system with this ability shares the general problems with other upgrades. Most notably, the RNG factor. I guess this way still works. But it can be better with a few small adjustments like way to check upgrade levels.

Don't get me wrong because I criticize you. I love your work. Especially in the visuals side. Seriously, you are awesome! You made a mod that I was trying to make but failing for years. I am just trying to give you some feed-back.

Honestly, I choose to play Zion over other D4 mods for the way it feels closer to D16. While I can customize enemy sprites to make it even closer to my liking, some details like your way of handling upgrades and these new enemy abilities are harder to modify by players and it feels like missing opportunities.

Any way, I love the update overall. It plays so beautifully with the HD sprites.

Please keep being awesome. ♥

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SAHZALPABAEL Author
SAHZALPABAEL

Thanks, credit TheCamaleonMaligno for like everything on V08.

now; the pinky spit was actually a reference to the pinkies in Doom emulation (we changed names later) v01 but really it was because they needed to bully the player,
into the corner, and murder them. design wise im doing whatever i find fun, dont worry, ill try to make everything optional (that prob wont be for a while tho)
Anyway when you see a red effect, and it should effect surrounding demons, thats the war cry; they do 1 of ten things, including become friends, become invisible, fly, do more damage and or die.
lightning is them healing, or summoning stone walls which is dependent on what rarity the demon is (they are the blue and gold ones) Blue n' Gold ones can summon more demons and are way faster so kill em' quick. all the demons randomly jump around; they are trying to avoid your rockets (no joke).
The shields, i have a big love hate thing with, are killed when you land a melee on the grunt.
Hell knights and other Leapers get stuck a lot , no good way to fix it yet.
i like your thoughts on dashing,just gotta think of a good way to put it in, cuz this is a gameplay mod and that is a broad thing to build.
Next update has pick up mods you already have gets that mod an upgrade; it's really good for big boy maps that give all the big boy boxes.

I'm trying to balance this nightmare so more criticism please.

Thanks!

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barisbrnv
barisbrnv

Ah, Thank you.

Now that you explained those abilities, it sounds more fun. I checked it and it makes things so much different when I know what are they doing. ("lightning is them healing" also makes sense as the argent energy lightnings resurrect demons in D16. It looks really similar too.)

Maybe you can use the F1 help screen image to give these kind of explanations. Now it shows a few mod buttons which does not help much since they are customization.

Still, as you said, these new mechanics would be better if they were optional for those who want to get a simpler game-play, like closer to vanilla D16. It kinda frustrates me when enemies randomly get healed or especial invisible during.

I discovered the melee break for shields while playing and I like that it helps a lot for close encounters. But When a map makes enemies harass you from a balcony or window like opening, I started to ignore them if they have shields since they do not turn around.

I noticed that enemies dodge rockets and it make me smile multiple times. Nice work on that. But not only the bruiser bros, most enemies that can jump stuck in air if they uses an attack mid-air. If the dodge concept is the reason for that, perhaps it can be optional for people who are willing to give up on that feature in sake of more stable game-play.

Almost all the problems I mentioned are more noticeable since I too prefer harder difficulties. When it takes longer times to kill mobs, unpredictable abilities and glitches are less bearable. (A mod that hits hard, and takes ton of ammo to kill while floating in corner of a large room's weird shaped ceiling is annoying, especial when it also gets healed or invisible at the moment)

I guess some of it comes to basic game design choices. For harder games stability and predictability is more valuable than variety in enemy moves. Eg, Darksoul like games.
This idea made me really appreciate how you made some visuals like the charged shot animation of grunts clearly noticeable and kinda long enough to escape.

I look forward for the next update. I am sure it will be more fun. Although I don't have much time to play, because of work, I can comment on your updates time to time as regarding balancing since I only play on Nightmare and Ult-Violence.


PS: I know that this video is not a recent one, but since I didn't see such additional mods in it I can recommend you and other players to check some mods to make Zion even better.
I use "Weapon-Sway", "Tilt++", a custom ledge-climb only version of "Parkmore", and "PyWeaponWheel" with your mod. If you also use Ambiance occlusion and maybe even little bit of motion blur (simple mblur), your mod with HD sprites gives quite a similar feeling to D16.

Even if you like the classic aesthetics, it worth to try. (Not like Zion is about classic aesthetics anyway)

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DeathCold
DeathCold

Great. Another mod that doesn't support Zandronum. Are you guys f kidding me? I don't get those who releases mods without full support for everyone. Cause, it's like a releasing a game only on consoles, without anyone else trying it to have huge fanbase. Or like didn't let your kids have their meal because you think that they don't deserve it. Other words: it is so stupid, that i have my palm on my face everytime i see the line "works only on GZdoom".

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