What happens when a Killzone fan, who is also a modder, gets bored during a night of clan fun with friends? Doomzone, that's what! Doomzone is a GZDoom mod that adds class-based gameplay to the game, featuring 13 different player classes, five grenade types, and a whopping 82 weapons. This mod *REQUIRES* GZDoom v3.0 or later. Previous versions of GZDoom are not supported.
Added missing active skills, reworked weapon spawns, three new weapons, and plenty of bug fixes!
Changelog
4/19/18 - Fixed dynamic lights.
4/14/18 - Fixed Phalanx not alerting enemies when fired.
-- General Changes --
* Remapped some damage types.
* Made Axe, Fists, and Nobitsura Kage undroppable.
* Pain Elementals immediately explode after being resurrected by Archviles.
* Removed Cyberdemon's vulnerability to BFG shots.
* Changed fire sound for the Shredder to something a little more punchy.
* Removed Spider Mastermind's vulnerability to BFG shots.
* Stimulants and Armor Shards can no longer be picked up when your health or armor is maxed. (They also do not count towards the map item total.)
* Changed sprite for Railgun magazine. (Credit: TBG, XTerra)
* Changed sprite for Dark Matter Cannon magazine. (Credit: TBG, XTerra)
* Railgun's attack power has been increased for Samurai and Slipgater. (100 -> 150)
* Railgun is now pump action for Samurai and Slipgater.
* Fire mode indicators for Railgun now indicate level of zoom instead of semi/auto.
* Changed pickup sprite for Suppressed Sniper Rifle. (Credit: Captain J)
* Spoor, Railgun, Accelerator Rifle, Sniper Rifle, Suppressed Sniper Rifle, Particle Rifle, and ASP now sway when scoped while moving.
* Sniper scopes now have a screenfade when scoping and unscoping. (Idea: Captain J)
* Thunderbolt's altfire now has a slight delay when firing. (Idea: TBG, XTerra)
* Maggot poison duration now stacks from consecutive hits.
* Maggot melee attacks now inflict poison damage.
* Biosuits and Envirosuits now grant immunity to poison.
* Increased delay for barrel detonations by 8 tics.
* Biosuits and Envirosuits protect from radiation leaks by 50% and 25% respecitvely.
* Adjusted sprite scaling of hand grenade and proxy detonations.
* Edited red muzzle flashes to be more orange.
* Decreased Arachnotank's pain chance by half.
* Overhauled how Berserk works, nixing jump logic in favor of true damage boosting.
* Added cocking animation to the Dark Matter Cannon and Gauss Cannon.
* Changed sound for XBFG10k.
* All shotguns, the sniper rifles, battle rifle, and revolver now have a chance to gib an enemy, depending on remaining HP of the target.
* Converted Arachnotank's machine guns to fire nails instead of hitscans.
* Pointman's StA-52 now uses the MASS attachment (underslung shotgun) instead of burst fire.
* Railgunner (Hardcore difficulty or above) now drops the Q-97 Railgun.
* Slightly increased melee damage for Mech Demon. (5d10 -> 6d10)
* Replaced console font with Miniplicity, by Jimmy & Agent Spork.
* Revenants no longer fire grenades in Hardcore difficulty.
* Revenants now have a 50/50 chance to fire dumbfire rockets.
* Removed some frames off the StA-11/SE reload sequence.
* Nash's QTilt module has been replaced with Tilt++ (Also by Nash, because he's just awesome like that).
* Increased the carry cap of StA-2 Grenade Launcher ammo to 10/20.
* Increased the carry cap of VC-9 Rocket Launcher ammo to 8/16.
* Increased the carry cap of Hand Grenades to 5/9.
* Redesignated the Onibi's model number to ZI-T5. The weapon retains the "Onibi" nickname in tags.
* Changed weave pattern for Revenant missiles.
* Swapped some splash sounds for water, mud, sizzling, lava, and nukeage.
* Increased delay time for LS13's grenade mode (Elite only).
* Slightly altered reload animations for LS13 and UAC11.
* Changed texture warping on NUKAGE* flats.
* Changed submersion and resurfacing sounds for deep water.
* Increased the VK-12 shotgun's fire rate to more closely resemble its FEAR counterpart.
* Converted all sprites to truecolor PNG.
* Removed palette.
* Removed texture animation handling. (Flat animation handling still present.)
* Particle Rifle now requires rail slugs instead of plasma cells for ammo.
* Particle ZSec now drops rail slugs instead of plasma cells.
* Changed Riot Commando's armor translation from brown to dark green.
* AT-HV10 Penetrator projectiles now rip through targets. Boss monsters, plus Archviles, can not be ripped.
* Interpolated unarmed melee frames.
* Increased speed of kick melee by two frames.
* Cybruiser (Necro) now uses Phalanx projectiles, and has a new flakshot altfire.
* Gunner can now acquire and use the StA-59B Pulver.
* Tactician can now acquire and use the LSR44 Spoor.
* Demolition can now acquire and use the StA-12 Inferno.
* Marksman can now acquire and use the ASP Burst Rifle.
* Heavy can now acquire and use the LS18 Shredder.
* Allied marines can be resurrected by Archviles, and turned against the player.
* Prox Launcher removed.
* Added proximity mine function to M327 MGL for Demolition, Heavy, Mercenary, and Slipgater.
* Hand grenade direct damage increased. (10d8 -> 20d8)
* Doubled ammo count gain from explosive ammo box for Grenade Launcher and Rocket Launcher.
* Tripled hand grenade count gain from explosive ammo box.
* Rewrote how gib projectiles are handled for greater demons.
* Changed deselect sound channel.
* Thunderbolt and Arc Rifle now use actor replacement instead of particles.
* Removed unnecessary A_FireBullets calls from Thunderbolt and Arc Rifle.
* Reworked the sound channels used for weapons and powerups.
* Removed Envirosuit. Only Biosuits spawn now.
* Changed Arachnophyte attack patterns.
* Buffed allied automata accuracy.
* Tactician's allied marines now wander instead of standing still on the spawn grenade.
* Weapons not available to the player's class are no longer visible to said class, to allow easier weapon acquisition.
* Weapon spawners now spawn ammo in addition to spawning a weapon, should said weapon not be available to a given class.
* Overhauled the weapon spawner systems to more reliably produce accessible weaponry.
* Chainsaw spots now only spawn the Chainsaw. Woo!
* Tactician and Mercenary can no longer pick up the full automap. Kinda pointless.
* Increased fire rate for Mercenary's LS57 SMG.
* Swapped some sprites for the LS13. (Credit: zrrion the insect)
* Updated Imp and Mancubus projectile trails to fit GZDoom 3.3's new sprites. (If they're not aligned right, update your GZDoom.)
* Swapped two hanging corpses for PSX Doom's hooks for compatibility with The Lost Episode. Sorry, hanging torsos.
-- Additions --
* Added new attack patterns to the Cyberdemon.
* Added new sounds for universal ammo pickups.
* Added new pickup sounds for high-grade plasma cells and dark matter cores.
* Added new attack patterns for Spider Mastermind. Monster is no longer hitscan! (Additional coding: That Blind Guy, XTerra)
* Added new pickup sound for Repeater magazines.
* Railgun now ejects casings. (Credit: TBG, XTerra)
* Added quit messages, including tips for Doomzone!
* New pickup sound for WASP and Quad Rocket ammo pickups.
* Added sprites for debris used by explosives.
* Added smaller variants of the crosshairs for low-resolution video modes.
* New juicy gib sounds all around.
* New weapon: Q-98 Phalanx. Fires two explosive plasma bolts, alt mode blasts shrapnel in a wide spread. For Slipgater.
* New sounds for Cyberdemon and Spider Mastermind, courtesy of Captain J.
* Pinkies, Cacos, and Pain Elementals now play bite sounds when their bites connect.
* New fireball sounds for Imp-class monsters.
* New Feature: Health and ammo drops for gibbed monsters. (Monsters without gib animations will still drop items if you hit them hard enough!)
* New options menu, "Doomzone Settings". Contains toggles for screen fades, tilts, and loot drops.
* New Feature: Chainsaw ammo drops. Killing monsters with the Chainsaw causes them to drop universal ammo. Bigger monsters drop more ammo, and more frequently.
* Added new sounds for unarmed melee attacks.
* Added support for Back to Saturn X.
* New Weapon: Type-12 Laser Carbine. Fires a steady stream of laser death. For Pointman. (Sprites: Railgunner, CaptainJ)
* New Active Skill: Rip & Tear (UAC Elite). Swaps to fists, grants 30 seconds of berserk strength and 75% resistance to all damage. Guaranteed gibs on kills, but can't swap back to other weapons until Rip & Tear ends. Cooldown: 90 seconds after activation.
* Added support for Ancient Aliens terrain.
* Added support for Romero's Heresy terrain.
* New Active Skill: Quad Damage (Slipgater). Multiplies all damage by 4x, and causes the player to glow violet. Degrades to Double Damage in Deathmatch. Cooldown: 120 seconds after activation.
* New Active Skill: Demon Heart (Samurai). Squeezes the heart of a demon to deal major damage to all enemies within 128 DMU of the player. Cooldown: 120 seconds.
* New Monster: Suffering Elemental. Spits two Forgotten Ones at a time. Replaces Pain Elemental in Necro difficulty. (Credit: Onslaught Six (sprites), Z86 (sounds))
* New Weapon: ARM 27 Clusterfrag Launcher. Fires a grenade that bursts into four more grenades. For Slipgater. (Credit: osjclatchford (sprites), iD Software (sounds))
* Added new attack patterns for Annihilator.
* New Monster: Devorator. Fires flaming balls of bile that burst and leave pools of burning waste. Replaces Mancubus in Necro difficulty. (Credit: Eriance (Sprites))
* New Monster: Skullwalker. Fires rapid fire explosive plasma bolts. Replaces Arachnotrons in Necro difficulty. (Credit: Eriance (sprites))
-- Bug Fixes --
* Slipgater's Blaster no longer flips out when turning on the flashlight.
* Colonel's active skill wear-out sound now triggers at the correct time.
* Samurai, Pointman, and Slipgater can no longer pick up the StA-18 pistol. (It had no effect anyway.)
* Pointman's crazydeath sound no longer overrides UAC Elite's crazydeath sound.
* Fixed Yari Commando homing missiles not having dynamic lights.
* Fixed grenade ammo count not changing color while using the Fist.
* Nuke Launcher no longer attempts to be armed after completing a level. Now defaults to disarmed after level transition.
* Loot randomizers no longer count towards the map item count.
* Fixed compatibility issue with Ketchup v5.
* Fixed Laser Cannon not playing its deploy sound.
* Fixed Railgun being able to reload while scoped with a full magazine in some circumstances.
* Fixed Railgun reporting the wrong fire mode when throwing a grenade while scoped.
* Fixed issue of explosive debris puffs making ricochet noise when running Doomzone with Ultimate Torment & Torture: Supportive Edition. Exactly why this behavior was observed is beyond me.
* Fixed explosive barrels doing 2x damage.
* Fixed MAP07 and E1M8 triggers in Hardcore difficulty and above.
* Fixed issue of Support's StA-52G not displaying the correct fire mode when drawn.
* Colonel, Marksman, and Demolition can no longer grab Blurspheres while their active skill is in use. (Workaround, incompatible invisibility types)
* Colonel, Marksman, and Demolition can no longer activate their active skills while the blursphere is active.
* Fixed ZI-63 major's dynamic lighting.
* Fixed issue of some crosshairs not rendering opacity correctly.
* Fixed Demolition player class not playing the appropriate body drop sound upon death.
* Fixed Particle Rifle displaying the wrong frames when attempting to fire with no ammunition while scoped.
* Fixed Particle Rifle firing fully automatically while scoped.
* Fixed Particle Rifle not reloading when pulling the trigger while scoped.
* UAC Elite screams correctly with his crazydeath sound.
* Fixed blood lagging out the game when caught under crushers. (FINALLY)
* Fixed lockup when hitting *that* switch in Valiant's MAP07.
* Fixed plasma corporal attempting to use a translation.
* Fixed MAP16 in Back to Saturn X Episode 2 not advancing to the next map.
* Fixed keys not triggering scripted actions where CheckInventory explicitly checks for the default key.
* Fixed friendly mercenary accuracy.
* Friendly Mercenaries play the correct sound when burning to death.
* Heavy plays the correct death sound when dying via damaging floors.
* Mercenary can no longer pick up full automap or scanner. (Fixes scanner not being properly given between levels.)
-- New/Updated Patches --
* Added new compatibility patch for Mechadon's Counterattack mapset. (Dude, this one's really f*cking good, you really need to check it out.)
* Updated Doom Tribute Project patch to account for Slipgater's new weapons.
* Updated ZPack patch for terrain sounds.
* TNT patch is no longer required for play.
* Added new compatibility patch for TNT: Revilution.
* No End In Sight (NEIS) patch no longer required for play.
Is there a class that uses shotguns more than others? Or a class that only uses shotguns? I don't mind if there isn't I just wonder if there is since I love using shotguns in DOOM
Not particularly, though there are a lot of shotguns in the mod, for sure. Maybe I should make a Sergeant class...
That'll be cool and thanks for telling me that before I burn myself out by going through all the weapons