Ah, the good old Doom, those were the days. Played it since I was I child. But what changed from back then? Graphics in gaming became more beautiful, year after year, and the gameplay evolved. Replaying doom felt nostalgic, but not as creepy and hard as the first time, when I couldn't aim and ended up wasting a lot of ammo for no reason. It was still a lot of fun but something was missing... the survival horror atmosphere, the sense of costant danger... gone. Is anyone with me here? Ah, those were the days... but modern gaming brought some nice things too. Just think of Brutal Doom, the awesome mod from Sergeant_Mark_IV. Adds so many good gameplay mechanics and eyecandy... So what to do? What to do?
"You'll be scavenging maps for equipment, slowly bleed to death with an open wound looking desperately for some bandages, and facing tough demons that can tear your body to shreds in mere seconds. Your flashlight battery can die out just when you hear a weird noise inside a completely dark room."
Launch this with ZDL or another mod manager for Doom. Once the game is launched, there are some things I advise you to do before playing (In the future I plan to make most of these operations automatic):
- Make the "full helmet" HUD your default one (from the brutal doom player options) and scale it to fullscreen (from the hud scaling options). I edited this HUD to have more informations, and it has been adapted to the mod, unlike the others (for now)
- Go to the brutal doom gameplay options, then "mutators", and take advantage of the included light & fog mod to make your doom look perfect to you. The mod adds many items like flares and ACTUALLY USEFUL night vision goggles, so if you want to play the mod as intended, set your game to leave the dark areas of the levels actually dark... or not. Your choice.
- Customize your keybindings. There are some new commands from brutal doom and other ones that will cut some features out if you don't use them. Also remember to rebind inventory navigation keys.
Full credits can be viewed inside the mod's main menu. Tell me if someone is missing from the list.
I'm a very inexperienced modder, but I'm doing my best to improve. Right now the mod is still in beta, so it has many flaws that I plan to refine with enough time. Your help will be very appreciated: if you encounter bugs, problems and other things you "would have done better" feel free to give me feedbacks, critics or ask me anything, and I'll surely give you my attention.
This was supposed to be a "minor update" scheduled for release shortly after the last one, but many things happened, and the sprite set for the new weapon had to be redone. This delayed the release date quite a bit. But at least I got more time for adding even more features and fixes! You forgive us, right? Right?
I also welcome -Ghost- to our team. He'll be our writer for some very interesting features that'll be coming in next releases, as well as providing very precious feedbacks, ideas and source material. Your help is very appreciated!
This update continues where the last one left off: it's all about survival mechanics (mostly stamina management and difficulty settings), plenty of new sounds and a new weapon!
Credits for sprites and animations: Farhan#2719 (discord contact)
This weapon can be sometimes found around the map and dropped from some enemies, and it's also the only weapon the Survivalist Class starts with (better than nothing at least). Each one of them have quite low durability, but you can carry several of them (5 to 10, if you have a backpack), so you can keep replacing them when you happen to break one.
Its primary attack consists of two quick slashes in rapid succession. If you want, you can hold the fire button to delay the second slash as much as needed. One great thing about the knife is that it can stagger and interrupt enemies very easily, making it a great tool for kiting monsters if you don't have anything better. These attacks can also be used from a specific keybind, letting you use the knife even when holding other weapons!
Its secondary attack is a powerful thrust, aimed at the weakest points of your enemies, who will bleed from their punctured vital organs. The longer you aim it, the more accurate the stab will be, making the bleeding more copious and persistent.
Pressing F (or whatever your keybind for the weapon special is) won't pay respect, but will switch to the throwing mode: from this stance, you can press the primary fire again to toss a knife to your witcher (ok sorry, no more references), or press 'weapon special" to switch to melee mode again. You can also bind a dedicated key for throwing a knife from your reserve at any moment.
The stamina system has been completely revamped: melee attacks and other action will consume it, and some items you already know of, will restore part of it.
But that’s not the biggest change: while the “Space Marine” class is keeping a stamina management system very similar to the old one, regenerating stamina nearly as fast as he can consume it, the same can’t be said of the Survivalist class, that now slowly depletes as you perform tiring actions, only to regenerate even slower than that. You’ll have to use it with care, manage it cleverly, or you’ll find yourself exhausted before you know.
Being “tired” (consuming more than 70% of your stamina bar) has a couple of disadvantages: your standard running speed will be reduced, and you won’t be able to sprint at all, with an added chance that you’ll trip and fall to the ground if you try to do it while tired. The same can happen if you try to perform acrobatic moves like the sliding kick or the jumping kick, BUT, you’ll be able to perform melee attacks and other stamina-consuming action, until your stamina reaches 0. At that point, you better start running… oh right.
The Berserker Strength power-up comes to your aid, making you able to use melee attacks even at 0 stamina, and will make you consume less stamina for most actions.
Having reworked the stamina system, what was the best way to inaugurate it than baiting you into abusing it? This new ability gives the player heightened senses, reflexes and speed, relying on every ounce of adrenaline in his body. This translates in-game as a slow motion effect that lasts as long as you keep the effect active or have enough stamina. It’s a perfect tool for those situations where you are just in plain disadvantage, and you need an adrenaline rush to dodge incoming projectiles, aim faster, or just get the hell out of there.
But be careful! This skill will drain your stamina very quickly, so if you won’t pay attention, you’ll be exhausted in matter of seconds!
Note that while the “Space Marine” can recover more rapidly from exhaustion, he also cannot maintain the effect active for very long. The Survivalist on the other hand, is capable to go on a rampage for longer periods, but once his stamina is drained, it will take a long while to recover, unless you find some rare artifacts or items that could restore it.
KNOWN ISSUE: If the game stutters too much while this power is active, you probably have your music set to 0.0 . This is a bug I’m trying to fix, so in the meantime, if you want to play without music, just set it to 0.1 and use an ambience background sound addon, like this one: DARK AMBIENT MUSIC PACK
The old alternative HUDs from Brutal Doom were revised and remade to match the new features of LiTDOOM. Some people told me that the standard helmet HUD was not scaling correctly in their games. While this can be easily fixed by tinkering with the scaling options for a bit (more info in the README file), I picked the occasion to remove that from the default HUD. You can still choose it and scale it from the player options, but at least that won’t be a problem anymore for the laziest players out there.
The new HUDs won’t show useless information, so no flare/grenade/knives or whatever counter will appear if you have none of those items, and the flashlight battery won’t show either unless you try to turn that on. This makes the new HUDs very comfortable on the eyes, and can get from a minimum cluttering level of this:
Yeah, more of them! Finishing the work that started in last version, the new sounds are meant to increase the horror atmosphere and make the game more immersive. Doors, elevators, and platform sounds have been changed to something less goofy, and also the menu sounds have been (finally) replaced.
On top of this, the new AMBIENCE SOUNDS have been added: on by default, you can disable them from the mod options. This feature will make map exploration creepier and unpredictable, playing sounds from undefined places and from unknown sources.
Another addition, by our trusted sound designer Oniichangoddess are updated sounds for received wounds: if after receiving damage you fall below a certain health threshold, you will hear a specific sound for your wounded state, which can be different if you received damage from bullets, explosives, claws, etc.
The dev team is about to work on the mod again. It's good to be back!
This update is mostly about new animations and polished Survival mechanics. More to come next week with a minor update!
Looks you'll not see the end of this project anytime soon.
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February 10th 0.45 Beta - SURVIVAL UPDATE vol.2. New features and additions. Check the full changelog or read the last featured article.
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