January 6th update. New features and additions, check the full changelog or read the last featured article.
READ THIS ARTICLE FOR DETAILED INFO ABOUT THIS VERSION: ---> MOD REBIRTH!
******* JANUARY 6 2020 - V0.3 Beta
ADDITIONS:
- NEW MOD NAME, MAIN MENU THEME, BACKGROUND, ETC.
- Uniformed all fatality bonuses: demons don't drop armor shards anymore, but a new "daemonic shard" with the same effects and new graphics. I also removed red health bonuses from the new monsters borrowed from BLOODWOLF's patched monster expansion.
- Most health bonuses and medikits now can be recognized by the blue & white color theme. There are some intended exceptions.
- Health vials are now replaced by soul crystals: they formed from the souls of the dead after Hell has been set loose. Shattering them will free those souls, who will gift their remaining life force to the player. Lore-wise speaking, these crystals sometimes merge between
each other forming the soulsphere powerup we all know.
- Realistic reloading (still experimental): if you enable this feature from the mod options, you will have to unload all weapons reloaded from a clip before actually reloading them, or you will lose all chambered ammo. This applies to: Pistols, SMGs, Assault Shotgun, Rifles, Rocket Launchers, Railguns and Plasma Guns
- Empty magazines ejected from pistols, Smgs and rifles have new sprites to match their ammunitions pickup.
- New PDA redesign, thanks to @Sonik.o.fan who made an awesome job!
- Added animation for switching between shotgun ammo types.
- Enemy Armor System implemented! Use armor-piercing ammunitions and weapons (7.62 mm, energy weapons, rocket launcher's altfire) to ignore enemies armor values, or just destroy their armor with sheer stopping power!
- Lots of new immersive pickup sounds, thanks to @Oniichangoddess
- New Difficulty Setting: Blood Marathon! You take less damage from monsters, but medications are very rare. Endure it!
- Wraith A.I. rewritten with gentle permission of @Tomtefars
BALANCE TWEAKS:
- Reduced health values of some enemies to compensate for their added armor rating
- Blood Marathon and Realism mode (now renamed to) have even less ammo than other difficulty settings, to compensate their weaker monsters.
BUG FIXES:
- Unloading rocket launchers and railguns when no reserve ammo are left should work correctly now.
- SSG should not reload automatically if you disabled auto-reloading from the options.
- Rifle Commandos and Riot Shield Sergeants drop health bonuses if killed with a fatality.
- Restored Demon Transformation Rune's functionality.
- Flashlight couldn't be used while holding an ASG. Fixed.
- Stimpack replacer was mistakenly replaced by another pickup for armor pieces. Stimpacks and bandages should spawn normally again.
can be played in zandronum
Nope, GzDoom only, sorry
Been playing a bit, I like the concept a lot. I had a run a while ago throug some maps via Project Bruatality and Ultimate Doom Visor on UDV - Truly Brutal, basically the closest thing you could come to hideous destructor while staying a death machine, so I completely get the appeal of the mod. It's an amazing feeling to be on the razor's edge of imminent death from a single imp attack, and killing hordes of demons as a impossibly fast and deadly super soldier.
Saying this, and having played a bunch of "hardcore survival Doom mods" (The best two are probably Hard Doom with its rock solid balance, and to a much lesser extent, Shut Up and Bleed which also has some serious balance issues but makes up for it with quality enemy design and eh-ish balance as a whole, a lot of issues there coming down to randomness). This could become something great but there's definitely issues holding it back.
With that in
The survivalist difficulty needs some serious work. I was able to get a lot of gear really early on in the normal doom campaign, even without earning secrets, to the point where on the intended difficulty I was doing really well for myself. I tried a few more, but then... hoping to have a good experience or well, wanting to really stress test the mod, I tried Ryaleh.
For some background, Ryaleh is both the best and worst wadset to play something like this on, for one big reason and that's the impossibly brutal intro that involves a lot of pinkies, a timed wall, and a lot of room to maneuver. You HAVE to avoid a group of enemies before you get your first real weapon at the top and a bunch of enemy fireballs. Not being able to kill everything is assumed.
The reason I use it is well...
I had a memorable dive into Ryaleh with Shut Up in Bleed soundtracked to Portal's album Vexovoid. It was truly fantastic, with me managing ammo, never truly running out, turning the corner to the cthulhu variant of the Baron, and this sort of fusion between the map aesthetic and the mod's visuals, and the soundtrack that just gave me this incredibly dark and cosmic horror feeling.
Granted, I wasn't expecting that with LiTdoom but... you can try this for yourself but it's downright ******* impossible on survivalist without cheating. I don't think you will get to the first KEY on Survivalist without cheating, it's genuinely impossible. I managed it a few times on SUAB, it was hard, really ******* hard, but possible without dying with the right strategy.
This comes down to a few things, the biggest and most prominent being some enemies, imps especially are just far, far too ******* fast on Survivalist, and also the fact that it starts you without a single weapon, unlike most default ways of playing this. There's no way to bandage yourself when you can't find a medkit that I could see, and even Hideous Destructor gave you this. Even with a decent arsenal, it's really hard especially with the bleed effects to slow you down at low health. I've even had this with my UDV Truly Brutal playthrough, but here along with the enemies it's just a bit much, at least with no self bandaging safety net.
There's more but it's 1AM and I really should get some sleep.
Hey there, thanks for your feedback!
The thing with survivalist class (and this mod in general) is that's not a good fit for slaughtermaps with lots an lots of enemies, especially when the mappers squeeze the players in cramped spaces and force them to fight against hordes. You could manage to do it playing with more forgiving skill levels (like Blood Marathon and UAC Recruit), that I put there especially to make map packs like those a bit more playable (still not optimized). But if you want to play with higher ddifficulty levels like Realism mode or Demon Hunter, then you should pick easier and more atmospheric and lore-friendly map packs, where tension-building and exploration are more important than facing waves after waves of enemies. I realize it's not always possible to predict how a map pack's gonna be, but usually you can at least get their general feel and game design style from the mapper's mod page.
This said, classes are about to undergo some changes: the Space Marine will become more close to the Survivalist (will be able to bleed, but won't lose equipment on map transitions) while the Survivalist is going to get a starting weapon in a future update, so it should balance things out a bit.
Furthermore, the next release is coming in a couple of days, and I think you're gonna like the new changelog, so stay tuned!
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