NOTE: THIS MOD REQUIRES GZDOOM v4.2.x (PREFERABLY THE LATEST VERSION) OR LZDOOM v3.8.x (OR NEWER). ALSO, MAKE SURE TO HAVE THE FIRE, ALTFIRE AND ZOOM KEYS BOUND. IT WILL NOT FUNCTION ON ANY VERSION PRIOR TO GZDOOM 4.2, AND WILL NOT WORK WITH ZANDRONUM, SKULLTAG, SCOREDOOM, ORIGINAL ZDOOM OR ANY OTHER SOURCEPORT (such as EDGE, 3DGE, Eternity, JDoom/Doomsday, Doom Legacy, PRBoom, Chocolate Doom, Crispy Doom, MBF, Boom, et al.). GZDOOM 4.9 IS ALSO NOT SUPPORTED-- USE 4.8 OR 4.10 INSTEAD.


QuakeStyle ZX is a gameplay mod co-authored by Xterra and Jay "Silent Zorah" Reichard that combines elements of the Doom, Quake, and Wolfenstein series into a gameplay-expanding randomizer that never plays the same twice.

The mod features one hundred total weapons, all unique and with their own quirks, features and power balancing. It also features a bestiary expanded to the point that each given vanilla Doom monster has at least three possible replacements, including an updated version of the stock baddie on that slot.

Furthermore, to aid you on your quest to rid reality of the legions of Hell, there are a ton of great powerups, ranging from the basic stuff like light-amp goggles and armor patch kits to powered armor and beyond...including the legendary Quad Damage, if you luck upon one.

The mod features an expanded difficulty selection, ranging from trivially-easy to hair-tearingly hard and everywhere in between, so Doomers of all skill levels can play and enjoy. Also, the mod features things like a monster health scouter, a weapon wheel addon, and a gore mod for you Brutal Doom types out there.

Oh, and it's got the single highest amount of quit messages in any Doom mod I know of. Over 150 of them!

So get out there, and show those hellspawn why they shouldn't have pissed you off. Play ZX today!

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ZX 9.2 in the works.

News

Hi folks. Been a while, eh?

So...I've had some rethinks about the mod's direction. A few concepts are out, a few new ones are in.

First of all, the "soul weapon" concept-- basically a conceit to get the Crucible, Soul Cube and the Hellheart into the fray-- is formally discarded. I really did think over implementation of it quite a lot, and came to the conclusion that it's not worth the effort.

Secondly, I've decided to expand the weapon roster one more time to 111 weapons total. I was wanting to stay at an even 100, but I looked and found that a few ammo types-- namely, rockets, static charge and railgun slugs-- were grossly underutilized compared to the titanic numbers of weapons that use bullets and cells, for instance. Plus, a couple of ammo types didn't have a properly hard-hitting, heavy weapon of their own. So...only way around that was more weapons. And all the new additions are going to be available to all player classes (only relevant if you're playing with CB). Furthermore, some weapons have seen alterations-- chief among which is the Hellshot, probably my least-favorite creation in the mod as it sits in 9.1.

Next, I'm gonna be implementing a few more alternate attack functions on some weapons. Namely, all rotary-barrel weapons bar the gunner class's Gatling will gain the same switchable-spin function as the Skulltag cannon on slot 9. This will mean that you can have the weapon spin down immediately after releasing the fire key (as is the current behavior for most rotaries) or remain spinning for a few seconds, during which time you can fire the weapon but can't throw grenades or switch weapons until the gun spins down. A few new additions will also have a straight-up altfire on the Zoom key, as that's ending up the "alternate weapon function" key; coincidentally all the weapons with a defined altfire will be Unreal-series weapons, as I've decided on adding those to the canon. This also means the flak cannon will gain its altfire back in the bargain.

All weapons will now have a universal melee kick, bound to the "weapon state 1" or "user1" key. The kick will knock enemies back and do damage on par with a punch, but will not drop the little goodies that kills with slot-1 weapons do. The kicks do however get the full benefit from berserk packs, so use those mighty feet just like you would in Duke 3D.

Next up...the long-overdue monster writeups WILL be part of this update. I'm only about 15% of the way done writing them, and I'll finish and implement them after I finish with the new-asset additions. New weapons also means new writeups for those too-- they'll come as part of the whole package.

I have no release date in mind; it's done when it's done. I figure the last major update I'll end up doing might be 9.3, where I add some more monsters into the mod. As it sits, there are more weapons than there are monsters; that doesn't feel right to me, and when I get all this shizznit done for 9.2, 9.3 will likely see the additional monsters and/or any needed bugfixes and rebalances...and from there, I don't know where I'll go with it. Most likely, I'll put it into maintenance; I've got a much stronger computer now, so compatibility isn't a problem, but I will keep the mod as compatible as I can while preserving the desired experience. I'm also not going to make it into a total performance hog; it will remain comparatively light on the special effects and such.

Thank y'all for your patience; and I highly appreciate the feedback and reviews I've gotten. I'm a depression-addled mess, but I firmly wish to make the best mod I can for y'all and for myself.

After all, that's how ZX started; it was my remixed version of the original QuakeStyle. Became its own thing in short order. Thank y'all for helping me along the way.

9.1 is out. Finally.

9.1 is out. Finally.

News

I've finally pulled my head out of my ass for once.

9.1's...coming a little early..but not as early as I hoped.

9.1's...coming a little early..but not as early as I hoped.

News

Bit of a change of plan, folks-- 9.1 is also dropping w/o the writeups, but for good reason.

9.0 is LIVE

9.0 is LIVE

News

ZX 9.0 is live, baby, live. It doesn't have everything I wanted to put in, but it's still solid, hopefully.

A Blah Update

A Blah Update

News 1 comment

A not-so-fun announcement about the mod's immediate future.

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QuakeStyle ZX v9.1 "Hot Single Fixes In Your Area"

QuakeStyle ZX v9.1 "Hot Single Fixes In Your Area"

Full Version 3 comments

QuakeStyle v9.1, full release, featuring fixes aplenty.

QuakeStyle ZX v9.0: "Kicking Class and Taking Aim"

QuakeStyle ZX v9.0: "Kicking Class and Taking Aim"

Full Version 2 comments

QuakeStyle ZX v9.0 release version. Merry Chrysler. Mod now requires GZDoom v4.1 or later, but still works with LZDoom 3.88b. (DO NOT USE GZDOOM 4.9!)

QuakeStyle ZX v8.2- "Plain Sailing from Here"

QuakeStyle ZX v8.2- "Plain Sailing from Here"

Full Version 8 comments

QuakeStyle ZX version 8.2, featuring updates to weapons and quality-of-life fixes.

QuakeStyle ZX v8.1- "2020 Is Dead, Thank Fuck"

QuakeStyle ZX v8.1- "2020 Is Dead, Thank Fuck"

Full Version 2 comments

QuakeStyle ZX v8.1, full version. Featuring Even More Content!™

QuakeStyle ZX v8.0- "Not a Sinclair Product"

QuakeStyle ZX v8.0- "Not a Sinclair Product"

Full Version 13 comments

QuakeStyle ZX, version 8.0. Featuring tons of new stuff and loads of bugfixes.

QuakeStyle ZX v7.3

QuakeStyle ZX v7.3

Full Version 5 comments

7.3 is now live! Download now! PLEASE READ THE DOCUMENTATION! GZDOOM v3.6+ REQUIRED!

Comments  (0 - 10 of 32)
thecooldats40
thecooldats40

This reminds me of conker live and reloaded's class system like grunt, thermophile and demolisher

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Xterra Creator
Xterra

Yeah-- the classes only modify your starting inventory, but are otherwise identical in movement, damage resistances, etc.

You can play without them loaded if you leave off the Classy Bastards addon file, of course; you'll start every run with the "Standard" shotgun/pistol/50 green armor loadout if you do so.

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Nightmarekiller
Nightmarekiller

Hey mate, I discovered something very weird, I was playing a normal mega-wad(I say normal because is a map with no edited weapons or monsters) and when I reached 29, the map that should have 300 monsters, just have 10 and I am blocked by "invisible walls" time to time(I believe is were the monsters should be). when I replayed the map with out the mod it was fine. Any ideas ?

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Xterra Creator
Xterra

Likely something to do with the spawners getting jacked up somewhere-- it happens occasionally and I've no idea how to fix it without completely screwing up the spawners.

Specifically, what levelset was this?

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Nightmarekiller
Nightmarekiller

also take care of yourself mate, don't go crazy on me LOL, take your time and above all else your health, everything else is secondary

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Nightmarekiller
Nightmarekiller

Let's see, I was using the Whispers Of Satan megawad in map29 "Heated Trauma"

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Xterra Creator
Xterra

I've got that one handy, so I'll have a look.

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Nightmarekiller
Nightmarekiller

Happy New Year !!!

I just discovered the the EMG Rifle still shoots even if the ammo is depleted

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Xterra Creator
Xterra

Oh Christ, that'll be another thing to fix in 9.1. Thanks for bringing it to my attention!
In testing, this is also a problem with the revolver, and likely a couple other weapons. I will be ferreting those out ASAP.

Reply Good karma+3 votes
Nightmarekiller
Nightmarekiller

Simple, fun and clever, a nice escape from the usual Brutal Doom mods styles, very well done.

PS: I noticed that since there is no quick melee attack, when I using the Cryo Launcher it takes some time for the frozen enemies to shatter and they are blocking you. Is it possible to make the shattering faster ? or make the frozen enemies to be able to walk through them ?

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Xterra Creator
Xterra

Hey friend, I found out a way to make it to where direct hits from the Cryo Launcher will shatter frozen targets. It's a bit wasteful on ammo (that's two grenades each...) but it works. It helps in sustained fire.

I'd have the splash do it too, but with the way Doom works, it just results in ice corpses immediately shattering.

Reply Good karma+1 vote
Xterra Creator
Xterra

You can shoot enemies with any given non-ice weapon to shatter them, if you'd like. I've been thinking of putting in a melee kick at some point.

I'm not too sure I could speed up the shatter cycle, and making them incorporeal would render them unshootable as well. I'll look into the options, though.

Glad you like the mod!

Reply Good karma+2 votes
Nightmarekiller
Nightmarekiller

It did cross my mind to shoot them but that would be time consuming, switching weapons front and back. If you can add a quick melee that would be helpful in many ways not just for the Cryo Launcher.

Suggestion: Since it's a unique mod instead of using the usual quick kick attack, is it possible to make something entirely different ?
For example since you have fists, knife, hammer and axe( 1 handed melee weapons), how about make a unique shortcut button that would change a quick melee weapon to use. For example pressing F button will change the quick melee attack to knife and if pressing again it would change to fist. Yeah I know a tall order, just saying without knowing the real hassle to do that.
Thanks for the reply.

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Xterra Creator
Xterra

Yeah, that'd be an extreme palaver to do, and a bit too complicated for the mod's gameplay loop. There are hotkeys for each and every weapon (and I mean ALL of them) you can bind in the control options menu; those can be usable as a stop-gap for now.

What I'm thinking of doing is a universal kick that does about the same damage as a punch, would get a boost from berserk packs, and packs knockback-- but *would not* drop the goodies that slot-1 melees drop. I have found myself wanting the option too; the trouble is slotting it into the gameplay loop and working out the code...and dealing with the tedium of implementation.

To explain a bit, the way the grenade toss on altfire works is that each and every weapon has (and HAS to have) a codeblock which has the player toss a frag; the only things changing are the gun sprites that the code calls for (and where the sprites are drawn onscreen for separate frames of the animation, because some guns are bigger than others). I suspect a kick would handle similarly and could be adapted from the grenade code, but I still would have to copy it to all 100 weapons, one-by-one.

It's certainly on the list of things to try, and wholly possible to be a change added to 9.1 alongside the finished monster writeups.

Reply Good karma+2 votes
Nightmarekiller
Nightmarekiller

I understood, I did check on slade that indeed all the weapons have the altfire function for the grenade. Thank for the reply and explanation, looking forward to your update. Happy New Year too !!

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