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!
This one hurts a bit to post, I'm not gonna lie.
9.2 is still indeed in the works, that's not changing; however, I've run into a setback, though unintentional, of my own making.
Basically, somehow, some way, my Doom folder got moved into a temporary folder I was using to house some Tabletop Simulator assets I was creating. I was done with those assets, so I did my usual thing and shift-deleted the folder. Ouch, there goes my entire Doom collection...but I can recover it, right? So I try that. I botch the process, and lose the latest WIP of ZX 9.2. I had a backup on my laptop...which has gone on the fritz, lovely...but I've gotten most everything back. Mostly.
See, the trouble is that the backup was *five months old*, and I'd made some significant changes to the mod in the intervening time (coupled with the shift to a new, desktop-based rig generously donated by two very, VERY good friends), including various remastered sounds, converting the technician's Ion Rifle to run on static charge instead, and introducing quick-melee on every weapon.
That's all gone. I've lost five months' work, and I've got to piece it all back together. It's not a matter of if I CAN-- because I certainly can, nothing was irreplaceable. It's just...disheartening to lose all that, especially because of a dumb mistake I had no idea I committed until it was too late.
Sorry, folks-- ZX 9.2 won't be coming out this year. I never assign myself hard deadlines on this stuff; I do hope to recover to where I was before and release 9.2 sometime around midway next year.
With this, I'm going to modify the update plan, too-- 9.2 will basically be a "spit and polish" release, 9.3 will have the new weapons and some A/V improvements, and finally 9.4-- how fitting, I was born in '94-- will be (presumably) the final major content update by way of bringing in more monsters to the proceedings, and finally have the monster blurbs in the menu, rounding out the game info available just a menu or two away.
To tell you the truth, the monster blurbs for the Game Info menu were the main obstacle to releasing 9.2 as just a little tide-over "mild" update...but in my infinite dumbassery I got ahead of myself. Look where that got me.
Oh well...I'll fix it. Eventually. I need to be more incremental about this stuff, like I swore I'd be.
(EDIT 10/15/23) Oh, and the final weapon count, when I pull everything together, will be 112, not 111-- I came up with another Classy Bastards weapon concept and matching class.
Yes, to everyone's shock and amazement, I'm working on 9.2. It's slow going.
Bit of a change of plan, folks-- 9.1 is also dropping w/o the writeups, but for good reason.
ZX 9.0 is live, baby, live. It doesn't have everything I wanted to put in, but it's still solid, hopefully.
QuakeStyle v9.1, full release, featuring fixes aplenty.
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 version 8.2, featuring updates to weapons and quality-of-life fixes.
QuakeStyle ZX v8.1, full version. Featuring Even More Content!™
QuakeStyle ZX, version 8.0. Featuring tons of new stuff and loads of bugfixes.
7.3 is now live! Download now! PLEASE READ THE DOCUMENTATION! GZDOOM v3.6+ REQUIRED!
This reminds me of conker live and reloaded's class system like grunt, thermophile and demolisher
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.
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 ?
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?
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
Let's see, I was using the Whispers Of Satan megawad in map29 "Heated Trauma"
I've got that one handy, so I'll have a look.
Happy New Year !!!
I just discovered the the EMG Rifle still shoots even if the ammo is depleted
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.
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 ?
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.
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!
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.
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.
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 !!