This mod REQUIRES GZDoom 3.6 or later. 4.1+ is recommended. This is a gameplay mod for DOOM II, Final DOOM, and FreeDOOM that aims to adapt the mechanics and weapons of the Ratchet & Clank series into GZDoom. There are a total of 27 weapons that can all be leveled up through the acquisition of XP, with all but the Omniwrench transforming at V5. Maximum health can be increased in the same fashion, reaching a maximum of 400. You'll be facing off against an extended bestiary with more complex behaviors than your standard DOOM monsters. Fortunately, hitscan is more or less absent from the mod. Player agility has been enhanced with faster speed, double jumping, and gliding. The package contains modified versions of gleasspty's weapon wheel and Sgt_Mark_IV's Bolognese gore mod. Lastly, you'll find two playable maps inside the main pk3: a tutorial map to get players used to the new mechanics and the hub map for the Annihilation Nation arena.
This is an update to the gameplay portion of the mod. Minor alterations have been made to maps, namely the introduction of some scripts that will be necessary for 1.2 onward. No further gameplay additions will be made from this point on. All future updates will include new maps, bug fixes, sound and graphics updates, and some requested compatibility patches. Note that patch requests are not something I can guarantee, but I am open to any and all you may have.
REQUIRES GZDoom 4.0 or later. I forgot to note this in the mod documentation. The inventory-based gadgets use the UNCLEARABLE flag to ensure they don't get removed from the player's inventory. This is new to 4.1.3.
See the changelog below for details. Here's the quick and dirty version, as well as things that didn't happen.
Seven gadgets have been added to the mod: Holoshield, Thruster Pack, Warp Pad, Armor Magnetizer, Hypnomatic, Levitator, and Groovitron. These gadgets are used to help stagger out the acquisition of weapons.
A few new options have been added including the ability to disable XP, fill unequipped weapons with ammo capsules, and toggle some fancy new smoke and fire effects.
The weapon wheel now displays the current level and damage of each weapon.
Placeholder maps have been added to Annihilation Nation, so you can listen to the soundtrack (most of it anyway). Music credit goes to composer David Bergeaud and Insomniac Games.
Besides all that, it's mostly minor tweaks.
Now, onto what didn't make the cut.
I've had a few suggest updating the weapon sprites to be more in line with the source material. I tried getting some decent rips, but it just did not work out. It's a possible change later down the line when I can actually do it, but for now, they remain mostly unchanged.
I also tossed around the idea of a couple more gadgets with some friends, namely the Charge Boots and Hydro Pack. The first was too similar to the Thruster Pack, and the second was way too situational.
With that out of the way, here's the full log for those who want the gorey details.
-Thruster Pack: Allows player to dodge/dash.
-Levitator: Allows player to hover for a short time.
-Hypnomatic: Forces non-boss monsters, except Archviles, to become friendly.
-Warp Pad: Portable teleporter.
-Holoshield: Portable reflective barrier.
-Armor Magnetizer: Increases XP bauble pickup range.
-Groovitron: Holds monsters in place by forcing them to dance, then explodes.
-Fire/Flame Serpents (Arena-exclusive monster)
-Hell Hound (Arena-exclusive monster carrying keys in Map02)
-Nightmare Lurker (Arena-exclusive monster carrying keys in Map09)
-Mk II and III Cybarons (Arena-exclusive monsters in Map08 and Map10)
-Mk II Stone Cacodemon and Viscount of Hell (Arena-exclusive monster in Map10)
Note: Due to the fact the maps aren't done yet, the new monsters aren't accessible.
-Reduced the hitbox sizes for several projectiles.
-Some lobbed weapons fire at an elevated angle.
-Blitz Gun and Blitz Cannon have new sounds.
-Severeal weapons have added recoil.
-It now takes five G-boxes to acquire every weapon of a given slot. The second and fourth box collected give a gadget and slot-specific "dud token". The tokens do nothing but ensure the boxes progress to the next item in their set.
-Many explosive weapons have seen a reduction in their death sound attenuation.
-Reduced the speed of Decimator rockets so they're less likely to be caught between walls.
-Added crosshairs with slight position offsets to account for aim offsets of the respective weapons.
-Gravity Mines and Singularities now use seeker missile properties to track nearby targets.
-Added SilentZora's rocket FX to player and monster explosions. These can be turned off in the Mod Menu.
-Adjusted the Weapon.AmmoGive values to ensure all weapons begin with full ammo when collected.
-Muzzle flares have been added to the Lava and Liquid Nitrogen Guns.
-Changed the Bomb Glove's impact damage into small splash damage to hopefully make it more reliable.
-Hologuise now includes a partial invisibility powerup.
-"This weapon doesn't use ammo" and "This weapon is full" messages no longer display.
-The option to always pick up ammo is now available. When enabled, unequipped weapons will be filled. If all weapons are full, the ammo capsule is wasted.
-Greatly reduced the Poison Soul's damage.
-Cloned the Archvile for use in Map07. This clone cannot respawn.
-Cyberdemons, Spiderdemons, and arena-exclusive monsters do not respawn.
-Added more G-boxes to VR Training's weapon demo to account for the gadgets and dud tokens.
-Changed "Soul Train" to "Get The Shaft".
-Corrected texture errors and added a few details in the Contender's Lobby.
-Placeholder maps for Annihilation Nation have been added. It is now possible to travel between maps.
-Changed "Burn Baby Burn" to "Hotstepper".
-Reduced the volume of white noise emitted by lamps from 1.0 to 0.25.
-Ensured movement scripts work as intended while underwater. Essentially, this amounts to not being able to double jump or use the Helipack or Levitator while swimming.
-Added an option to disable XP.
-Ammo pickups now give the name of the weapon being filled.
-Added a persistent inventory bar to show when the Holoshield, Warp Pad, Hypnomatic, and Groovitron are available.
-Fullscreen HUD forces scaling.
-Added version and damage displays to the Weapon Wheel.
-Rearranged the Mod Menu to make it a bit easier to navigate.
-Placed different message types on different HUD layers so they don't override each other.
-An air meter now appears when underwater.
-If opening the weapon wheel was set to hold and cursor mode was in use, the cursor could only move up or down. Solution: Change the key combo for opening the weapon wheel from strafe+moveup to just user2.
-Decoys didn't always alert monsters. Solution: Gave them a non-zero radius and height and added the SHOOTABLE flag.
-The Map-O-Matic triggered the autosave regardless of the autosave setting. Solution: Remove the initial call to the Autosave script.