A Star Wars/Dark Forces themed gameplay mod for GZDoom. Taking elements from both Star Wars cannon and legends. Replaces all weapons, enemies and items with Star Wars themed assets. Gameplay is changed quite a lot, but attempts to keep some of the balance of Doom. Most projectiles are 3d models of Star Wars blaster effects. Infighting is also rare and usually only happens between imperials, aliens and bounty hunters (they won't attack their own team). The Icon of Sin is also replaced with a more traditional boss enemy, Emperor Palpatine. You can play as Kyle Katarn or Mara Jade and find lightsabers and unlock force powers, or you can start off as a Jedi. You can also go without the force and play as a rebel trooper or smuggler, each with their own starting weapons, or even go adventurous as the Mandalorian armed with a wrist launcher that boasts several different abilities.

Description

A Star Wars themed gameplay mod for GZDoom. Replaces all weapons, enemies and items with Star Wars themed assets. Game-play is changed quite a lot, but attempts to keep some of the balance of Doom. Most projectiles are 3d models of Star Wars blaster effects. Infighting is also rare and usually only happens between imperials, aliens and bounty hunters (they won't attack their own team). The Icon of Sin is also replaced with a more traditional boss enemy, Emperor Palpatine. You can play as Kyle Katarn or Mara Jade and find lightsabers and unlock force powers, or you can start off as a Jedi. You can also go without the force and play as a rebel trooper or smuggler, each with their own starting weapons, or even go adventurous as the Mandalorian armed with a wrist launcher that boasts several different abilities.

Preview
Xim's Star Wars Doom v2.9.2
Post comment Comments
Ximmerman Author
Ximmerman - - 157 comments

Small update, this one is thanks to JMartinez2098

- Fixed brightmaps on monsters with any full bright
- Re-did Darth Vader's melee attack brightmaps since they didn't align properly with his sprites.
- Re-did one of the Spider Drone's brightmaps
- Added brightmaps for monsters that needed them

Reply Good karma+2 votes
ChozoGhost89
ChozoGhost89 - - 53 comments

So I've run into a bug that pretty much makes maps like Tricks and Traps impossible: The RadSuit and Invulnerability pickups don't actually protect you. I was still taking damage from environmental hazards with the Radsuit and got absolutely melted by a room full of Phase II Dark Troopers even with the Invulnerability. Any ideas?

Reply Good karma Bad karma+1 vote
Ximmerman Author
Ximmerman - - 157 comments

That's strange, they were working fine before. I've never noticed that bug in the past, I'll have to look into it

EDIT: Yeah the items work fine for me. Did you make sure to actually activate them? They don't activate automatically. If you did and you're getting the screen effect but still taking damage then maybe something else is conflicting with it. Any other mods you're running with it?

Reply Good karma+2 votes
Ximmerman Author
Ximmerman - - 157 comments

Updated to fix saber clash sound and I also removed the cross-hairs while you're using the scope.

Just FYI, I haven't been working on this mod much for a while. Been busy with other stuff and I'm more in the mood to work on my other projects at this time. Now I'm not going to abandon the mod or anything, but I think I might have 'done enough' on it so far. The mod's already got a huge amount of weapons and enemies in it so I really don't want to add any more. At this point any updates will be polishing things up rather then adding anything and it might be far and few, but we'll see.

Reply Good karma+3 votes
Ximmerman Author
Ximmerman - - 157 comments

Might as well mention that I actually have been working on the mod again. I don't think it's ready for a release yet. Oddly enough, I actually went back on what I said and ended up adding new stuff, but it's more in the name of balance and emphasizing the features of the mod. But mostly I've been working on adding QOL features, user options and gameplay balance. The next release will be a new upload.

Reply Good karma+1 vote
Kaos622
Kaos622 - - 2 comments

I noticed I can't force push objects and poison clouds, but can force pull all these things, why? Any way to make them all pushable?

edit: A cool idea I just thought of, what if you made poison clouds flammable? Throw a poison grenade then use a flammable weapon such as fire grenades or oppressor on the cloud before it disappears to create huge explosion with large radius. I figure it be a fun combo to use and make grenades more useful while adding variety too it. Not a necessary feature but adding weapon combos for effective results be cool to see.

Reply Good karma Bad karma+1 vote
Ximmerman Author
Ximmerman - - 157 comments

I'll see about making the poison gas burnable, cool idea though. Next version will have force push work on the same things pull does.

Reply Good karma+1 vote
DOOMMARINE117
DOOMMARINE117 - - 552 comments

anymore future updates?

Reply Good karma Bad karma+1 vote
Ximmerman Author
Ximmerman - - 157 comments

Indeed. There will be an update in the near future.

Reply Good karma+1 vote
KyleRendar
KyleRendar - - 17 comments

Any "Addon pack" I use breaks the game? I get "Script error" when trying to use any of them. I just updated to GZDoom 4.10.0. Is there something I'm missing?

Reply Good karma Bad karma+1 vote
Ximmerman Author
Ximmerman - - 157 comments

What is your load order? Is it the add-ons that come with the mod or is it the extra download ones? Or is it actually all of them?

Reply Good karma+1 vote
SkeletronMK666
SkeletronMK666 - - 83 comments

you should totaly make this zandronum compatable and make a deathmatch focused version.

Reply Good karma Bad karma+1 vote
Ximmerman Author
Ximmerman - - 157 comments

No can do. This mod requires a lot of GZDoom features. It would have to be a completely new mod. Zandronum and GZDoom are pretty much different engines at this point.

Reply Good karma+1 vote
SkeletronMK666
SkeletronMK666 - - 83 comments

could i edit your mod and take weapons form it to make a deathmatch mod in the future? I'd completely reprogram the weapons form scratch!

Reply Good karma Bad karma+1 vote
Ximmerman Author
Ximmerman - - 157 comments

Sure! It looks like you've made a few deathmatch mods already so I guess the project would be in good hands. Just make sure you include the credits.

And yes, probably best to code the weapons from scratch too, or else you'll be 'scratching your head' trying to get my code to work in Zandro :P

Reply Good karma+1 vote
Its_That_Guy
Its_That_Guy - - 33 comments

Just so everyone knows, this is the last version that works with the Nintendo Switch's Gzdoom homebrew.

Reply Good karma Bad karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: