The mod file is up, if there are any issues please contact me via the contact info provided in the readme!

Posted by LudusRegard on Feb 26th, 2017

SUPERDOOM IS OUT NOW, GO TO THE FILES SECTION AND DOWNLOAD THE VERSION BETA 1.0

(old) V1.0

V1.01 HOTFIX: DOWNLOAD NOW!

Since I know not everyone will look at the readme file, here it is:

Instalation

You need to have the latest version of GZDoom (ZDoom is currently incompatible) along with the DOOM II IWAD.

Download that here:

Devbuilds.drdteam.org



Unzip all the content from the sourceport. Put the DOOM II IWAD and SuperDoom_BETA1.pk3 into the sourceport's installation directory.

Now, drag and drop SuperDoom_BETA1.pk3 onto your sourceport executable (gzdoom.exe).

Playing SUPERDOOM is the same process as playing Brutal Doom, if you can't figure out how to install it look up tutorials for installing Brutal Doom or check my youtube channel Ludus Regard 2 (when a tutorial video is uploaded onto my channel, I'll include the link in the next update).

Now, onto playing SUPERDOOM.



REQUIRED GAMEPLAY CHANGE FOR SUPERDOOM

BIND SECONDARY FIRE TO BUTTON OF CHOICE. If it isn't on, the throw mechanic will not work and is an essential part of gameplay (you can't get rid of an empty weapon without it). When GZDoom loads, go to OPTIONS>CUSTOMIZE CONTROLS and bind "secondary fire" to your key/button of choice.



RECOMMENDED GAMEPLAY CHANGES FOR THE OPTIMAL SUPERDOOM EXPERIENCE

TURN ON FREELOOK. If it isn't turned on, the whole z-axis is unusable. When GZDoom loads up, go to OPTIONS>MOUSE OPTIONS>ALWAYS MOUSELOOK "ON"

WHILE YOU ARE AT IT, TURN ON A RETICLE SO YOU CAN AIM. When GZDoom loads up, go to OPTIONS>HUD OPTIONS and then select the reticle and color of your choice.



LET'S TALK ABOUT GAMEPLAY

SUPERDOOM allows you to shoot projectile based guns and have time only move when you do. This means:

⦁ Melee combat

⦁ Automatic Rifle, Pistol, and Shotgun

⦁ Throwable weapons

⦁ A single weapon limit (players only can carry the gun equipped)

⦁ ^Pick up weapons with the "use" key

⦁ SUPERDOOM

⦁ 7 maps made specifically for SUPERDOOM

⦁ SUPERDOOM

THE PART ABOUT KNOWN BUGS

⦁ Occasional oddities with weapon throwing on weapon pickup (I haven't reproduced the bugs enough times to look into it).

⦁ You can't pick up weapons while standing still (Doom requires the player have a velocity over 0 to pick up a gun). I am currently working on a workaround for this so weapons not only don't have to deal with the player moving to pick up weapons but to also add a sprite/text prompt for picking up a gun.

⦁ Slowmotion is stuck "on" when all enemies are dead (this is a non-issue except for when I release the sources for the ACS code, it would pose in issue for compatibillity with any maps other than the 7 currently provided).

⦁ Sounds that start in normal/slow speed will stay in the speed they started at. No fix for this one in sight (at least for me, a guy who is bad at ACS that somehow got this whole thing to work singlehandidly), very minor and hardly noticeable though.

⦁ "The bullets move too fast in slow motion." I set the speeds how they are for balancing reasons. If enough people want I can make an "extra slow" version of SUPERDOOM since it is an easy thing to do.

FUTURE PLANS

⦁ Get the mod to a state where I'd feel it is complete.

⦁ ^Release ACS sources and tutorials on how I did everything (I'm not doing this yet as I will actively be screwing with it until I feel like I can do no better).

⦁ Release a "semi-universal" version that adds slow-motion gameplay to id's DOOM and DOOM II IWADS.

⦁ Rework stuff from SUPERDOOM into a F.E.A.R. style bullet-time that is activated via key (this would be made into a tutorial so other modders can make their own bullet-time functions/weapons/actors).

All other plans that I stated in the first Devlog of SUPERDOOM have been cut due to feasibillity and the fact I have another large project under development that'll be much more polished than this mod could ever be. This mod is more proof-of-concept than anything.