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Say, do you have any Mappacks or Megawads you want to recommend with this Gameplay Conversion Mod, just in case

Can anyone explain to me what are things like Speed Booster or High Beams or Afterburner or Blueshift does and how to use them? I have no idea and it is really bugging me. 

Speed Booster: Berserk replacement. Bolsters your fists. Also bolsters your driving (hold sprint + forward).

High Beams: Infrared replacement. Boosts your headlights (custom bind).

Afterburner / Blueshift: Bound to reload/zoom by default. Go fast.

Was this recently updated?

I saw it on the feed page.

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Yup. Minor bugfixes and text edits. Small QoL changes not worth making a big update post about (among them being the voodoo doll low-health spark disconnect and the pointer errors on the Fuse Injector), but enough back-end work that I figured it'd be nice to have as a representative version for any future downloads.

I see.

Even if you're done with Doom, I'll still look forward for any projects of yours.

Even today, you still inspire me.

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I'm working on a Mega Man X mod for GZDoom, and I intend to eventually make a Total Conversion of MMX1. Would it be okay if I borrowed gameplay elements from your mod such as the dashing and wall climbing? You'd be given full credit for any aspect borrowed, of course! If you'd rather not, I'll totally understand.

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I would be sincerely flattered. Please go right ahead.

Is there a place where I can see progress as you develop it?

Not as of right now, but I do intend to start posting my progress on Github and maybe Youtube once I have something presentable.

This is actually my very first foray into Doom modding, so I'm learning as I go. My MMX1 TC idea is admittedly way out of my capabilities as of yet, so it's a project I want to get done on the long term. I'm focusing on modding the player character for now.

I have quite a bit of the player sound and visual aspects done, so right now, my goal is to get this part done, and then I'll get to the gameplay part. Only when that's done I'll start thinking about the TC campaign. I do intend to release the standalone gameplay mod though.

Still, if you're curious, I can certainly show you how it's going so far. It's still very barebones with no gameplay alterations whatsoever, but it's still something. I'll send you a .pk3 file if you want to take a look, though I'll only be able to do so tomorrow night.

Thank you so much for allowing me to use your mod as reference! After posting my initial comment, I downloaded it and spent quite a few hours blasting through the Doom 2 campaign. Absurdly fun stuff, can't wait to try it with other mapsets.

Total Conversion by "Mega Man X"? Sounds cool!

I would really play in such a Project! I remember in "MM8BDM" in the Battle with Quint there was an Arena "Opening Stage" from "MMX". If the TC is at the same Level of Quality, it will be absolutely awesome!

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Hey Terminus, have you considered designing your own TC wads to match your characters? It'd be really nice to have one for Booster in particular, since she has such a dynamic moveset that you don't really get to fully explore with most other WADs, and regular Doom enemies don't quite push the limits of her abilities.

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I would very much like to, I'd like to graduate from just making mods and turn things into full games.

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Fuck yeah! I haven't seen your level design, but just looking at what you've been doing with HND and HAB it's obvious you have an eye for the stuff. Whenever you get around to it, I'd be pleased to see it.

Super cool mod with very creative arsenal! I cannot believe I would have missed it had it not been for itch.io's recommendations.

Thank you for playing!

The only issue I have noticed so far is that I get the following error messages upon launch: "AimingCamera 1: Can't find TID 0" "AimingCamera 10: Can't find TID 0" Thankfully, they do not seem to impact the gameplay.

Out of curiosity, is there a way to disable the main menu music? I have made a special music addon made of Mega Man X midi tracks just for this mod, but I have been unable to override the main menu theme; erasing the ogg file will only give me dead silence and the game will not play my custom D_INTRO!

Finally, have you considered making the mod compatible with Heretic? I reckon it would be fun to fight through those levels with HAB's arsenal.

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Oh yeah, and just experienced my first crash with your mod: I was playing Dark Tartarus (thanks for the recommendation, by the way!) and after tasing a Lost Soul, I started slashing at it with the Saber and then, the game crashed. I got the following error message in the console:

VM execution aborted: tried to read from address zero.

Called from Actor.CountInv at gzdoom.pk3:zscript/actors/inventory_util.zs

Called from SaberTaser.StateFunction.2 at HighwayAcceleroidBooster.pk3:zactors/weapons/wep0-sword.zsc, line 849

Called from state SaberTaser.2 in SaberTaser

I am playing your mod with GZDoom 4.4.2 and ContraDoom_MonstersOnly.pk3.

That's partially because of an issue with the Saber not sanitizing tracer inputs. It's something that I need to fix, but I haven't had opportunity to for one reason or another.

WHAT MAP PACKS ARE THESE I WANNA PLAY THIS MOD WITH THEM

They are listed in the video description:

Obstacle Course - Map04
Megaman 8-Bit Deathmatch - GutsDozer
Jumpmaze - map13
RocketJump Xtreme - map06
Jenesis - Map12
BLDSTLP - Map02
Biowar - Map03
Dark Tartarus - Map10
Dark Tartarus - Map20
Lunatic - Map01 (with Rampancy.pk3)
Alienated - Map03
Dark Tartarus - Map13
Equinox - Map09

The link to the jumpmaze thing?