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  1. The "Ghosts of Doom"* bible
  2.  
  3. *name subject to change
  4.  
  5. _________________________________________________________________________________________________________________________________
  6. TL;DR: Make Doom's combat slightly slower and more survival-oriented without keeping the fun we all know and love from being had.
  7. ---------------------------------------------------------------------------------------------------------------------------------
  8.  
  9.  
  10. Table of contents:
  11.  
  12. 1. General notes
  13.  
  14. 2. Weapons
  15. 2.1 Starting weapons
  16. 2.2 Light
  17. 2.3 Shotguns
  18. 2.4 Rifles
  19. 2.5 Heavy
  20. 2.6 BFG-tier
  21. 2.7 Etc.
  22.  
  23. 3. Items
  24. 3.1 Recovery items
  25. 3.2 Ammo
  26. 3.3 Powerups
  27. 3.4 Keys
  28.  
  29. 4. Monsters
  30.  
  31. 5. Mechanics
  32.  
  33. 6. Credits (treat as a bibliography list of sorts)
  34.  
  35. 7. Staff
  36.  
  37.  
  38.  
  39. __________________________________________________________________________________________________________________________________
  40. 1. General notes
  41. __________________________________________________________________________________________________________________________________
  42.  
  43. -Survival horror shooter of sorts. Monsters are threatening and for the most part have strong melee attacks to encourage the player to keep their distance, fewer pickup spawns with slightly increased value and limits on how many weapons you carry at a time.
  44.  
  45. -Semi-reallistic weapon behavior, such as travel time on most projectiles, recoil and limited sprinting depending on weapon.
  46.  
  47. -Glitched monster behavior (monsters using chaotic patterns such as moving/firing faster for some tics or infighting out of nowhere) or deconstructed visuals as though as monsters didn't successfully materialize (former humans without skin, imps with melting bodies that throw balls of goo at you, pinkies with malformed legs that can only lunge at you instead of walking). (doesn't seem too easily done, but would be nice)
  48.  
  49. -Some walls seem to shift every once in a while and sectors may randomly deal a tiny amount of damage occasionally. (both are pointless but could add to the alien and wrong feel of the mod)
  50.  
  51. Backstory: "The teleportation experiments went horribly wrong and you're trapped in an equally bad parallel dimension. At least your gun and knife work fine, because you're going to REALLY need them here..."
  52.  
  53.  
  54. __________________________________________________________________________________________________________________________________
  55. 2. Weapons
  56. __________________________________________________________________________________________________________________________________
  57.  
  58. 2.1 Starting weapons (can't be dropped)
  59.  
  60. FlynnTec Mk. IV combat blade: When you need an immediate response to something that just appeared in front of you, reach for this.
  61. One press to the melee button equals a deadly stab that leaves whatever it hit bleeding.
  62. Two quick presses equal a stab and a slash. Further button mashing will result in further slashing.
  63.  
  64. UAC EMP-02 A1: Trusty sidearm that hits hard (read: useful when anything past a pinky shows up) and doesn't run out of ammo thanks to what might as well be called space magic.
  65. Primary fire: Fires an accurate and very fast plasma bolt.
  66. Secondary fire: Temporarily loosens the gaussian focuser in its barrel to allow a short-ranged, shotgun-like blast. Causes the gun to overheat for a brief moment, forcing its use to be halted for a second.
  67. Upgrades: Infinite ammo should be enough, but you can find upgrade packs for it close to ammo crates. The first upgrade lets it shoot in a two round burst (both in primary and secondary fire), the second upgrade improves its cooling mechanism significantly and the third is a carbine kit, making it into a pretty good medium-range precision weapon.
  68.  
  69.  
  70. 2.2 Light (chance to spawn in chainsaw spawns)
  71.  
  72. UAC A-EMP-04: Essentially a machine pistol version of the EMP-02 A1, but considerably less damaging and much faster and innacurate. Overheats quickly, and must be vented manually.
  73. Primary fire: Fires a weak plasma bolt quite quickly.
  74. Secondary fire: Fires stronger plasma bolts at a slower pace.
  75. Capacity: Overheats after 28 rounds fired in quick succession.
  76. Ammo: N/A, infinite ammo but overheats.
  77.  
  78. KC OC-74/7: The bullpup and rapid fire version of the AVK-74 assault rifle, designed specifically to ditch the need to field personnel with a weapon that uses ammunition different than their assault rifle's and to increase their survivability considerably. Somehwat accurate thanks to its bullpup layout and tuned gas piston.
  79. Primary fire: Fires at a rather high ROF. Low-medium damage per round.
  80. Secondary fire: Fires an extremely quick four round burst.
  81. Capacity: 20 rounds
  82. Ammo: Rifle bullets
  83.  
  84. Boss Q1-D2M nailgun: While originally a tool to bust rocks and jammed doors open, this lightweight nailgun proved to be a great makeshift weapon as well. Fire a nail and then detonate it, preferably from a distance, to see why.
  85. Primary fire: Launches a nail that sticks to monsters and your surroundings. Somewhat innacurate and slow.
  86. Secondary fire: Detonate all launched nails.
  87. Capacity: 6 rounds
  88. Ammo: Nails
  89.  
  90. 2.3 Shotguns (chance to spawn in shotgun spanws)
  91.  
  92. UAC TBS-12A3: Your best buddy when it comes to CQB. Reliable and maneuverable thanks to its bullpup layout, but slightly difficult to control thanks to it - that aside, it's just your usual pump-action shotgun.
  93. Primary fire: It goes boom, but is rather innacurate.
  94. Secondary fire: Switches the smart choke on or off. While active, your primary fire becomes far more accurate at the cost of heavier recoil.
  95. Ammo: 12 gauge shotshells
  96.  
  97. Chapper Arms Triple Crown: No one is too sure why you'd ever try using a hunting shotgun in actual combat, but this 12 gauge triple barreled monster is about as strong as a rocket exploding in your face if all of its barrels are fired at once, both for your foe and for your shoulder.
  98. Primary fire: Fires one barrel, high recoil.
  99. Secondary fire: Fires all barrels at once, extreme recoil.
  100. Capacity: 3 rounds
  101. Ammo: 12 gauge shotshells
  102.  
  103. FlynnTec M-ASG12B: Sometimes you just need a little more gun, so a magazine-fed auto shotgun certainly was bound to make an appearance...even if it's quite rare to come across.
  104. Primary fire: Dumps a shitload of shells down range quickly, as expected.
  105. Secondary fire: N/A for the time.
  106. Capacity: 16 rounds
  107. Ammo: 10 gauge shotshells
  108.  
  109.  
  110. 2.4 Rifles (chance to spawn in super shotgun spawns)
  111.  
  112. KC AVK-74: Proper neo-Russian steel. No frills but so strong you can leave it sitting around a toxic waste vat for decades without losing any reliability at all, even if that means holding it will give you space AIDS.
  113. Primary fire: Overall strong damage at a slightly slow ROF.
  114. Secondary fire: N/A for the time.
  115. Capacity: 30 rounds
  116. Ammo: Rifle bullets
  117.  
  118. UAC HBR-65A2: Rumor has it this was designed as a designated marksman rifle, though it's quite obvious this was developed to just be a rather compact and powerful battle rifle. Will drop things quick and efficiently, but its ammo is rather rare.
  119. Primary fire: Fires one round per trigger pull.
  120. Secondary fire: Switches fire mode from semi-auto to 2 round burst.
  121. Capacity: 24 rounds
  122. Ammo: Heavy bullets
  123.  
  124. Drilling: Another hunting weapon with three barrels, but with a different take on it: its upper two barrels hold two rifle bullets, while the one on the bottom holds a 10 gauge shotshell. Perfect for that one FUCKING occasion where you need two bullets and one shell.
  125. Primary fire: Fires each rifle barrel.
  126. Secondary fire: Fires the shotgun barrel.
  127. Capacity: 2 rifle bullets, 1 10ga shotshell
  128. Ammo: Rifle bullets/10ga shotshell
  129.  
  130. Bolt-action rifle: A less sophisticated weapon from a much less advanced age. Great damage per shot, but has a very slow rate of fire and must be fed round by round.
  131. Primary fire: Fires a very strong shot.
  132. Secondary fire: N/A for the time.
  133. Capacity: 50 rounds
  134. Ammo: Heavy bullets
  135.  
  136.  
  137. 2.5 Heavy (chance to spawn in chaingun/plasma rifle spawns)
  138.  
  139. UAC HMG-09 A6: For those times where you just need a LOT of gun. Low rate of fire with strong damage.
  140. Primary fire: Fires slowly with heavy recoil and damage.
  141. Secondary fire: Deploys bipod, rooting you to the ground and making you lay prone. Less recoil and faster rate of fire.
  142. Capacity: 60
  143. Ammo: Heavy bullets
  144.  
  145.  
  146. UAC AMR-01S: And for those times where you need to reach out and touch someone with 250 grams of HE.
  147. Primary fire: Fires a single, EXTREMELY damaging shot and if fired standing up deals some damage (5-10 HP?).
  148. Secondary fire: Toggles zoom on/off.
  149. Capacity: 1
  150. Ammo: Super-heavy rounds
  151.  
  152. FlynnTec MGR-6/40: Six-shot revolving grenade launcher. Good for saturating areas with ordnance.
  153. Primary fire: Fires an arcing projectile that bounces off walls up to four times before exploding strongly.
  154. Secondary: Toggle different grenade types (HE, incendiary, cryo, flechette)
  155. Capacity: 6 rounds
  156. Ammo: Grenades
  157.  
  158.  
  159. 2.6 BFG-tier (chance to spawn in BFG spawns, duh)
  160.  
  161. THI Graviton Beam Emitter: Don't let its tiny size fool you - this Derringer-sized handgun manipulates barely understood particles using even less understood technology to create a beam capable of splitting kilometers worth of concrete in its fully powered state. Too bad you lack the appropriate firmware to run it. Still, nothing will stand in your way with this.
  162. Primary fire: BZZZZZZZZZZT-BOOOOOOOOOOOOOOOOM
  163. Secondary fire: Polishes its HUD a bit. Gotta look snazzy when you're fighting silicon creatures.
  164. Capacity: 1
  165. Ammo: Antimatter canister
  166.  
  167. UAC MNG-300E1: Just find a place to mount it and lets its four barrels sing the anthem of death. Requires some plasma cells to power its electric engine as well (drains directly from cell ammo pool).
  168. Primary fire: Hold down to spin the barrels and fire them. Deals heavy damage really quickly and eats through your heavy bullets like popcorn.
  169. Secondary fire: N/A at the moment.
  170. Capacity: 125 rounds
  171. Ammo: Heavy bullets + plasma cells
  172.  
  173. FlynnTec Mk.6 Chaingun: Might as well be called a full-auto AMR, but this is THE BFG of the arsenal - chainsaw gripped death coming through!
  174. Primary fire: Fires explosive rounds that deal massive direct and splash damage at a slow but quick enough rate of fire.
  175. Secondary fire: Deploys tripod for more controlled shooting.
  176. Capacity: 100 rounds
  177. Ammo: Super heavy rounds + plasma cells
  178.  
  179.  
  180. 2.7 Etc. (spawns close to backpacks)
  181.  
  182. *Plasma Welding Tool
  183. Welds stuff. Can also weld people's faces. You can also set stuff ablaze with the secondary firing mode. Uses Plasma Cells (generic).
  184.  
  185. *Plasma Railbow
  186. (will be written)
  187.  
  188. *Forcegun
  189. It's basically a PEPS (from DX:HR). Secondary fire makes everything in close proximity of you explode. Uses Plasma Cells (generic).
  190.  
  191. *Obligatory Laser Beam (temporary name)
  192. Self-explanatory. Uses Ion Battery (rare).
  193.  
  194.  
  195.  
  196. __________________________________________________________________________________________________________________________________
  197. 3. Items
  198. __________________________________________________________________________________________________________________________________
  199.  
  200.  
  201. 3.1 Recovery items/armor
  202.  
  203. -Soul tonic : Little vials full of what can be described as tonic water from beyond. + two health when collected.
  204.  
  205. -Armor scrap: Strange pieces of shredded and corroded bronze armor that glue to your body or patch up any worn damaged armor. + 5 armor when collected.
  206.  
  207. -Medigel can (replaces stimpack and occasionally medikit): UAC-made concoction full of morphine, anti-coagulants and healing nanobots that you carry on yourself and use as needed. You start the game with one and can carry 5. + 20 health when used, if you get under 25 health one will be automatically administered.
  208.  
  209. -Blood sac (rarely replaces medikit): A sessile animal from beyond that explodes into a floating healing orb if damaged. Innofensive in every sense of the word.+ 50 health if the healing orb is picked up.
  210.  
  211. -Greater soul tonic (replaces berserk): Just a bigger, better version of the soul tonic that instantly brings your health up to 100 when touched.
  212.  
  213. -UAC security armor (replaces green armor): Comfy and cozy inside to keep you warm in Mars, tough enough outside to shrug off a beating and with some pouches to store goodies you may find. + 100 armor that absorbs 2/4 of all damage, chance to come with 2 medigel cans.
  214.  
  215. -Black iron cuirass (replaces blue armor): Wearing this feels wrong. + 200 armor that absorbs 3/4 of all damage.
  216.  
  217. -Ammo crate (replaces backpack): Full of goodies to the brim. Weapon crates might spawn around it as well.
  218.  
  219. 3.2 Ammo
  220.  
  221. WIP
  222.  
  223. 3.3 Powerups
  224.  
  225. -Rune of protection (replaces radsuit): You feel warded by a greater force. All incoming damage is reduced to only 1/4 of its actual damage.
  226.  
  227. -Still-beating heart (replaces soulsphere): Touching it feels like a sin. Instantly maxes your health out to 200 when collected.
  228.  
  229. -Heart of infamy (replaces megasphere): Forgotten chants fill your mind and you feel stronger. Maxes out both health and armor to 200 and briefly plays whispering after being collected.
  230.  
  231. -Phase amulet (replaces blursphere): You feel exeunted from this dimension. Renders you invisible and immune to kinetic attacks for thirty three seconds.
  232.  
  233. -Lichtghast (replaces infrared): A floating ethereal creature that boosts your sight for a long time. You see better in the dark and your weapons (aside if shotguns) become more accurate.
  234.  
  235. -Ancient tome (replaces computer map): Its sallow pages speak of secrets about the area they are found in, and offer comforting reassurance that you are not alone. Gives you full map and a will-o'-wisp companion that shoots damaging fire at monsters.
  236.  
  237. -The crucible (replaces invulnerability): The silent and unrelenting fury of the Hellwalker courses through your veins and fills your core with the most cruel and hateful grudge you have ever had, transforming you into His avatar. Monsters flee from you and attack less frequently, you are invulnerable to all damage, run faster and have the fully powered crucible in your hands. Rip and tear, until it is done.
  238.  
  239. Primary fire delivers a devastating blow strong enough to divide mountains, while secondary fire sends out three fast travelling waves of unrefined hellish energy that effortlessly destroy anything in your path. Your quick melee button will glory kill monsters, causing them to drop health, armor and ammo tokens.
  240.  
  241. Lasts for thirty seconds but each killed monster of demonic nature may add two seconds to the counter.
  242.  
  243.  
  244. 3.4 Keys
  245.  
  246. -UAC standard credentials: Color coded for your convenience, and in the shape of keycards for ease of carry. You know what these do, don't you?
  247.  
  248. -Ancient keys: Strange keys that don't even need to be put in locks to be used. Stranger however is the fact UAC doors occasionally must be unlocked with these...
  249.  
  250.  
  251. __________________________________________________________________________________________________________________________________
  252. 4. Monsters
  253. __________________________________________________________________________________________________________________________________
  254.  
  255.  
  256. -The braindead (replaces zombieman): Shambles about, makes a lot of noise and will eat your brain if given the chance. Has a civilian and guard variant, the latter carrying a weak version of your sidearm that it can barely shoot in your direction.
  257.  
  258. -Corrupted UAC marines (replaces sergeant): A soldier like you that snapped and happens to still know how to aim and shoot for the most part. Beware of their tendency to string a seemingly endless number of spiked punches if you get up close and personal. Comes in rifle, PDW and plasma railgun variants. Drops small ammo pickups for rifle bullets and cells respectively.
  259.  
  260. -Flesh horror (replaces imp): Its figure is vaguely human but its ability to spit globs of acid that eat through your armor in no time and almost tumorous appearance make it clear it is anything but. Occasionally explodes into acid if shot with hot projectiles, and vomits in your face if you get too close.
  261.  
  262. -Corrupted UAC commando (replaces chaingun guy): He's the boy and he's packin' eighty pounds of heavenly joy in the form of a minigun loaded with HE rounds. He'll literally kick your ass into oblivion if you get too close. Always drops two small heavy bullet pickups and has a chance to drop a backpack along with his gun.
  263.  
  264. -Limpy (replaces demon): A malformed fleshy creature with a septic tank for a mouth and razor sharp spikes for teeth, quite eager to sink them into your tender human flesh. Good thing it's mostly confined to a sluggish movement speed until you get too close to each other.
  265.  
  266. -Wraith (replaces specter): A malevolent soul who likes to dish it out but can't take it. Lacks a melee attack but moves away from you only to throw small energy spheres at your face until you get out of its sight or send it back to limbo. With bullets.
  267.  
  268. -Corrupted UAC exo trooper (replaces hell knight): Extremely agile and cocky dudes who are clearly compensating for something with their reinforced exoskeletons. Comes in plasma and chainfist flavors, both always dropping medium cell pickups or five armor shards.
  269.  
  270. -Malfunctioning drone (replaces lost soul): Tiny little ancient robots with tiny little ancient guns that annoy the shit out of you, but don't much else aside of charging head first into you and exploding. They still don't do much damage then, but considering how they usually aren't alone...
  271.  
  272. -Flesh guardian (replaces baron of hell): A seemingly slow and lumbering creature covered by robes made of its own excess skin that runs quite quickly with its goat legs and has a large shield growing out of its left forearm. Its right hand has what might as well be called an organic grenade launcher that shoots explosive globs of red fluid. Getting to close will result in a shield bash that knocks you back QUITE A BIT and makes you drop whatever equipped weapon you have selected at the moment, with a chance of actually destroying it.
  273.  
  274. -Ceptilonoid (replaces cacodemon): It's best to just compare this thing to a flying squid, if squids had barbed tentacles and flinged about ten spikes in your general direction. Getting close to it is ill-advisable unless you like the sweet embrace of an iron maiden.
  275.  
  276. -Blot (replaces pain elemental): If you ever thought a shadow was harmless, the blot will prove you wrong. Nothing more than a ball of darkness with many red eyes that stare everywhere and nowhere, it will relentlessly chase you down and attempt to deal contact damage. Bullets will banish it just fine but hot projectiles make it evaporate quicker. Drops a random ammo or health pickup upon death.
  277.  
  278. -Flesh tank (replaces mancubus): Starfish can be scary too. This four-armed construct can barely walk but why would it need to, when it has a magic turret glued to its back?
  279.  
  280. -Silent Shell shock troopers (replaces revenant): Their white and black armored suits should be a dead give away that they don't belong even in this dimension. They come in close quarters (shield and mace) and riot control (automatic spike shotgun) variants. They don't drop anything of use to you thanks to their alien nature.
  281.  
  282. -Shalravo (replaces arachnotron): These spideresque hybrid horrors have a knack for modifying themselves with whatever they can find - the latest fad being grafting magic weapons to their bodies. Beware of the spiked explosive pod they hurl at you.
  283.  
  284. - Silent Shell soulweaver (replaces archvile): A soldier from another dimension, lured into an artificial body and contractually bound to destroy anyone who tries accessing this dimension without proper authorization. They deal damage by generating spiritual bolts that home in on you or by firing a rather powerful shotgun when you get close enough. Drops nothing like the shock troopers.
  285.  
  286. -(placeholder for cyberdemon)
  287.  
  288. -(placeholder for spider mastermind)
  289.  
  290. -(placeholder for wolf ss)
  291.  
  292. __________________________________________________________________________________________________________________________________
  293. 5. Mechanics
  294. __________________________________________________________________________________________________________________________________
  295.  
  296. -You can only carry three weapons at any given time, aside of your starting weapons.
  297.  
  298. -All item spawns in the game have a chance of containing their replacement (stimpack -> medigel can), decoration (stimpack -> used medigel can, piece of gore) or nothing at all.
  299.  
  300. -Player can pick up all the ammo he needs for weapons not currently held as well.
  301. __________________________________________________________________________________________________________________________________
  302. 6. Credits
  303. __________________________________________________________________________________________________________________________________
  304.  
  305.  
  306. __________________________________________________________________________________________________________________________________
  307. 7. Staff
  308. __________________________________________________________________________________________________________________________________
  309.  
  310. Deii: P much the dude who decided to make this a thing
  311. Badger: Assistance with general ideas, came up with concepts for most guns.
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