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MetaDoom explained (sort of)

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  1. This is an attempt at explaining MetaDoom stuff, such as mechanics, easter eggs, source of resources and stuff etc.
  2. Don't expected 100% accuracy or anything.
  3.  
  4. ==RANDOM SHIT==
  5. * Mod's logo shows off Doom 1, 2, 3 (BFG lost edition image) and 4
  6. * Background represents first levels or early areas of 1, 2, 64, 3, DRPG, D2RPG 4 and Eternal
  7. * Main theme is a remix based off D4, intermission theme is a E2M3 remaster from Andrew Hulshult and game over theme from ultra nightmare mode is a piano cover of E1M8
  8. * Texts in the TITLEPIC, Quit messages and even game over texts are lines related to/from Doom games, manuals, characters dialogues, lore related shit and even stuff like Repercussions of Evil and a Chex Quest reference (Martian Buddy and SnapMap are referenced, for example)
  9. * Difficulty setting menu uses Doomguy's face in a "Wolfenstein 3D-esque" fashion
  10. * Ultra-Nightmare being the hardest and most unfair setting uses the classic NIGHTMARE font for some text in the GAME OVER and it describes how you died
  11. * Doomguy has voice sounds related to beta Doom 3
  12. * Generally, a lot of thing may have beta Doom 3 sounds, but also assets from games that aren't even id related
  13. * If gibbed, his face literally explodes, using an animation from PSX Doom
  14. * Doomguy has unique player sprites based off a mixed up Doomguy (Noticeable elements from Doom 64 and 2016)(Also, his visor may be based off Doom 2 RPG Java version)
  15. * Female gender option replaces Doomguy with Kira Morgan from D2RPG/Other gender options replaces him with Dr Peters from Doom VFR
  16. * There's optional content like breakable props, secret enemies, optional bosses and some other shit
  17. * There’s some proper Dehacked enemies support, where some enemies from the mod are replaced with the ones from certain mapsets for proper compatability
  18. * Dead marine corpses can have randomized variants based off D64, 3, RPG, 4 and even some cut Doom sprites
  19. * Some gib sprites may come from DRPG
  20. * Sound of doors/crushers crushing bodies may come from Duke Nukem 3D
  21. * Mod normally has a progress based randomization system, but an option makes everything actually randomized: Either for testing, a single map playthrough or to just drop balance
  22. * You also have options for performance based stuff like preventing some monsters from jumping or vanishing blood effects (Or to make gameplay less chaotic)
  23. * Wolfenstein SS have variants staring SNES port soldier, Mac port Officer, Apple stealth Wolfenstein game enemy and Wolfenstein RPG green soldier with RTCW sounds
  24. * Commander Keen has Dangeround Dave, Rescue Rover, Shadow Knights ninja, Catabombs 3D skeleton and a Hovertank 3D citizen
  25. * Keycards have randomized skins based off D64, 3, D2RPG and 4, along with a D4 sound (That one where you take a chip from the dead red armored marines)
  26. * Skullkeys get randomized skins from D64 and D4, along with a D4 sound
  27. * With default keybind being N, there's a codex inspired by 2016, in which info gets filled up with picked up items/guns and killed enemies, along with random lore objects with history about the franchise and sometimes outside of it
  28. * Codex info references ingame lore, text from game manuals, Doom media like the movies (RRTS) and novels (Robotic lost soul, sphere coating someone with a liquid) and even Impse
  29. * “Other” lore codex pick ups are D4 Marineguy dolls (1, 64, 3, 2016) that based off different Doomguys (They even have specific jingles when picked), the Tony Hawk 3 cameo, Hissy, SPISPOPD, Cacowards, Raven Soft, DeHacked, the Doom comic and Daisy’s foot (And their pages have some more references and shit that you can look up because i’m already overexplaining shit here)
  30. * Intermission screen plays a sound from D4 everytime you beat a level and it has a score number tracker
  31. * The score system and 6 treasure items (That spawn next to health/armor bonuses) is based off a cut Doom feature, inspired by Wolf 3D
  32. * Besides the 6 treasure items, there’s also a UAC Credit from DRPG
  33. * Score can also be affected with secrets and kills
  34. * Mod's menu has some hellish runes in the background, possibly Doom 3 related and takes place inside a giant screen based off Doom 1's computer wall textures
  35. * The game-quit and UN message boxes are stylized after those text boxes from the recent Unity ports (The ones with the infamous Bethesda Net pop up in 2019)
  36. * ZDoom marines are acknowledged in this mod, so rail gun AI doomguys are implied to have the Gauss Cannon and Berserker guys do the D3 scream noises
  37. * Theres cheat codes too, one of them makes rooms darker to reference D3 (IMPULSE 2004 in console), while another turns floor/ceiling textures into flat colors to reference SNES Doom (IMPULSE 16)
  38. * There's also a cheat code to make a smoke effect from the Fire Extinguisher last forever (IMPULSE 420) and apparently something to do with the codex but i couldn't reach it
  39. * Kinsie worked on a thing called Consolation Prize where you can play mods in maps from PSX Doom and Doom 64. This led to a special feature in MetaDoom, where Doom 64 items can get "specific" spawn spots for the sake of faithfullness
  40. * John Romero's SIGIL episode gets a unique Evil Eye prop from MetaDoom, with the eye based off Christopher Lovell's artwork for the episode and the symbol being flipped and orange
  41. * If you IDKFA, you get all codex entries and can spawn D64's demonkeys from the inventory
  42. * If your health is low enough, you get a beeping sound from D4
  43. * If you die, Doomguy's hands have a first person animation based off D4
  44. * There's other first person death animations (Getting shocked by Caco's projectiles, burned by fire attacks (Like the one from Behemoth) which even has some Strife influence, getting knocked by an explosion and showing DG's legs and the gib explosion with the PS1 head explostion and head bouncing)
  45. * Throughout updates, versions of the mod had names referencing Doom related characters like some from the novel and D4
  46. * Water splash effects may be Heretic related
  47. * In the player setup, the player's class is "Slayer"
  48. * Intermission screen has sounds like rocket explosion (kills), Wolf 3D treasure pick up (items) and GZDoom secret notifier (secrets)
  49. * Some Doom 2 monsters have "fixed" sprites, probably to fix stuff like Arachnotron's "holes" and a grey thing next to a frame of a Revenant punching (From that one sprite fix mod Decino brought up in his video)
  50. * The "hehee" sound shows up when you do the Impulse cheats (From Skulltag i believe)
  51. * Barrels have D4 exploding sound i think and also (maybe) Smooth Doom sprites
  52. * The Doom 2 cast sequence was replaced with the THE END title sequence from Doom 1 with a sound from Doom 2016's arcade mode (This was because of some weird visual oddities)
  53. * This mod has its own ENDOOM screen, which was a thing in the original DOS version that shows up when you quit the game
  54. * There’s metadata that allows mappers to make maps specifically for this mod, specially with specific spawns for the mod’s content
  55. * Also, exclusive content like D2RPG boxes that can reveal anything if you break them or flames to make use of the Fire Extinguisher
  56. * There’s also options to turn off player footsteps and controll casings on the floor or how blood splatters work/last for long
  57.  
  58. ==WEAPONS==
  59. MetaDoom has a lot of toys to play with. Some of them have designs meant to mix up different designs and elements of certain weapons. Some also have alt fires as a nod to D4 and to make things more interesting. There's also some randomization rules where for you to pick up X, you must get Y first except for the melee weapons for some reason.
  60. >FIST
  61. Has its own keybind as is a simple move that makes enemies drop health pick ups when punched, as in D4 fashion
  62. >1st slot: EGM SIDEARM
  63. * Pistol whose design sort of resembles D3 and 4
  64. * Has infinite ammo and shoots laser instead of bullets
  65. * Alt fire is a lantern, which could resemble D3 BFG edition but it's actually based off D3's duct tape mod
  66. * Menu option turns off intinite ammo, so it uses bullets as ammo, obviously
  67. >2nd slot: COMBAT SHOTGUN
  68. * D64 look but still has a normal reloading animation
  69. * Alt fire is D4's grenade shot, costing 4 shells
  70. >2nd slot: HOLY WATER PISTOL
  71. * From D2RPG
  72. * Main fire deals low damage but makes most foes cry and run like cowards, while instantly killing LS's (Originally, it just stunned them and dealt more damage on LS's and maybe Archies too but less on zombies, but i might be wrong)
  73. * Second alt fire refills your health but wasters more water
  74. * To refill its ammo, just stand on most liquid textured floors (Originally it was filled with water tanks and using toilets i think)
  75. * When you refill with water, you may heard a sound that is RPG related
  76. * Has its own bindable key
  77. >3rd slot: SUPER SHOTGUN
  78. * Has D2's design but with different sprites, animations etc and both fires are the same
  79. * Can show up in Doom 1 sometimes, by replacing Shotty placement
  80. >3rd slot: FIRE EXTINGUISHER
  81. * Doom RPG weapon that can put up Lost Souls, fireball projectiles and even flames/fires from certain props
  82. * Second fire can save you from Archvile's fire attack (I think originally it was mainly used to put up fires blocking paths and deal more damage on LS's and Archies)
  83. * Has its own bindable key
  84. >4th slot: ASSAULT RIFLE
  85. * Doom 3's machine gun, which sort of resembles classic Doom's chaingun, but apparently it fires one tick faster, due to complaints of it sounding weak
  86. * Alt fire is D4's micromissiles, which wastes a lot of ammo
  87. >4th slot: CHAINGUN
  88. * Design mostly represents D64 and 3, but painted blue
  89. * Primary fire is obvious, more damage at the cost of waiting times (I thnk it also uses a beta D3 sound)
  90. * Second fire: D4's turret more, unleashing three barrels to do more damage at the cost of ammo (It also prevents you from walking instead of just walking slowly)
  91. >5th slot: ROCKET LAUNCHER
  92. * Design represents D1, 64 and 3
  93. * Firing sound may be D3 related
  94. * Alt fire is from D4, detonating rockets in mid air that can drop fragments that deal damage (Based off an upgrade for this alt fire in the game)
  95. >5th slot: GRENADE LAUNCHER
  96. * A weapon from D4's multiplayer DLC
  97. * Like a traditional GL, its grenades either bounce around and explode shortly after or explode on impact with enemies
  98. * Second fire is a gas grenade, that drops short lasting gas, that continues to hurt enemies (Or sometimes you)
  99. * Grenade sprites may be Duke Nukem related, while the green cloud is probably from Hexen
  100. >6th slot: PLASMA RIFLE
  101. * Design and sounds represent classic Plasma gun and D3/4 (Could resemble all versions, actually)
  102. * Has no recoil
  103. * The screen on the weapon shows bars being filled when firing, this is so when they're full, you can use the alt fire
  104. * Alt fire is D4's heat wave, which seems to be composed of stronger Plasma balls than a simple Plasma wave
  105. * It also affects your surroundings, although i'm not sure if original heat wave did that or just foes in front of you
  106. >6th slot: LIGHTNING GUN
  107. * D4 multiplayer weapon, whose primary fire is a string of electricity that shocks enemies and wastes a bit more ammo
  108. * Alt fire is borrowed from the Plasma gun in D4, which is a harmless projectile that stuns enemies
  109. >6th slot: Gauss Cannon
  110. * D4 weapon, that is pretty much a Quake Rail Gun, kinda
  111. * Design sort of represents the original BFG9000 or at least early sprites and the toy they used for it
  112. * Primary fire even has that spiral effect from Q2 and Skulltag
  113. * Second fire is just a scope for the sake of balance and maybe a page taken from the Vortex Rifle (Its design still resembles one of the Gauss Cannon's alt fires)
  114. * If you're too close, it can cause splash damage and hurt you
  115. >7th slot: BIG FUCKING GUN 9000
  116. * Design represents D64 and 4
  117. * Uses seperate ammo from Plasma gun (Argent core)
  118. * Main fire may deal a bit more damage than usual and the projectile can damage enemies nearby, as inspired by D3/4
  119. * Second fire is a stream of BFG balls based off an unused BFG fire (It can even bounce on floors/ceilings) but there's no red projectiles
  120. >7th slot: UNMAKER
  121. * Doom 64's hellish weapon whose design also represents the Reaper (D4 multiplayer DLC) and because it's originally names, it's technically nicknamed after a Doom bible weapon
  122. * Like the original, it starts off as an odd cousin of the Plasma rifle, but once you pick up the demonkeys, it fires faster and gets to shoot three projectiles at once
  123. * Said demonkeys can spawn next to BFG/Unmaker spots and in D64 maps (Consolation Prizes), they're where they're supposed to be
  124. * Demonkeys also unlock and upgrade an alt fire, where you charge up 1 to 3 laser beams
  125. >7th slot: SOULCUBE
  126. * Doom 3's magic cube whose design is based off Doom 2's spawn cube
  127. * Once picked up, enemies start dropping "soul essance" and you need at least 10 of those to make the weapon work (May be based off D4's MP mode called Soul Harvest)
  128. * Once you got 10 souls, you can use the Cube to instantly kill one enemy and they'll drop ammo/health/armor like in D4 fashion
  129. * Despite being a BFG replacement, it can replace chainsaw in rare occasions (E2M5, Map 10)
  130. * Has its own bindable key
  131. >8th slot: Chainsaw
  132. * It's design and sounds mostly resemble later designs but it's technically just a yellow chainsaw, so it may not matter that much
  133. * Primary fire is the same, while second is just a strong and slow swing attack
  134. * Press the FIST key and you get an attack that makes enemies drop health goodies
  135. >8th slot: Fire axe
  136. * Doom RPG's axe, which normally had a black head and yellow handle, but who cares
  137. * Primary/second fire: Slow melee attack that makes enemies bleed and drop health for a while, but zombie types die instantly
  138. * Can destroy barrels without exploding them, this can be usefull
  139.  
  140. ==INVENTORY==
  141. This mod has one like Heretic and Doom Eternal’s shoulder gun where multiple items are “infinite” but they have individual cooldowns to avoid spamming (Some longer than others, depending on how powerfull/special they are)
  142. Originally, they had a shared ammo system and weren’t infinite but that changed
  143.  
  144. >HAND GRENADE
  145. * Based off D3's grenade but how it works is D4's frag grenade, but it still explodes on impact with foes
  146. * Spawns next to rocket ammo
  147. >SYPHON GRENADE
  148. * D4 item that sort of stuns enemies, while sucking their health to heal the player
  149. * Spawns next to Plasma ammo
  150. >TELSA ROCKET
  151. * D4 MP item that is thrown at the air and travels to one direction, while travelling foes nearby
  152. * When it hits walls it explodes and that can hurt
  153. * Spawns next to Plasma ammo
  154. >DOG COLLER
  155. * Doom RPG item that spawns next to bullet ammo
  156. * You shoot a yellow thingy that turns dog enemies into melee weapons
  157. * These dog guns can gain armor points from hurting enemies and if you're tired of this, you can throw them at enemies and they'll go boom
  158. * Like in RPG, they absorb damage like shields, which means they can die/take hits from other enemies and explode even if you don’t throw them (Their explosion still hurts them and not you)
  159. >WALLSHILED
  160. * D4 MP item that spawns near health
  161. * It creates a solid transparent wall (May or may not resemble shiled from D4 possessed security) that stops most enemies attacks, while yours go right through it
  162. * Its color reflects your personal color in GZDoom settings
  163. >HOLOGRAM
  164. * D4 item that creates a holographic image of the player to distract enemies from the real you
  165. * Spawns near Hastespheres
  166. >KINETIC MINE
  167. * D4 MP DLC mines that pawn near backpacks
  168. * These mines can be put on walls/ceilings/floors and take less than a second to activate
  169. * When they detect a target, them jump/fly to them and explode
  170. * If they don't detect them, however, they just take like 20 "ticks" to deactive and become pickable again
  171. >ARTIFACT
  172. * Doom 3 Resurection of Evil's magic heart that spawns near Plasma guns but only if you got a BFG
  173. * When you use them, they slow down time for 5 seconds, giving you lots of opportunities
  174. * To most items, picking up one that you already have drops the cooldown: The Artifact is an exception
  175.  
  176. ==ENEMIES==
  177. Much like weapons and items, they get progress randomization too and some monsters are combinations of things too. Because some enemy types are just redesigns of the same monster, they take Doom RPG enemies from otherwise palette swaps
  178. >ZOMBIEMAN
  179. * He has new/changed sounds and hitscan replaced with tracers and these changes apply to other zombie types
  180. >HELL RAZER
  181. * D4 monster who has more health than Zombieman and charges a laser that deals continuous damage
  182. >SHOTGUN GUY
  183. * See zombieman
  184. >Z SEC
  185. * Based off D3's Z Sec, with a shotgun, rifle zombie's helmet and the ability to roll, which according to Doomwiki, is from the pistol zombie
  186. * Has D64/PSX sounds
  187. >FORMER LIEUTENANT
  188. * Works as a replacement for the normal chaingunner, but his name and blue armor represent a blue zombieman from DRPG, while he carries the assault rifle
  189. >FORMER COMMANDO
  190. * Carries the chaingun and his red armor indicate he's in fact the Doom 2 heavy weapon dude, despite the differences
  191. >FORMER ASSASSIN
  192. * Based off Doom 3's commando zombies (both types), so he has both a chaingun and a tentacle arm that can slap you hard enough you're thrown to other directions
  193. * Lines may as well be beta Doom 3 stuff
  194. >IMP
  195. * Mostly unchaged but he has one new sound when hurt
  196. >NIGHTMARE IMP
  197. * Can replace Imp in darker areas and he works faithfully enough (Faster, transparent, faster projectiles) he even gets specific spawns in Consolation Prize's D64 maps
  198. >IMP LORD
  199. * D4 imp, who is faster and can teleport as an homage to the cancelled D4
  200. * Name may be taken from orange DRPG imp
  201. >PINKEY AND SPECTRE
  202. * These two have "revamped" sounds, even one possibly taken from D4's Pinky
  203. >HELLHOUND
  204. * DRPG dog enemy who works as a faster, but low health Pinkey, that can be a weapon with the Dog Collar
  205. >DEMONDOG
  206. * Same as above but blue and strafes a lot
  207. >CERBERUS
  208. * Another dog, this one is red and jumps around
  209. * These dop types seem to use Wolfenstein 3D/Quake sounds, with Cerberus being a Quake Fiend reference
  210. * Dog enemies may also have a high chance to replace Pinkies if zombie types are nearby
  211. >BULL DEMON
  212. * D3 Pinky named after DRPG yellow pinky, who has a charge attack inspired by D4 pinky
  213. >NIGHTMARE SPECTRE
  214. * Exclusive PSX enemy that can replace Spectre in darker areas and as expected, he's faster and has more health
  215. * He uses D64 Pinky sprites but the blue/inverted color effect still makes him Nightmare Spectre
  216. >TRITES
  217. * Doom 3 spiders who can replace Spectres in darker areas
  218. * Three of them spawn at once and they're small, fast melee monsters who at times can attach to the ceiling and walking on it (Inspired by a Strife enemy)
  219. * They can only spawn in early levels before never showing up again
  220. * Sometimes they don't show up at all
  221. * They have their own special toggle option due to possible arachnophobia
  222. >SAWCUBUS
  223. * D2RPG chainsaw enemy, based off the green variant Great Sawcubus (Using the Java look)
  224. * Replaces Spectre and does the chainsaw attack on you (Duh)
  225. * If gibbed, he may drop a chainsaw
  226. * Sounds are meant to be Doom 3 Sawyer related, but they might be Beta D3 stuff (Actually, they were in D2RPG itself and i think that’s a source for a lot of other sounds here)
  227. >CACODEMON
  228. * Unchanged but he can be gibbed and drop some unique gore sprites
  229. * Has "revamped" sounds (From original source materials) and a specific crushed death sprite
  230. >MALWRATH
  231. * D64 Caco named after yellow DRPG Caco that shoots three balls at once
  232. * May or may not D3 related sounds
  233. >WRETCHED
  234. * D4 Caco named after DRPG blue Caco who has a tongue attack (Taken from D4 MP) similar to Former Assassin's tentacle arm (I think this tentacle/tongue thing may be based off Strife's Loremaster)
  235. >PAIN ELEMETANL
  236. * If you get too close, he can bite you now
  237. >BEHOLDER
  238. * Green PE from DRPG who lacks arms so he looks more unique
  239. * Spews smaller LS's named Forgotten Ones
  240. >RAVOHART
  241. * Doom 64 PE named after DRPG blue PE who spits two LS's at once
  242. >LOST SOUL
  243. * Sprites are changed so his flames look more "authentic"
  244. >PHANTOM
  245. * Cut/alpha LS sprites with green flames (Possibly to reference the Invulnerability sphere since it used his sprites)
  246. * Named after green LS from DRPG and uses D4 sounds (They were altered to sound robotic)
  247. * Can strafe, has a projectile attack and has higher infighting chance
  248. >FORGOTTEN ONES
  249. * Smaller LS's meant to represent human skulls named after an LS from D3Resurrection of Evil
  250. * They're small and swarm around, while only originating from Beholder
  251. >MANCUBUS
  252. * His attack shakes the screen for some reason
  253. >BEHEMOTH
  254. * D64 Manc named after DRPG blue Manc, who spits travelling streams of flames based off D4's Manc's flamethrower
  255. * May use D3 sounds
  256. >CYBER MANCUBUS
  257. * D4 Manc with more health, whose (Continuously) shoots green sticky stuff that sticks to the level and explodes shortly after
  258. * Unique death animation where he explodes shortly after dying and this only harms enemies
  259. * Shoots continuously but has a chance to stop
  260. >ARACHNOTRON
  261. * His attack may use a different sound
  262. >SPIBORG
  263. * D64 Arachno who's name is made up due to lack of RPG Arachnos
  264. * His attack his charging a powerfull fast Plasma ball
  265. * Originally in D64, he shoots two plasma balls five times and charging a Plasma ball is more of a D4 possessed soldier thing
  266. >REVENANT
  267. * Uses PSX Doom sounds but i'm not sure about the beeping homing rocket noise
  268. >FIEND
  269. * D4 Revenant (He's pretty much a regular Rev with fleshy/bloody bones right now) who can shoot streams of micromissiles and jump with jetpack
  270. * He still has Rev's normal attacks and is named after blue Rev from DRPG
  271. >ARCHVILE
  272. * If you kill him, he drops BFG ammo
  273. * Has "revamped" sounds
  274. >SUMMONER
  275. * D4's take on Archie who has less health than him, but still retains his attacks
  276. * Summoner can teleport and summon Unwilling, by throwing D2 Spawn cubes in the air and let them drop in the floor, to spawn said Unwilling
  277. * Also drops BFG ammo after and i don't know about his alert noise
  278. * According to the normal randomization process, he'd possibly the last enemy you'll encounter
  279. >UNWILLING
  280. * Inspired by zombie type enemies from D4/3, they can also throw blood pieces like Quake 1's Zombies
  281. * They're weak as fuck too
  282. >HELLKNIGHT
  283. * Based off D4, by design and ground slam ability, while using D3 sound for alert noise and retaining D2 death sound
  284. >BARON OF HELL
  285. * D4 version, who's bigger than HK and still bleeds green like his vanilla version
  286. * He has a stronger ground slam (It forms like 4 red triangles that hurt for a bit) and shoots red fireballs that split into four green fireballs
  287. * Has a unique crushed death sprite
  288. >CYBERDEMON
  289. * D64 sprites and D3 sounds
  290. * Can strafe, shoot while walking and may have more health
  291. * Slide ability from D4 and can kick you if close enough (May be a Doom bible thing)
  292. * Slide ability may also somewhat take something from Heretic's Maulotaur (Maybe)
  293. * Before his slide, he stomps his hoof/foot like 2 times to indicate he’s doing it
  294. >HARBINGER OF DOOM (Optional boss)
  295. * That one boss from Wolfenstein RPG/Pre-Cyber Cyberdemon
  296. * His main attack is a green fireball that splits in fire balls that split in more fire balls (An extreme version of this mod’s Baron’s attack)
  297. * His death animation is his death from Wolf RPG where he loses his limbs and teleports away
  298. >SPIDER MASTERMIND
  299. * Unique design meant to combine old and new versions of the monster, while looking like it's coming out of D64
  300. * Main attack is rapid fire Plasma balls
  301. * Second attack is shooting fireballs to different directions through the floor, possibly based off D64 Mother Demon's fire attack or a D4 attack where she'd shock the floor with blue lightning (I think it even uses that sound)
  302. * She also does a pose from a cut magic attack sprite in the second attack
  303. >HELL GUARD (Optional Boss)
  304. * One of those guys from D4
  305. * Main attack is 5 green fire balls
  306. * I think they have some Z-Sec side roll thing?
  307. * Sounds may be from Doom 2 RPG’s Watcher types because of a playthrough i remember and because i don’t recall these sounds in 2016’s Hell Guards
  308. * Two of them replace the two SMM’s in 2’s Map 28
  309. >MOTHER DEMON (Optional Boss)
  310. * D64’s final boss, whose sprites are stylized after classic Doom (As a parallel to this mod’s SMM being stylized after 64 and also, these come from D64FD2)
  311. * Her 4 fire barriers attack is still the same but her homing rockets sort of stop homing and go foward
  312. * Not sure about her sounds
  313.  
  314. ==ITEMS==
  315. HEALTH: Health bonus is just a shinier vial with some D4 sound, simpick is blue colored D64 sprite and medikit is a D4 health pick up (Stylized to be fused with classic medikit, sort of), possibly using a DRPG sound
  316. ARMOR: Bonus is a D4 armor shard, green armor is D2RPG sprite (Name is Security Armor, possible D3 reference) and mega-armor is a D4 pick up painted blue
  317. BACKPACK: Uses D64 sprite and has a D3 sound, since there was a backpack there
  318. BULLETS AMMO: D64 clip sprite and a classic ammo box still kept
  319. SHELL AMMO: D64 sprites with slight alterations
  320. ROCKET AMMO: Single rocket from D64 and a box that may be a bit original (But still somewhat resembling D64?)
  321. CELL AMMO: Both pick ups look like a mix of classic Doom and 64 sprites
  322. ARGENT CORE: BFG ammo spawning near either Plasma ammo or dropped by dead Archies while its design is unique but fitting
  323. LOOT: Already explanied above somewhere
  324. RADSUIT: Design is a mix of classic Doom radsuit and D3 Hazmat suit, while icon was the power up's design in D64
  325. COMPUTER AREA MAP: Design is D3'S PDA, sounds are possibly D4 related (There was a map machine there) but maps on screen? Maybe just random classic Doom maps (There's also a joke in the codex about Doom being ported into devices and a reference to the Doom bible related title "Evil Unleashed")
  326. INVULNERABILITY: D64 sprites but brighter and with yellow eyes, while the blue filter is a reference to the power up's effect in the GBA port
  327. SOULSPHERE: D64 sprites but brighter to resemble classic Doom and pick up sound seems to be based off both D1/2 and Megahealth from D4
  328. MEGASPHERE: The Manc inside the sphere is based off D4 and pick up sound is Megahealth, again, from D4
  329. BERSERK: Design is the BFG edition "pill in the box" edit, sound is a little D4 screech related to those trial runes and icon is an angry eye from D2RPG; Gameplay wise it makes the player's fists do more damage and faster (Maybe enemies drop more health) but it's timed; Traditional Berserk makes Berserk last for a level and i guess that's how the fist sort of becomes an ingame weapon (Shares same slot with pistol)
  330. QUAD DAMAGE: D4/Quake power up whose design is a purple sphere with a Rev inside it and it obviously increases damage for your weapons but if Traditional Berserk is on, they're gone; They have health near them because they replace Berserk which normally gives you 100 health
  331. HASTESPHERE: D4/Quake 3 power up whose design is a red sphere with Doomguy's helmet (D64 Megapshere) and it obviously makes you run fast
  332. LIGHT AMP VISER: Design is D64 sprite but slightly altered and icon is a bit of its D64 sprite, not sure about sound. It also has green lenses, possibly to reference a cut night vision from early Doom prototypes, which may have lead to GZDoom's night vision mode
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  335. Not everything is covered and there's some accidental misinformation and poor grammar, but i just thought this would have been interesting
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