DrPyspy Posted January 29, 2017 (edited) Doom Delta is a mod for GZDoom that aims to bring together many elements from the pre-release iterations of Doom, including (but not limited to) the alpha builds, the press release beta, and Tom Hall's Doom Bible. Elements such as the helmet HUD from early alphas, enemy designs, unique characters, and unused weapon concepts return. The idea is to take these unused concepts and properly flesh them out, giving them the proper attention and polish they deserve. The end goal is to provide a cohesive experience that provides a fun and enjoyable experience with the aesthetic and feel of the pre-release Doom content. Four unique characters inspired by the Doom Bible! Three fully functional HUD styles, including the helmet HUD from Doom v0.3! Reimagined weapons such as the Rifle/Bayonet, the Dark Claw, and the Unmaker! New enemies such as the Gargoyle and The Blob! Score system with treasure items and kill bonuses! New powerups such as damage-absorbing shields and the Chaos Field! Vanilla-style sound design! Fists Your two closest friends, in case you want to change the formality with your otherwordly invaders... or if you run out of ammo. Chainsaw You're technically not supposed to have this, but this makeshift weapon is a great suppressant for nosey demons. Rifle A standard issue UAC rifle, hailing from the alpha builds. High accuracy and decent damage make this weapon great for picking off demons from farther away. Comes with a bayonet attached to the barrel! Shotgun Ol' reliable, with the original barrel from the alphas. Deliver a nasty blast right up close or from far away; the shotgun is great at both! Super Shotgun The UAC's top of the line! Based off of the early SSG design, these two barrels and a hair trigger deliver three times the power of the shotgun. Machine Gun The machine gun, returning from Doom v0.3! A rapid-fire weapon used to take down demons faster than the rifle. Be careful, though; it's not quite as accurate. Chaingun Six barrels of gunfire, guaranteed to rip enemies into shreds! It starts out pretty slow, but the longer you fire it, the faster it gets. Great for tearing through crowds. Rocket Launcher Spews out rockets that can reduce even the toughest enemies to mush. Keep your distance, or you'll be mush too! Grenade Launcher Fires grenades that can bounce off walls and around corners! They don't travel very far, though. Plasma Rifle This weapon uses energy cells to pump out multi-colored balls of hot plasma, reducing demons to a fine mist in a heartbeat. It's just like Christmas! BFG 2704 The UAC's top-secret special weapon, with very few models in existence. Sneezes out a flurry of plasma that decimates whatever (and whoever) stands in its way! You'll bust a nut so good you'll take yourself to Red Lobster. Dark Claw Hailing from the Doom Bible is this severed demon arm that runs autonomously off of soul energy. Harness it to cast out dark clouds of torment and torture that rip through demons like paper! Runs on human souls. Unmaker A cursed mass of flesh and bone hailing from the Doom Bible that unleashes tortured souls to clear a room of a demonic presence. It doesn't have much effect on possessed soldiers or mechanical demons, however. Runs on human souls. Among the usual Doom items, you can find these new ones lying about: Shields Shields are inventory items that protect against specific types of damage. Unlike other devices, you can toggle these at will, conserving energy. Each time the shield successfully blocks an attack, energy is consumed. Shield energy can be replenished by picking up another shield of the same type. Chaos Field A demonic sphere of pure, concentrated hatred. Constantly emits a powerful aura that causes demons to fight amongst themselves. Demon Armor Carved from the strongest of discarded demon bones, this incredibly durable set of armor absorbs around 80% of all incoming damage. Thanks, Satan! Soul Jar A jar filled to the brim with tormented souls. Collecting one will lend you eight souls and expand your maximum capacity from 36 to 66 souls! Lorelei Chen Fiercely competitive, Lorelei intimidates most people. She was the undisputed champion of her troop's boxing championship. She lost a bet that meant she had to pull her application for a glory post, leaving her with a post on Phobos. No one calls her Lorelei. Lorelei is fast, and is a crack shot with the standard rifle and her fists. However, she isn't used to using the bayonet or the chainsaw in combat. John Pietrovich Former head of security at Deimos Labs, Pietro grew tired of the overwhelming bureaucracy of the UAC. He was assigned to Phobos by his request, so that he could get away from the epicenter of annoyance while finishing out his term of duty. John performs well in a variety of scenarios. He excels with shell-based weapons like the shotgun, but has trouble controlling explosive weaponry. Dimitri Paramo Dimitri is basically stuck in the low ranks of the military, but that suits him just fine. He wants nothing more from life: give him a clear objective and the chance to release aggression through the freely available high-powered firearms, and he's happy. Dimitri is notably slow, but his resistance to damage and splash damage makes him a living tank. He's experienced with every weapon in the UAC's arsenal. Thi Barret Thi has a friendly, if straight-laced, disposition. Her father was a career soldier that gave Thi a strong sense of duty and honor. She volunteered for the Phobos post with a desire to have a variety of experience in her military career. Thi is more susceptible to damage, but is able to dodge projectiles better with her high speed and small frame. She excels with the bayonet and the machine gun, but isn't experienced in hand-to-hand combat. More Screenshots... Doom Delta v3.0.0 requires GZDoom v4.11.3 or above to run. You will also need a copy of Doom, of course! Either Doom or Doom II will work. You can also take a look at the changelog! Download Doom Delta v3.0.0! Official Discord Edited Tuesday at 08:46 PM by DrPyspy : YASSSS SLAYYYYY 19 Share this post Link to post
Negostrike Posted February 12, 2017 Had lots of fun with this mod. I love the alpha helmet hud. I kinda miss the item pickup messages (I assume you're implementing the helmet hud messages instead). I understand that Lorelei is the faster soldier of the group but I thought it was funny that she fires the chaingun faster as well. Did she tweak the gun by herself? Not complaining though, I kinda like it that way. Looking forward for updates. Keep it up! 0 Share this post Link to post
Count651 Posted February 12, 2017 Awesome to see the old alpha helmet hud in use here. I always loved that hud but could never find a working mod of it anywhere. 0 Share this post Link to post
Negostrike Posted March 29, 2017 Aaaaand it's out! https://forum.zdoom.org/viewtopic.php?f=43&t=52262 Worth a play, y'all! 4 Share this post Link to post
DrPyspy Posted July 6, 2017 I kinda forgot I had this thread. It's missing a lot of updates...and the release...and the v1.1 patch...so I'll be fixing that with 10-20 minutes of this post being created. In the mean time, here is some new stuff from 2.0: Here is a video showcasing a functional secret detector, which goes wild near sectors marked as secrets. And here is a screenshot showing off a new setting that emulates a 320x240 resolution, which is the closest I could get to 320x200 without stretching issues on the weapons. This works at any resolution, including widescreen. 0 Share this post Link to post
Albertoni Posted July 7, 2017 20 hours ago, DrPyspy said: I kinda forgot I had this thread. It's missing a lot of updates...and the release...and the v1.1 patch...so I'll be fixing that with 10-20 minutes of this post being created. In the mean time, here is some new stuff from 2.0: Any idea when 2.0 will be released? :) 0 Share this post Link to post
DrPyspy Posted July 8, 2017 8 hours ago, Albertoni said: Any idea when 2.0 will be released? :) Perhaps some time near the end of this month, I think? I've almost finished the checklist for 2.0, so it shouldn't be much longer. :D 0 Share this post Link to post
DrPyspy Posted September 15, 2018 Doom Delta v2.0 has released! The OP has been updated with new links and information. Here's a couple of quick links: Doom Delta v2.0 v2.0 Changelog 1 Share this post Link to post
JohnnyTheWolf Posted September 16, 2018 Cool!!! I had kind of given up on there being any more updates for this amazing mod. Thank you for proving me wrong there! Out of curiosity, is the box in the mock commercial actually real? 0 Share this post Link to post
elend Posted September 16, 2018 That looks amazing, I have not seen this yet! Want to try this asap. 0 Share this post Link to post
JohnnyTheWolf Posted September 16, 2018 I noticed a couple minor issues that I remember reporting back then, which have yet to be addressed: 1- I no longer get a Secret Found notification upon finding a secret, only a sound. 2- One of the Supershotgun reload animation frames - specifically, the one where the left hand loads two shells - is cut off on the lower left side. 0 Share this post Link to post
DrPyspy Posted January 10, 2023 Howdy! This thread was last updated over two years ago (to spare my sanity, I will ignore the extra 2-3 years, give or take.) This thread is now up to date with the latest information and links. The next update (tentatively dubbed v2.5.0) is in the works! This update will be bringing better support for mappers wanting to make custom maps for Doom Delta, as well as providing an easy-to-use starter kit so fellas can jump right into the map making process. Of course, Doom Delta will still be compatible with existing mapsets! Here are some previews of new art that will be featured in the next update: Player sprites will also be receiving a revamp: I'll be trying to keep this thread up to date in the future, but I'll need to set up a process to quickly make identical posts between the original ZDoom thread and the thread here. Once that is set up, it should be smooth sailing! 5 Share this post Link to post
DrPyspy Posted January 26, 2023 Previous versions of Doom Delta had Doom 4-style dolls. A bit anachronistic, but fun to look at. However, they were dummied out in the last public update, pending a rework. Now, I'm proud to tease a little sneak peek at some of the improved doll secrets! At first glance, you may notice that these areas are either inaccessible, or have bits that do not exist in the actual versions of these maps. Thanks to the power of LEVEL PROCESSING TECHNOLOGY, geometry can be repurposed and transformed into brand new secret areas! Each doll is collectable without the usage of cheats: you just gotta find out what has changed. The size of these changes will range from no visible changes (like the E1M2 screenshot) to brand new areas (NO SPOILERS!) These little changes should provide a little surprise for players going through the vanilla maps, and are designed to not be intrusive to the original gameplay of the maps. In the future, I'd like to implement doll spawns in more maps! Dolls in community mapsets are a possibility, but it is something I want to put a lot of care into; I don't want to mess with the atmosphere or the vibe of others' maps by taking a sledgehammer to the walls to have a Thi Barrett funko pop stare into your soul. Being respectful of the authors' original intent is important to me! I'll be sticking to vanilla mapsets and the Consolation Prize series for the time being. On another note, the new player sprites have been completed! These should be more consistent compared to the old player sprite edits, and look great in co-op (and when you're looking in mirrors!) I look forward to seeing how people feel about these fellas. 4 Share this post Link to post
taufan99 Posted January 27, 2023 Heck yeah! Any news on Doom Delta update is always appreciable to me. 1 Share this post Link to post
DrPyspy Posted February 1, 2023 Doom Delta v2.5.0 is OUT! This update includes brand new character sprites, revamped item sprites, QoL changes, bug fixes, and more! Read more here! BUT ALSO... You can now download the Doom Delta MAPPING STARTER KIT! Essentially, the starter pack sets you up with essential editor numbers so that you don't have to spend time setting them up yourself. This is being released alongside changes that make Doom Delta more mapper friendly. You can download both at the webzone! 4 Share this post Link to post
taufan99 Posted February 1, 2023 Hype! Doom Delta shovelware maps lessgo~ 4 Share this post Link to post
Zonky Posted April 20, 2023 I gotta give some feed back on a lil' thing I noticed. It feels like I have way too much ammo, maybe it's just the way I play (I usually blow the heavier ammo when I see something with higher HP than a revenant,) or maybe the wads I've played (before 2.5 it was MM 1 and 2, Nova 1 and 2, and when the update came out I did a second run of Evinternity and started Nova 3.) But through out all of it, it always felt like I have way too much ammo for the rocket launcher, the claw, and the unmaker. I wouldn't know what to suggest to fix this because I'm no game designer, my suggestions would probably just end up breaking the balance lmao. Love this mod btw, was planning on saying this ages ago on the zdoom forum but saw it moved here so, better late than never I guess! 0 Share this post Link to post
Crazy_Deer Posted April 20, 2023 Is it intentional that Doom 2 enemies have less health than in vanilla? 0 Share this post Link to post
DrPyspy Posted April 20, 2023 1 hour ago, Zonky said: I gotta give some feed back on a lil' thing I noticed. It feels like I have way too much ammo, maybe it's just the way I play (I usually blow the heavier ammo when I see something with higher HP than a revenant,) or maybe the wads I've played (before 2.5 it was MM 1 and 2, Nova 1 and 2, and when the update came out I did a second run of Evinternity and started Nova 3.) But through out all of it, it always felt like I have way too much ammo for the rocket launcher, the claw, and the unmaker. I wouldn't know what to suggest to fix this because I'm no game designer, my suggestions would probably just end up breaking the balance lmao. Love this mod btw, was planning on saying this ages ago on the zdoom forum but saw it moved here so, better late than never I guess! 24 minutes ago, Crazy_Deer said: Is it intentional that Doom 2 enemies have less health than in vanilla? If I had to guess, the surplus ammo might be due a combination of the following: Doom 2 monsters having less health than usual (an intentional decision to make things less stressful when taking on Doom 2 monsters without an SSG) The introduction of the demonic weapons that use a new separate ammo type, which ends up leaving you with more ammo for the other weapons Certain weapons like the Rifle, the Chaingun, and the BFG doing more damage with less ammo used up compared to their counterparts in Vanilla This all ends up adding up to encounters being easier to deal with overall, using up less ammo to do so. I'm admittedly very wasteful with ammo, so some of the balancing was probably biased towards that, and I ended up over-compensating. I'm open hearing others' thoughts on this and I'm open to experimenting with the balancing! 1 Share this post Link to post
Crazy_Deer Posted April 20, 2023 If the lower health is intentional then I don't think there's a problem. I was just scared something was getting screwed in my game yknow? 0 Share this post Link to post
DrPyspy Posted April 20, 2023 That's understandable! It's not really mentioned anywhere, come to think of it. I could probably slide it in somewhere in the help menu. 0 Share this post Link to post
roadworx Posted April 20, 2023 (edited) On 1/31/2023 at 10:23 PM, DrPyspy said: Doom Delta v2.5.0 is OUT! This update includes brand new character sprites, revamped item sprites, QoL changes, bug fixes, and more! Read more here! BUT ALSO... You can now download the Doom Delta MAPPING STARTER KIT! Essentially, the starter pack sets you up with essential editor numbers so that you don't have to spend time setting them up yourself. This is being released alongside changes that make Doom Delta more mapper friendly. You can download both at the webzone! oh, neat. i was wondering what i had to do in order to start mapping for this mod btw, i just wanted to say that i've been playing a bit of this wad lately, and it's been nothing short of amazing. i am wondering, however, if the whole thing with the severed hand being used to activate a scanner thingy will ever be implemented? it'd be fun to use that in custom maps 0 Share this post Link to post
Zonky Posted April 20, 2023 1 hour ago, DrPyspy said: snip Huh! I always thought demons were going down faster than usual but just assumed it was due to the weapon tweaks, maybe reverting it to default would make it better? I'm only one person so idk how others would feel about that. Alternatively, maybe tossing out vanilla values and making your own would be the better route? (but that sounds so tedious) Appreciate the response! : ) 0 Share this post Link to post
DrPyspy Posted April 20, 2023 40 minutes ago, roadworx said: oh, neat. i was wondering what i had to do in order to start mapping for this mod btw, i just wanted to say that i've been playing a bit of this wad lately, and it's been nothing short of amazing. i am wondering, however, if the whole thing with the severed hand being used to activate a scanner thingy will ever be implemented? it'd be fun to use that in custom maps Thank you! I've considered including more content for custom maps, such as the severed hand item, as well as some of the props that didn't make it into the final game. I'd especially love to do more miscellaneous clutter props like coffee mugs, recreational equipment, and other props that would fit in the locations mentioned in the Doom Bible. This is only slightly related, but in lieu of proper editor documentation at the moment, here is a quick explanation of the Blob actor for anyone looking to place one in their level. The Blob actor is coded similarly to how the GZDoom decal actor works: the back of the actor indicates the direction that the Blob will look for a wall to latch onto. Unlike the decal actor, though, it won't attach to double-sided lines; it'll only attach to one-sided lines. 11 minutes ago, Zonky said: Huh! I always thought demons were going down faster than usual but just assumed it was due to the weapon tweaks, maybe reverting it to default would make it better? I'm only one person so idk how others would feel about that. Alternatively, maybe tossing out vanilla values and making your own would be the better route? (but that sounds so tedious) Appreciate the response! : ) Hmm, the main issue with tossing out the vanilla values is that Doom Delta tries to maintain compatibility with monster mods and mapsets that contain custom DEHACKED monsters, so anything that is wildly different from the vanilla values would probably mess with monsters that expect damage values closer to vanilla. Thanks for the suggestion, though! 1 Share this post Link to post
Crazy_Deer Posted June 24, 2023 Sorry if this is a bad bump, still new to forums, but is this still gonna receive updates? Or is it considered complete 1 Share this post Link to post
xman8245 Posted August 26, 2023 On 6/24/2023 at 2:36 PM, Crazy_Deer said: Sorry if this is a bad bump, still new to forums, but is this still gonna receive updates? Or is it considered complete Try DrPyspy's discord server. 0 Share this post Link to post
Crazy_Deer Posted August 26, 2023 6 hours ago, xman8245 said: Try DrPyspy's discord server. Do you know where I could find a link? 0 Share this post Link to post