[k8vavoom] Zan: Journey to Another Dimension (gameplay mod)
Aug 25, 2021 3:19:28 GMT -5
Post by ketmar on Aug 25, 2021 3:19:28 GMT -5
hello! once upon a time... oh, well, let's start it this way: do you know Hedon game? if not, then go play it, it is great! you can download a freeware version, and you *will* want to buy it, i promise!
LAST UPDATE: 2023, Apr 26
now, let's move closer to the actual topic: i always wanted to see how well Zan (main heroine) will pefrorm in Doom world. so one day i decided to create this mod, to help Zan to travel into completely different dimension. this mod puts Zan with her arsenal into Doom maps. load the mod as the last file, and you'll be fine.
WARNING! this mod *REQUIRES* recent k8vavoom build! it won't work in any other sourceport (there is no reason to try, trust me).
note: Hedon author allowed me to publish this mod.
what we have here:
* Zan as a protagonist.
* standard Doom weapon pickups replaced with Zan weapons.
some features you should to know/master to play this mod:
Zan has a quickkick (you can configure it in "special controls"). do not forget about it, it is of a great help for close combats! there are three kinds of kicks: crouch-slide, normal kick, jump kick. they all have different effects and damage, use them wisely.
all Zan weapons fire projectiles. Crushbow bolts are affected by gravity.
Zan is much higher than DoomGuy, and she will autocrouch if needed. note that this may break progression on some maps, because Zan may crouch to some places where DoomGuy is not supposed to be.
Zan can do headshots, and sometimes critical headshots. do not forget about this, and aim at monster heads!
Zan is greatly overpowered (she's a half-demon after all). basically, she is unstoppable killing machine.
Zan arsenal overview:
* Fists. much better than DoomGuy ones. ;-)
* Spike Gun. shoots hot spikes, has alternate ironsight firing mode.
* Frag Gun. this is your shotgun, only better. can work as a flamethrower (yet monsters won't burn).
* Crushbow. shoots fire and explosive bolts. don't be afraid, you cannot hurt yourself with it.
* Paingun. minigun, only *MUCH* better. you can hold "reload" to keep it rotating. has alternate fire mode, slower, but does more damage.
* Potion Launcher. can launch toxic and acid potions. toxic clouds are flammable!
there are more weapons there, including one secret weapon you cannot pick up yet (because i'm evil!).
technical note: Zan is 64 units high, and she looks at the world from her eyes, not from her stomach. ;-)
don't try to play DM games with Zan: one Zan cannot kill another Zan. this is not an oversight.
CREDITS:
Zan: graphics, animation
Olivia Steele: voice acting
Ketmar Dark: k8vavoom port and improvements
Ion Fury: bootprint decals
DOWNLOAD
hires version (24 MB)
lores version (13 MB)
rename vwads to your liking. but please note that you should stick to one name, or your saves will be lost!
unpack the archive, and run the game like this:
k8vavoom.exe -file yourfavoritewad.wad -file player_zan_hires.vwad
WARNING! some wads may not work right with replaced player.
TIPS&TRICKS, or STRATEGY GUIDE ;-)
first and foremost: Zan can kick! and it is not some useless gimmick. Zan can kick at any time, even while reloading the weapon. also, kicking monsters in their heads is much more powerful than body kicks. don't waste ammo on enemies at close range, kick them! you may also want to engage in close combats with Arachnotrons and Mancubii, because most of the time they can be killed with single "headkick+headshot" combo.
always kick pinkies, there is no reason to shoot them (unless you're in the middle of the crowd).
good aimed jumpkick (into head) can kill a Baron.
attacking lost soul can be exploded with timed kick too.
Spikegun secondary firing mode not only zooms and shoots in a burst of 3 bullets, those bullets also deals slightly more damage than normal, and their damage is less random.
Crushbow shots don't damage Zan, you can literally shoot at your feet without being hurt. this is not a bug. ;-) also, Crushbow has two firing modes: primary fire shots slower projectile (which is affected by gravity, btw) that deals weaker, but wider splash damage. secondary fire shots faster projectile that deals more powerful, but less wide damage. first is useful for cleaning the crowd of imps, for example, and second is useful to "snipe" more powerful monsters.
kicking or shooting barrels won't damage Zan (but if a barrel was exploded by some monster, the full damage will be dealt). this is not a bug. ;-)
Paingun is unstoppable. you can keep it turning by holding "reload", to be able to shoot immediately. Paingun primary fire eats ammo at incredible rate, but you can deal with Cybbie in around 10-15 seconds with it. poor Mastermind won't even have a chance to attack back. secondary fire is more slow, but deals slightly more damage. it is useful to deal with Cacos, for example.
kicking enemies sometimes gives you charges for Hellclaw (the more powerful enemy is, the more charges you may get). this is the only way to get Hellclaw charges. secondary Hellclaw firing throws a mine that reacts on nearby monsters. you can leave some mines behind your back to protect yourself, or throw mines above walls/at corners as a kind of "grenades".
Toxic Potion Launcher throws potion which releases poisoned cloud on impact. that cloud is highly explosive if set on fire (and that's why your Fraggun has secondary firing mode, turning it into flame thrower).
Axe deals damage not only to monsters standing directly in front of you, Zan swings her axe, damaging monsters almost in a half-circle. you can throw your axe with secondary fire: not very useful, but fun.
always aim at monster heads! headshots usually deals x1.5-x3 damage, and sometimes can deal up to x10. note that Revenant "head" is slightly above its chest, not where its head seems to be according to the sprite. ;-) at point-blank range, for example, several Spikegun headshots can kill Caco easily (ok, technically Caco doesn't have anything except the head, so shoot them in their foreheads).
don't bother setting up headshot options: Zan is using her own, ignoring your menu settings.
master Zan arsenal, and especially her kicks, and you will see why she is Unstoppable Killing Machine. ;-)
as you can see, this mod is not just a new skin, it changes combat style alot. maybe now you may want to try it! ;-)
changelog
* PainGun is heavy, so Zan walks much slower when it is active
* PainGun and SpikeGun have wider spread when Zan is running
* if Zan lays down a Hell Mine, it will sleep for about 4 seconds before activating. this allows to lay down a mine and run away. also, layed down mine will wait for 1.2-1.6 seconds before exploding (so the door, for example, could properly open).
* thrown mine will wait 0.2-0.5 seconds before exploding.
* any physical attack (fists, axe) will give some Hell Energy if the monster was killed
* axe will not turn Zan to the attacking monster (it is annoying)
* axe can be thrown with "reload"
* Fragfire Gun flame damage is slightly stronger
LAST UPDATE: 2023, Apr 26
now, let's move closer to the actual topic: i always wanted to see how well Zan (main heroine) will pefrorm in Doom world. so one day i decided to create this mod, to help Zan to travel into completely different dimension. this mod puts Zan with her arsenal into Doom maps. load the mod as the last file, and you'll be fine.
WARNING! this mod *REQUIRES* recent k8vavoom build! it won't work in any other sourceport (there is no reason to try, trust me).
note: Hedon author allowed me to publish this mod.
what we have here:
* Zan as a protagonist.
* standard Doom weapon pickups replaced with Zan weapons.
some features you should to know/master to play this mod:
Zan has a quickkick (you can configure it in "special controls"). do not forget about it, it is of a great help for close combats! there are three kinds of kicks: crouch-slide, normal kick, jump kick. they all have different effects and damage, use them wisely.
all Zan weapons fire projectiles. Crushbow bolts are affected by gravity.
Zan is much higher than DoomGuy, and she will autocrouch if needed. note that this may break progression on some maps, because Zan may crouch to some places where DoomGuy is not supposed to be.
Zan can do headshots, and sometimes critical headshots. do not forget about this, and aim at monster heads!
Zan is greatly overpowered (she's a half-demon after all). basically, she is unstoppable killing machine.
Zan arsenal overview:
* Fists. much better than DoomGuy ones. ;-)
* Spike Gun. shoots hot spikes, has alternate ironsight firing mode.
* Frag Gun. this is your shotgun, only better. can work as a flamethrower (yet monsters won't burn).
* Crushbow. shoots fire and explosive bolts. don't be afraid, you cannot hurt yourself with it.
* Paingun. minigun, only *MUCH* better. you can hold "reload" to keep it rotating. has alternate fire mode, slower, but does more damage.
* Potion Launcher. can launch toxic and acid potions. toxic clouds are flammable!
there are more weapons there, including one secret weapon you cannot pick up yet (because i'm evil!).
technical note: Zan is 64 units high, and she looks at the world from her eyes, not from her stomach. ;-)
don't try to play DM games with Zan: one Zan cannot kill another Zan. this is not an oversight.
CREDITS:
Zan: graphics, animation
Olivia Steele: voice acting
Ketmar Dark: k8vavoom port and improvements
Ion Fury: bootprint decals
DOWNLOAD
hires version (24 MB)
lores version (13 MB)
rename vwads to your liking. but please note that you should stick to one name, or your saves will be lost!
unpack the archive, and run the game like this:
k8vavoom.exe -file yourfavoritewad.wad -file player_zan_hires.vwad
WARNING! some wads may not work right with replaced player.
TIPS&TRICKS, or STRATEGY GUIDE ;-)
first and foremost: Zan can kick! and it is not some useless gimmick. Zan can kick at any time, even while reloading the weapon. also, kicking monsters in their heads is much more powerful than body kicks. don't waste ammo on enemies at close range, kick them! you may also want to engage in close combats with Arachnotrons and Mancubii, because most of the time they can be killed with single "headkick+headshot" combo.
always kick pinkies, there is no reason to shoot them (unless you're in the middle of the crowd).
good aimed jumpkick (into head) can kill a Baron.
attacking lost soul can be exploded with timed kick too.
Spikegun secondary firing mode not only zooms and shoots in a burst of 3 bullets, those bullets also deals slightly more damage than normal, and their damage is less random.
Crushbow shots don't damage Zan, you can literally shoot at your feet without being hurt. this is not a bug. ;-) also, Crushbow has two firing modes: primary fire shots slower projectile (which is affected by gravity, btw) that deals weaker, but wider splash damage. secondary fire shots faster projectile that deals more powerful, but less wide damage. first is useful for cleaning the crowd of imps, for example, and second is useful to "snipe" more powerful monsters.
kicking or shooting barrels won't damage Zan (but if a barrel was exploded by some monster, the full damage will be dealt). this is not a bug. ;-)
Paingun is unstoppable. you can keep it turning by holding "reload", to be able to shoot immediately. Paingun primary fire eats ammo at incredible rate, but you can deal with Cybbie in around 10-15 seconds with it. poor Mastermind won't even have a chance to attack back. secondary fire is more slow, but deals slightly more damage. it is useful to deal with Cacos, for example.
kicking enemies sometimes gives you charges for Hellclaw (the more powerful enemy is, the more charges you may get). this is the only way to get Hellclaw charges. secondary Hellclaw firing throws a mine that reacts on nearby monsters. you can leave some mines behind your back to protect yourself, or throw mines above walls/at corners as a kind of "grenades".
Toxic Potion Launcher throws potion which releases poisoned cloud on impact. that cloud is highly explosive if set on fire (and that's why your Fraggun has secondary firing mode, turning it into flame thrower).
Axe deals damage not only to monsters standing directly in front of you, Zan swings her axe, damaging monsters almost in a half-circle. you can throw your axe with secondary fire: not very useful, but fun.
always aim at monster heads! headshots usually deals x1.5-x3 damage, and sometimes can deal up to x10. note that Revenant "head" is slightly above its chest, not where its head seems to be according to the sprite. ;-) at point-blank range, for example, several Spikegun headshots can kill Caco easily (ok, technically Caco doesn't have anything except the head, so shoot them in their foreheads).
don't bother setting up headshot options: Zan is using her own, ignoring your menu settings.
master Zan arsenal, and especially her kicks, and you will see why she is Unstoppable Killing Machine. ;-)
as you can see, this mod is not just a new skin, it changes combat style alot. maybe now you may want to try it! ;-)
changelog
* PainGun is heavy, so Zan walks much slower when it is active
* PainGun and SpikeGun have wider spread when Zan is running
* if Zan lays down a Hell Mine, it will sleep for about 4 seconds before activating. this allows to lay down a mine and run away. also, layed down mine will wait for 1.2-1.6 seconds before exploding (so the door, for example, could properly open).
* thrown mine will wait 0.2-0.5 seconds before exploding.
* any physical attack (fists, axe) will give some Hell Energy if the monster was killed
* axe will not turn Zan to the attacking monster (it is annoying)
* axe can be thrown with "reload"
* Fragfire Gun flame damage is slightly stronger