RMPVOX - A graphics pack / remaster for Rampage Doom
Jun 29, 2022 8:27:59 GMT -5
Post by grau on Jun 29, 2022 8:27:59 GMT -5
I wish to present You my new project. That started suddenly as a branch from RDVOX, after playing one of my favourite mods for ZDoom - "Doom:Rampage Edition" , where we play for captured Baron of Hell and fight against UAC marines. First i played it with my RDVOX voxel pack... And found an interesting idea to revoxel some things in Rampage Doom.
Soon it grown up into a more global remaster project, with map fixes and improvements. It utilizes some new abilities of LZDoom/GZDoom like voxels, dynlights, composite sprite/decorate effects, and also map visual changes. Even gameplay will be rebalanced, because i belive - chaingun with infinite ammo is too trash sollution as far as making baronbals that explode like rockets.
I plan to change weapons:
- Add alternative claw punch for fists (all HUD graphics repainted)
- Make classical animation for shotgun but redraw human hands into baron's, enable usage of classical shells
- leave only one chaingun but let it use ammo (disable infinite ammo)
- Make hybrid baronball launching, that will use "hell energy"by 1 for simple baronball (no explosion) and 2 - for power baronball, that will have some explosion radius - similar to original rampage doom "rocketlauncher"
- remove "mancubus-looking plasmagun" and give a real flamethrower, the same to that one, the red marines used, but till to change it - now both red marines and our baron will have a nice flamethrower with flame falling by gravity and then firing some time on the floor.
It will also use it's own ammotype. It will be placed in some area on maps and drop from flamethrower red marines.
- remove cacodemon-looking staff. May be i will make something more interesting instead or just give back a BFG to our Baron Of Hell. Or may be Cyberdemon missilelauncher of revenant autoaiming shit-missiles
- Just redraw a litthe chain-shotgun (it was instead of SSG in Rampage Doom) and rebalance it's fire. It will now use 1 ammo per shot, not 2, but wil shoot a bit faster, have less accuracy.
- Change ammo for HellStaff (laser-cannon from doom64 sprite that shots like railgun), rebalance it's damage a little. May be this will be a "7", instead of bfg(caco-staff)
Also most static decorations and items will get voxels instead of sprites, and dynlight definitions.
I would like to hear the oppinion from original rampage-doom autor - what does he think about all this. I also will make my pack compatible with original rampage.wad. But in fact it will only use some maps and resources from it, and i plan to make a "lite" version of rampage.wad because i found tonns of unused resources there, and lots of doom2-doubling resources. That all will be removed to make rampage.wad much lighter.
As for maps i wish to add some mystery and remove some trashness, improve places where author had to use z-bridge things and place there 3dfloors instead. Add lots of voxel decorations to show better marines lifestyle.
That's all for now. I will release first version soon, i belive tis will happen this summer, as far ar i fix weapon ballance and add some doomguy-gibs voxels)))