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DoomGuy, the most famous UAC marine from DOOM arrives finally into SRB2 after years of development!
Travel through levels with it's weapons from DOOM 2 which are dropped from badnicks and/or bosses, with also ammo included!

doomguy1.gif


It's possible to do rocket jump, be aware tho; The blast damage is very high the more you're close to the explosion (and it's vertically infinite). It's recommented to have considerable amount of armor and health or better yet, invulnerability.

Certain powerups are dropped to like the Radiation Suit, Berserk, the Partial Invisibility Sphere, the Soul Sphere, the Mega Sphere, and the Invulnerability Sphere.

Super sneakers makes DoomGuy's rate of fire doubles at the cost of the ammo depleting more faster except for the Fist and the Chainsawas these don't use any type of ammo.

doomguy2.gif


It also doesn't drowns underwater or dies from outerspace instantly, instead it as a perior of time of oxygen until it runs out and drains his health bypassing any time of armor.

DoomGuy is meant to play kinda as a movement shooter-like due to it's movement set.



Controls:
Fire: Fires the weapon currently youre holding if you have ammo for it.
Fire Normal: Toggles sprinting like the original Doom (except you don't need to hold the button)
Weapon Prev/Next: Cycles through avaliable weapons
Weapon Slot 1-7: Selects a weapon from that slot if avaliable, multiple weapons can be on the same slot so tapping multiple times if recommended.
Spin: Makes DoomGuy crouch so you can pass small gaps, also underwater forces to swin down quickly.
Jump: Makes DoomGuy jump, it has higher jump factor. Also underwater you can swin up.
Tossflag: You make Unf's that's it!



Console Variables:
doom_noflashes <Yes/No>: In case you're photo-sensitive with the screen flashes, you can disable it and will show an alternate hud element instead.
doom_fullscreen_hud <yes/no>: Enables the Fullscreen HUD instead if a status bar at the bottom of your screen.

doom_keepinv_on_death <Yes/No>: (Admin Only) Allows all the current DoomGuy's on the server to keep their entire inventory (except powerups) upon death. This only applies to Co-Op.
doom_dropweapons_on_death <Yes/No>: (Admin Only) Determine if DoomGuy's can drop their weapons upon death.
doom_cheat_freeweapons <Yes/No>: (Admin Only) Allows all the avaliable DoomGuy's on the server to bypass any inventory check and use any weapon with infinite ammo.
doom_cheat_infammo <Yes/No>: (Admin Only) Allows all the avaliable DoomGuy's on the server to have infinite ammo, inventory checks are still done (i.e if the player has a certain weapon in their inventory).



Moddeability:
DoomGuy has a in-built weapon and ammo system which allow adding and/or replacing existing weapons and/or ammo (see Lua\Definitions inside the addon to see how to).

At the moment custom weapons and ammo are supported, more moddeability will be added soon.
Also all DoomGuy's functions, variables and tables are freely exponsed. Go nuts with it.
You can also go and add compatibility with DoomGuy on your addons too!



Reusability:
While all the Lua code inside this addon is non-reusable without my permission.
All the used Doom's assets however, they're under Id Software's IP.



Credits:
Id Software for making the Doom franchise.
SRB2-Español-Spanish for all the playtesting and feedback duing development.
Amperbee for the custom font rendering used on the HUD.
Me as for making this whole addon on the entire scripting part.
Author
Lugent
Downloads
5,071
Views
9,889
Extension type
pk3
File size
642.5 KB
MD5 Hash
7cf7c542d6a24a220ad4a02fa1590c74
First release
Last update
Rating
4.45 star(s) 22 ratings

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Latest updates

  1. Version 1.1 released!

    Sorry for the long delay due to real life's shenanigans, but now I can finally update DoomGuy...

Latest reviews

Really cool but I noticed a few things.

1. He jumps like REALLY high, I don't really see any reason as to why that is, I doubt its for progression as you have rocket jumping and you can toggle running, but this makes it insanely awkward for match play. Maybe just a cvar to disable jumping would help? That or maybe replacing it with double jump idfk.

2. Infinite height explosives. Why? I understand that THINGS in the original doom had infinite height with their height values only being for map collision, but that isn't exhibited here, infinite height explosions were only a thing as a by product of infinite height. I think all multiplayer source ports have this disabled by default. Not much of an issue because most of the time in match you'll only be firing rockets at a mid texture, but still something worth noting.

3. Was originally gonna mention the lack of auto aim on the bfg tracers, but to be fair it would be a bit op with freeaim bfg, and also the fact that srb2 has no true hitscan which would make it hard to implement. However the ability to disable enemy drops would be useful for maps like sonic doom 2.

4. Ok this is like REALLY nitpicky but if you're trying to stay perfectly accurate than the super shotgun shouldnt light up the 3rd weapon indicator on the hud, since only the normal shotgun does in the original. Also on the topic of the super shotgun, the super shotgun correctly (or incorrectly I guess?) has a 7 frame muzzle flash compared to the original doom 2's 9 frame muzzle flash (although thats like REALLY fuckin nitpicky.)

To be more positive though, this mod is like really damn good. Sticks very close to the source material, has all the power ups and stuff with ACTUAL weapon progression unlike some other similar mods *cough* *cough* tails guy *cough* *cough*, has a full screen hud (which seems to be a weird mix between the old zdoom 1.2 hud, boom/eternity hud with the weapon indicators and such.) Also splitscreen support is cool, I think the coolest thing though is the fact that, looking at the code, there seems to be support for custom weapons and items. Thank you for that, you are a real one.
Upvote 0
This mod is really really good, but I have to point out that the way the BFG works is inaccurate to actual DOOM - originally it worked like a big shotgun with 40 invisible tracers, but in this mod it seems like it's just a bigger rocket launcher
That's pretty much my only gripe with it, but the mod is still really epic
Upvote 0
this is a insanely high effort mod, and a great faithful creation to the 90's doom, great job!
Upvote 0
I think John Doomguy is a pretty cool guy. Eh, kills demons and doesn't afraid of anything.

I like the overall approach with this mod where it is closer to its source material instead of being modified to fit SRB2. Just like standard Doom levels, you have to go slow and hunt for enemies instead of blazing through levels. I managed to get 5 minutes on Greenflower 1 alone! Overall, a great character mod.
Upvote 0
I rated this 4 stars because this mod is amazingly high-quality, but I have a few suggestions which could improve the gameplay (in my opinion--also, I've never played Doom, so this is purely based on DoomGuy's gameplay in SRB2):

The main problem with DoomGuy is he makes the game FAR too easy.
First of all, every enemy is a one-shot. This makes using different weapons sort of obsolete. The pistol is just as affective as any other weapon (in most cases), so why use the others? I suggest making every enemy take a few shots to kill, like Duke Nukem does. Then the weapon damage and fire-rate would matter a whole lot more.
Secondly, bosses only take 3 shots to beat. This makes them so easy that they aren't even fun anymore.
Thirdly, DoomGuy has WAY too much health. It's almost impossible to die to anything other than a pitfall. I suggest making the enemies (and other stuff like lava and spikes) do a LOT more damage.

Another thing, I think the sprinting mechanic is way too overpowered. I'm a record attack player, so I keep the sprint held for almost the entire time I play as DoomGuy. The sprinting is so fast that it overshadows his main mechanics. He is also WAY faster than most other characters, and playing record attack as him almost feels like cheating. I think the sprinting should be toned down a LOT or even outright removed.

I really hope you consider these things because this mod could be amazing but these few problems are holding it back, at least for me.
Upvote 1
Serious Sam mod of Sonic Robo Blast 2
Upvote 0
Just like what Rolly Polly said, I don't want to ignore the amount of effort that was put into this. It's awesome to finally be able to play as Doomguy in SRB2, but there are a few issues I have with it that just make it really not fun to play as a DOOM fan.

The item drop system is extremely busted. Within 20 seconds of playing, I had already grabbed myself a rocket launcher, plasma rifle, and BFG before I even had a shotgun. It really doesn't seem balanced to be able to have an invlun sphere halfway through GFZ1 from killing a single Crawla.

It's a little funny to me how easy it is to get these OP weapons while you don't even have to use them, though. The BFG is usually great for taking out entire rooms of enemies, but due to the lack of tracers it's really just a slower rocket launcher. Speaking of which, both of these can kill Brak in less than three hits. I found myself playing through the game only occasionally shooting enemies with a pistol and saving my rockets for bosses. Unrelated to this, but the plasma rifle feels off to me.

I have a few more personal issues that are kind of stupid (such as the blinking animation, hud being different for no real reason, being able to look up and down, the chaingun actually shooting two bullets on clicking once when it's actually one bullet being fired and the sound effect being played twice, firing weapons not waking up enemies) but everything in the prior two paragraphs are my only real issues. I'd suggest watching decino's analysis videos on YouTube to help fix things like the BFG.
Lugent
Lugent
First of all things, I never clamied that doomguy is gonna be 100% accurate at everything. Since some changes are made to add details and/or see if it actually works with SRB2, since SRB2 even if using the doom's engine (or doom legacy to be specific). STJr literally made a lot of changes to it that may be no longer doom apart from it's core engine.

As for some of the issues you mentioned:
1.- The Item Drop system not being balanced is kind of a intencional, as there is 0 way to actually determine what kind of progress you are in campaing, singleplayer or co-op. A weak solution may be add randomized chances instead of literally all random.

2.- The BFG has tracers, the major problem is that SRB2 lacks any type of hitscan function since it got removed many years ago. So everything like the Pistol, Fist, Shotgun, Chaingun. Is just a hacked fast missile with Rail Ring's logic from SRB2's Ringslinger and there is no way to re-implement that other that STJr re-adding those functions.

3.- The Chaingun fire 2 bullets even with tapping the fire key once, the entire development of DoomGuy was based using the Doom's source code while finding a way to implement it into SRB2 itself.

4.- The HUD is different yes, but it's because things like keys display are worthless to implement as SRB2 removed that system already. As for the blinking, because it looks as a neat detail. That's all.

5.- About enemies waking up on firing, it's totally not ideal. Already talked about that with my playtesters, even if just a flood fill function to wake up enemies, going through all the map is just bad in performance as SRB2's maps are a lot bigger than Doom's map. And waking enemies is totally worthless too since enemies in SRB2 doesn't travel the map in long distances since it's practically impossible for them.

6.- And about looking up and/or down, Autoaim depends of thesse same hitscan functions that no longer exists. Simple.

After all, my goal for DoomGuy is just to have fun. Not to be critically 100% accurate, since already tried to do the most things possible with the limits of SRB2's engine.
Upvote 0
isabelle companion when, jokes aside, this mod is really great, the only thing that would fit it with would be a mappack with every single doom map in it (including tnt and plutonia), besides that, the mod looks great.
Upvote 0
I most certainly do not want to brush aside that effort went into creating this, there was clearly a lot of passion poured into this character and I respect that. However, I do have a few gripes.

Namely, the ammo/weapon system. I think not doing it like Metroid Vanguard or Duke Nukem where the weapons are locked behind monitors and killing enemies grants you ammo refills was a bit of a misstep, in my test playthrough I killed two blue Crawlas and was immediately rewarded with the rocket launcher and BFG. You get weapons too easily is what I'm trying to say.

Speaking of the BFG, I think something is wrong with it. I'm not 100% on how the beam works in vanilla Doom, but I do know that it's good at killing a lot of enemies at once, and I was having trouble killing a single Crawla when I was firing the weapon at large groups of them.

Weapon strength is also an issue. I understand that due to being a Sonic game, enemies have very little in terms of actual "health" however everything seems to die in one hit, regardless of what weapon you use. Even Eggman died in 2 or 3 hits from my testing. This means that you are basically better off exclusively using the pistol (or chaingun if you have it) since ammo is plentiful and it is just as efficient at killing things as any other gun in the game.

Also, this is a personal nitpick and may have to do with my game resolution, but I found some of the guns made it hard to see my crosshair and thus made it a bit difficult to aim. Could be a skill issue though.

Overall, very solid mod! I think it needs some tweaks but as is it's very competently put together.
Upvote 2
underrated, it's better than normal doom, basically turning srb2 into a movement shooter. the duke nukem mod is similar, with more abilities but handling worse.
Upvote 0
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