ShortedOutFuse Posted January 28, 2019 (edited) Backwoods is a 5 level campaign mod for Doom 2 featuring new weapons, monsters, and environments. I plan on making more episodes if this mod is well received when it's done. Features: - A five level campaign plus one secret level - All new monsters all with new, original sprites and animations - A brand new arsenal of weapons including the "Weird-Ass-Demon-Gun" which eats your enemies and then spits them at other enemies, the "Deep Fryer" which lets you deep fry your enemies and eat them for health and the "Compensator" which compensates for your embarrassing skill level by killing everything in the room - A cartoony style - A story told mainly through notes and environmental details (Notes are purely for story and never give you hints on progression or secrets so if you don't care about the story and just want to shoot some monsters you're free to ignore them.) -2 new power-up items: the Can-of-Whoop-ass and the Thunderkiss, the former allowing you to kick enemies into walls or groups of their friends (Splattering them on impact) and the latter electrocuting any enemy who uses a melee attack on you. - Juggle your enemies by kicking them into the air and continually shooting them, than slam them into the ground when you're done for massive damage. Download link: Demo contains 3 full levels https://www.mediafire.com/file/n58hq6fly0kbqng/BackwoodsDemoPatch2.zip/file For updates and information you can check out my twitter (I post on there a lot more often) https://twitter.com/shortedoutfuse this mod was made to be used with GZDOOM. No other source ports have been tested with this mod. No other gameplay mods have been tested with this mod. Story: Local hillbilly, Eddie, had his worst nightmare realized when the Schism Corporation built a research base in the cave system beneath his house. Things then went from bad to worse when that base was overrun with strange hellish creatures that began slaughtering the staff and generally making a mess of the place. Now with the screams of the damned keeping him up all night he'll have to go down there and find the source of this invasion, stop it and kick whoever is responsible's ass if he ever wants a good night's sleep again. Some of the enemies you'll encounter: Hitscanners: your basic minions of hell, these guys don't pack much of a punch and can't take one either. Disciples and Apostles: These creepy cultists are the results of Schism Corp's attempts to share their gift with others. More resilient than the Hitscanners but not by much. Disciples shoot one fireball Apostles shoot a three way spread. Finks and sentinels: finks float around, fire eyeballs out of their "buddys" and are generally just a nuisance all around. His design is inspired (ripped off) from that dream sequence in the Beavis and Butthead movie, which featured the designs of Rob Zombie. Tar Dude: Oh look, a zombie. Make sure you gib him or he might get back up. Totally legally distinct from Return of the Living Dead, I assure you Skunkape: Big boy who carries two sacks of napalm and more... Credits: Full credits are in the readme file! (slight seizure warning, there is an item called the "thunderkiss" in the game that shocks enemies, creating a strobe effect on their sprites, you've been warned) Edited May 7 by ShortedOutFuse 30 Share this post Link to post
Hellbent Posted January 28, 2019 (edited) Cool! Now the constructive feedback... No death animations? More monsters should have more death animations. I strongly urge you not to use doom monsters in your mod. It just ... no. It makes it feel like the mod is half-assed. Obviously Doom monsters do not fit with your mod's art style. I'm referring to the hell knight I saw at 3:08. (at which point I stopped watching the video since seeing the hell knight just ruined the whole experienced for me). You might get away with using lost souls, but, really, I would not use any original monsters. 0 Share this post Link to post
ShortedOutFuse Posted January 28, 2019 16 minutes ago, Hellbent said: Cool! Now the constructive feedback... No death animations? More monsters should have more death animations. I strongly urge you not to use doom monsters in your mod. It just ... no. It makes it feel like the mod is half-assed. Obviously Doom monsters do not fit with your mod's art style. I'm referring to the hell knight I saw at 3:08. (at which point I stopped watching the video since seeing the hell knight just ruined the whole experienced for me). You might get away with using lost souls, but, really, I would not use any original monsters. Thanks! Yeah, I’m currently in the process of changing that hell knight and the mancubuses later on to something more theme appropriate. 0 Share this post Link to post
Hellbent Posted January 28, 2019 I like your art style, though. I really like the player mug in the HUD. 0 Share this post Link to post
Walter confetti Posted January 28, 2019 Reminds me a lot of a more cartoonish Redneck Rampage, I like it! 0 Share this post Link to post
KVELLER Posted January 29, 2019 I love the art style, but the more realistic-looking textures don't mesh well with it. 0 Share this post Link to post
ShortedOutFuse Posted February 1, 2019 (edited) PRE-ALPHA VERSION 0.000000001 RELEASED! This is still a very early work in progress but I wanted to get an early version out there before I get swamped with work for the next month or so. Levels 2 and 3 are a bit rough but I hope you'll enjoy the mod. keep in mind that stuff like the original doom monsters are only temporary, I plan to replace them with custom monsters when I have more time. the super weapon found in level 3 will not be there in the final game. Edited January 6, 2023 by ShortedOutFuse 0 Share this post Link to post
Merry Widow Posted February 1, 2019 I like this very much. Looking forward to the rest of it. :D 0 Share this post Link to post
JohnnyTheWolf Posted February 1, 2019 (edited) So all the custom artwork is done by you? I must say, it looks really good, like it is taken straight from an actual adult cartoon from the 90s or something! 0 Share this post Link to post
Mere_Duke Posted March 1, 2019 The smooth animations here are gorgeous! Looking forward to release. 0 Share this post Link to post
Dark Pulse Posted March 1, 2019 Someone is most definitely a fan of Phantasm. 0 Share this post Link to post
whirledtsar Posted March 1, 2019 I like the cartoony style. Although I noticed that during the bat idle animation, he appears to puncture his own hand with the nails. 0 Share this post Link to post
ShortedOutFuse Posted March 12, 2019 (edited) New version available. Still not completely finished but contains five completed levels. Level six, while for the most part complete, does not contain an exit (there's somewhat of a boss fight than nothing) and is pretty bare bones aesthetically. The reason I'm putting this out now is because I'm going to be pretty busy with work stuff and won't have much time to work on this so I wanted to put out what I had before going dark for a little while. changes include many aesthetic improvements to levels four and five and a brand new level six. Remember to launch both wad files at the same time! Edited January 6, 2023 by ShortedOutFuse 0 Share this post Link to post
ShortedOutFuse Posted November 13, 2019 (edited) I always hate putting up unfinished builds of something I'm working on because I know as soon as I upload it I'll notice 500 things that need to be fixed or changed. I than, however, see the previous build I had up and how it's basically garbage and imagine "what if I die tomorrow and this is the shit I'm remembered for". All that to say here's the latest build of Backwoods, keep in mind it's still very unfinished but I feel it's, for the most part, presentable. The first two levels still use default Doom 2 music and many assets are placeholders. The original level 2 was scrapped so it goes straight from 1 to 3, keep that in mind if you use the IDCLEV cheat (level 3 is 4, 4 is 5, etc.). levels 1 through 4 can be completed normally. level 5, however, is currently under renovations and is unfinished, so once you get to the conveyor belt room that's pretty much it. there is also no exit that leads to the secret level so if you want to see it in it's unfinished state type IDCLEV07, I recommend checking it out. Yeah, like I said, still unfinished. I'm mainly posting this update to keep anyone interested up to date on what's done so far. Nothing in this is final and everything is subject to change blah blah blah... Edited January 6, 2023 by ShortedOutFuse 1 Share this post Link to post
ShortedOutFuse Posted October 1, 2020 (edited) New Halloween 2020 Demo Released! give it a whirl if you want, any feedback is appreciated! Edited January 6, 2023 by ShortedOutFuse 3 Share this post Link to post
Redead-ITA Posted October 1, 2020 (edited) So i've tried it, really well done, though it could use the text to be also in console to read what they have to say would have been nice. also the demon gun reviewing every thing it eats is neat, but being only available for the map only is kind of weird, it would have been better if it worked regardless of maps. so far this is great, but the tags for the weapons could also be better than just the standard doom ones. Over all it's a fun map, but it's easy to break it because i took the wrong entrance. and also nice refernces. ALSO bug report, but the going "suck this!" song doesn't loop well. Edited October 1, 2020 by Redead-ITA : bug report 1 Share this post Link to post
Murdoch Posted October 1, 2020 I am tempted to play this purely to see how you managed to use sprites from Columns of all goddamn things in a Doom mod. That is strangely impressive. 1 Share this post Link to post
ShortedOutFuse Posted October 8, 2020 On 10/1/2020 at 6:04 AM, Redead-ITA said: So i've tried it, really well done, though it could use the text to be also in console to read what they have to say would have been nice. also the demon gun reviewing every thing it eats is neat, but being only available for the map only is kind of weird, it would have been better if it worked regardless of maps. so far this is great, but the tags for the weapons could also be better than just the standard doom ones. Over all it's a fun map, but it's easy to break it because i took the wrong entrance. and also nice refernces. ALSO bug report, but the going "suck this!" song doesn't loop well. Thanks for the feedback! Yeah, the demon gun's reviews only showing up in the level is because it's an ACS command in the map, not decorate. I'm working on getting that working for any map. What do you mean you took the wrong entrance? 0 Share this post Link to post
Redead-ITA Posted October 9, 2020 23 hours ago, ShortedOutFuse said: Thanks for the feedback! Yeah, the demon gun's reviews only showing up in the level is because it's an ACS command in the map, not decorate. I'm working on getting that working for any map. What do you mean you took the wrong entrance? In the beggining of the map when you take the wooden shack on the right if you take the entrance to the top right of the building the effect isn't as neat as it happens if it was in front of the building 1 Share this post Link to post
Toilet_Wine_Connoisseur Posted February 11, 2021 This shit loooks so damn cool. As a hillbilly fan of spooky shit, I feel seen with this mod XD 0 Share this post Link to post