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Tango

Supercharge [gameplay mod | v3.0b 07/16/23 multiplayer fix]

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Just a little suggestion for the Scrapgun in the Ultra-Randomized mode:

 

Instead of spawning with berserk, scrapgun can spawn with ssg (like stomper with rocket launcher) and some shells can be replaced with scrapdrums. (Just like rockets and stomper missiles). Because it doesn't have ammo much of the time, I can't use it more for this reason.

 

EDIT: Btw, @TangoDo you have a plan to open a discord server?

Edited by c0mbolynch

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Supercharge v3.0b "No keys" version:

https://www.mediafire.com/file/ti3jc6bdc8z1wtu/Supercharge_v3.0b_nokeys.rar/file

 

Supercharge has become my default gameplay mod when playing WADs. While most of WADs work just fine or only need a simple compatibility patch (for replacing weapons mostly), I've encountered a few cases that locks don't work despite having the corresponding keys, for example Desecrated Station (broken blue key switch) and Insanity Edged (broken progress in map07). So I made the "No keys" version that doesn't replace keys/locks. No more fancy spinning keys and their unique pickup sounds, but it should have even better compatibility with WADs.

 

It also has a few minor tweaks:

  • Pistol clip size is now 10 (for the sake of matching a full clip pickup).
  • Chaingun has a new pickup sprite and buffed damage (from 13 to 17, I made a simple spreadsheet comparing ammo costs between SC Pistol/AR/CGun).

 

================================

"Chaingun Only" mini mod for Supercharge 2.4+:

https://www.mediafire.com/file/54ihoe0mo8daiua/Supercharge_CGun_only_NR.rar/file


I know Supercharge itself has an option to toggle between Assault Rifle and Chaingun, but some WADs with built-in SC remove the option. This mini mod will force replace AR with CGun as long as the corresponding files still exist. Just bear in mind that using this mod might break map author's intention.

CGun in Break Point

Edited by NovaRain

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I've also made some alternate addons for supercharge. Is it okay for me to post them here? @Tango

The Addons I've made are:

-A Revolver Replacement for Pistol (Magazine size is 6 but damage is same, just like the old supercharge pistol. Sorry, I suck at coding...)
-Green Sights for Pistol and Shotgun.
-Supercharge HUD for other mods (Intended to use with Quickcharge, Minicharge and Vanilla DooM. But one small mistake, I couldn't make the armor icon fit inside the little box, so armor icon looks goofy unfortunately.)

 

Bonus Note: I am also working on a Heretic Style Weapons Replacement :))

Thank you in advance, and "Godless Night" is super awesome! It's good to see you alive and kicking, friend ;)

 

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@c0mbolynch you are much too kind, thanks so much :D

 

yes of course! post away, and I am happy to link to your post in the OP. sounds like really cool stuff!

 

heretic-style weapoms mod sounds slick, looking forward to seeing that

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https://drive.google.com/file/d/1kECafQsfmlfgs10kVBW0fWS1Jp4SjJSV/view?usp=sharing Supercharge Hud

 

https://drive.google.com/file/d/1PubyTo8j5TFWHtPPy0dlYww368fRjlUC/view?usp=sharing Pistol and Shotgun Green Sights

 

https://drive.google.com/file/d/1dl4ohIepjQF2x-_I2Le2L0I-1eYyNJah/view?usp=sharing Revolver Replacement

 

All of them are standalone, so you don't need to load them with supercharge.

Edited by c0mbolynch

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9 hours ago, Tango said:

@c0mbolynch you are much too kind, thanks so much :D

 

yes of course! post away, and I am happy to link to your post in the OP. sounds like really cool stuff!

 

heretic-style weapoms mod sounds slick, looking forward to seeing that

You're welcome! The HeReTiC style weapons will be coming later. I think I will call it Mystic Charge. But don't expect much from me honestly because I am too new to the modding scene and coding. So, right now, I can only change sprites and sounds. I wish I could make reloading animations and tracers too. I know that the community can help me if I need help with a expert level task if I have one :) 

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On 10/13/2023 at 4:23 PM, NovaRain said:

Supercharge v3.0b "No keys" version:

https://www.mediafire.com/file/ti3jc6bdc8z1wtu/Supercharge_v3.0b_nokeys.rar/file

 

Supercharge has become my default gameplay mod when playing WADs. While most of WADs work just fine or only need a simple compatibility patch (for replacing weapons mostly), I've encountered a few cases that locks don't work despite having the corresponding keys, for example Desecrated Station (broken blue key switch) and Insanity Edged (broken progress in map07). So I made the "No keys" version that doesn't replace keys/locks. No more fancy spinning keys and their unique pickup sounds, but it should have even better compatibility with WADs.

 

It also has a few minor tweaks:

  • Pistol clip size is now 10 (for the sake of matching a full clip pickup).
  • Chaingun has a new pickup sprite and buffed damage (from 13 to 17, I made a simple spreadsheet comparing ammo costs between SC Pistol/AR/CGun).

 

================================

"Chaingun Only" mini mod for Supercharge 2.4+:

https://www.mediafire.com/file/54ihoe0mo8daiua/Supercharge_CGun_only_NR.rar/file


I know Supercharge itself has an option to toggle between Assault Rifle and Chaingun, but some WADs with built-in SC remove the option. This mini mod will force replace AR with CGun as long as the corresponding files still exist. Just bear in mind that using this mod might break map author's intention.

CGun in Break Point

I know we have the download links of the older version but can you make a burst rifle minimod too? With the new assault rifle sprites.

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I really really like the mod; the weapon strength against demons is balanced in my opinion, the pace is fast, the designs are great.

 

I would hope for some addon/s like grenades.

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On 9/21/2019 at 10:44 PM, Tango said:

hkjKCxI.png

 

>>>>>>>> DOWNLOAD SUPERCHARGE <<<<<<<<
(last updated: v3.0 - 03/27/2023 | click here for direct link | click here for weapons-only version courtesy of @NovaRain

 

Supercharge is a mapping resource and gameplay mod for GZDoom/Zandronum, with new and altered monsters and weapons. It is the continuation of the gameplay mod featured in Paradise, and I intend to continue iterating on it and using it in my future mapping projects.


REQUIREMENTS:

  • Compatible with GZDoom 4.0.0 and up, Zandronum 3.0 and up, and ZDoom 2.8.1; earlier GZDoom versions or LZDoom may also work, but are untested
  • Requires a Doom IWAD to play (doom.wad, doom2.wad, tnt.wad, plutonia.wad, etc.)
  • Hardware rendering mode strongly recommended; non-hardware rendering modes may have visual oddities
  • Probably will not play well with other mods or mapsets that have significant gameplay tweaks

 


SCREENSHOTS:

  Reveal hidden contents

0b6fejE.png

(Paradise v2.1 MAP05)

 

gZf7WOw.png

(Abandon MAP04)

 

bjVw8h7.png

(Speed of Doom MAP28)

 

 

GIFS: tbd

 

GENERAL INFO:

  • Frills and effects! New weapon and monster sprites, new sounds, bullet casings, alternate deaths, gibs, terrain splashes, two "new" HUDs, and other various things.
  • Automatic pistol starts (GZDoom only)! In game, navigate to "SC Options" from the main menu to toggle this setting.
  • Normalized damage across the board! Each player and monster attack now does a set, non-random amount of damage. The non-random values are generally what the average random version would be. A projectile formerly dealing between 10 and 20 damage would now do 15, for example.
  • Instant weapon switching! Weapon switching is instant for ALL weapons. This allows you to combo certain weapon shots together. Fire a rocket then quickly switch to a super shotgun blast, or hammer away at your pistol clip then instantly switch to a plasma volley!
  • New monsters and tweaked weapons! See the respective categories below for more info.

 


MONSTER INFO:

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NOTE All monsters below marked with (NEW) will only show up in game when placed specifically by a mapper. If you are using Supercharge as a gameplay mod (ie to play with Scythe), none of the (NEW) monsters will be present in game unless playing on the new Ultra-Randomized difficulty setting.

 

 

  • (NEW) Wicked: Flying low tier monster that shoots 3 homing projectiles nearly simultaneously. The projectiles hang for a brief moment before firing toward the player with momentary but strong homing. The temporary nature of the homing effect makes the projectiles easier to dodge at a distance, and the limited turn-radius of the homing means that immediately standing behind the Wicked once it spawns a volley will make the projectiles unable to home in properly.
  • (NEW) Grenadier: Zombie variant with a grenade launcher. Grenades bounce till they lose momentum, then lay still for a few seconds before exploding. The player can safely run through still grenades. Killing the Grenadier with an explosive attack will detonate the grenades strapped to it, causing a secondary explosion on the enemy for additional damage to surrounding monsters.
  • (NEW) Diabolist: Fiery-red cousin of the Archvile. Summons exploding plumes of fire beneath the player’s feet that linger for a few moments for area-denial. Punishes you for not watching your footwork.
  • (NEW) Tortured Soul: Similar to a Cacodemon, but releases out lingering toxic clouds, which damage players and other monsters alike, upon pain and death. Think of them like flying barrels.
  • (NEW) Pyro Demon: A hell-knight variant whose projectile explodes into small chunks of fire that linger on the ground upon impact. Lingering fire is constant but low damage, for area denial.
  • (NEW) Weak Cyberdemon: Has 25% less health than vanilla, and is susceptible to explosion/radius damage. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has green cybernetic parts to visually distinguish it from the standard Cyberdemon. If you are a mapper, I highly recommend using the Weak Cyberdemon exclusively - the standard Cyberdemon is included only for gameplay compatibility reasons.
  • (NEW) Machinegun Guy: Basically just a reskin of the Chaingunner, but fires in bursts much like the player's own Assault Rifle.
  • (NEW) Cyber Baron: Has a chance to fire a rocket out of its rocket arm, in addition to its regular green fireball attack. Once under ~50% health, a strong attack (anything but a pistol/AR attack basically) will destroy its rocket arm, leaving it with only the green fireball attack. Its rockets (which are now distinct from player rockets) deal slightly less damage and have a smaller explosion radius than vanilla. Has a higher pain chance from Chainsaw attacks, and can be instantly disarmed with Chainsaw attacks.
  • (NEW) Haedexebus: Flying Behemoth, with health identical to the Behemoth (600hp). Its firing pattern is slightly different from the Behemoth in that it starts center-focused and spreads further out with each volley.

 

  • Archvile -> Exile: 100 more HP than vanilla. Otherwise purely a cosmetic change.
  • Cyberdemon: Shoots rockets from its cannon, rather than the center of its body.
  • Zombieman -> Plasma Zombie: Fires two shots of plasma instead of a single hitscan bullet.
  • Demon/Spectre -> MechaDemon/MechaSpectre: Walks and bites faster than its vanilla counterpart.
  • Revenant -> Draugr: Fires its projectile from its shoulder cannon instead of the center of its body, but otherwise functionally identical to its vanilla counterpart.
  • Cacodemon: Fires slower projectiles than its vanilla counterpart.
  • Imp: Fires slightly faster projectile than its vanilla counterpart.
  • Lost Soul: Significantly less HP than its vanilla counterpart.
  • Pain Elemental: Has a small, damaging explosion upon death, to make it slightly less safe to stay in its face to block Lost Souls from spawning upon death.
  • Mancubus -> Behemoth: Same stats as its vanilla counterpart, but fires its projectiles out of its cannons now, rather than the center of its body, making the projectiles a little tougher to dodge.
  • Arachnotron -> Fusionite: Same stats as its vanilla counterpart, but fires its projectiles in strings of 4 with a small gap in between each bunch.
  • Spider Mastermind: Now has a bit less than half of its vanilla pain chance, and shoots a very fast and damaging projectile in place of its vanilla hitscan attack.

 

A few other monsters have received visual changes but no gameplay changes.

 


WEAPON INFO:

  Reveal hidden contents
  • Fist: Non-berserked damage slightly buffed.
  • Chainsaw: Damage has been substantially buffed, and range slightly buffed. Triggering the Cyber Baron’s pain state with a chainsaw is a guaranteed disarm.
  • Pistol: Shots are much more powerful, and much faster, than vanilla, but at the cost of having to reload every 8 bullets.
  • Shotgun: Fires faster, has tighter horizontal spread but with equal vertical spread. Can fire 8 shells before reload. Includes an alternate Gothic skin which can be toggled in the SC Options menu.
  • Super Shotgun: Slightly tighter horizontal spread, and a few frames faster at firing too. Really powerful as a combo-ender (ie 4 scrap shell shots into instant SSG) thanks to instant weapon switching. Includes an alternate Gothic skin which can be toggled in the SC Options menu.
  • Chaingun -> Assault Rifle*: Automatic firing rifle that reloads after 30 shots. Bullets are significantly more powerful than the vanilla Chaingun. The weapon becomes more inaccurate with successive shots, reaching peak inaccuracy after 20 shots, with spread gradually recovering when the weapon is equipped and idle.
  • (NEW) Scrap Gun: Projectile shotgun. Does a ton of damage up close (150 for a full blast vs the SSG's 200), but its extreme spread makes it unideal for anything but short-range.
  • (NEW) Stomper: Micro-missile launcher. Each volley fires several micro missiles that detonate after limited range, but explode several times over a small area for up to 400 damage on a single target. Very good for crowd control!
  • Rocket Launcher: Significantly increased rate of fire, and faster projectile speed. The cost is that splash damage, and therefore overall damage, are nerfed. Direct hits therefore are much more important. Works well as both a combo starter and ender.
  • Plasma Rifle: Reloads every 40 shots. Otherwise, quite similar to its vanilla counterpart in terms of damage output and speed.
  • BFG9000: Projectile hitbox size slightly increased, and projectile sprite size slightly decreased, but otherwise no major changes.

 

* There is a toggle in the "SC Options" section of the menu that enables a buffed vanilla-ish Chaingun in place of the Assault Rifle, but the Assault Rifle is the default.

 


NOTES FOR MAPPERS:

  Reveal hidden contents
  • In addition to the new monster & weapon things that you can place in a map, Supercharge also includes a few dozen decor items like trees and hanging lights. These new items are placed in separate thing categories when you load Supercharge as a resource in your level editor.
  • Supercharge includes a menu option to allow players to switch between using the Chaingun and Assault Rifle. If you would like to bypass this and enforce one of the two weapons in your maps, there are specific pickups for TangoChaingun and TangoAssaultRifle, as well as TangoChaingunGuyDropChaingun and TangoChaingunGuyDropAssaultRifle for ChaingunGuys. Otherwise, if you do not wish to enforce a specific weapon, please use the default TangoChaingunGuy and ChaingunSpawner items.
  • If you need any assistance or information at all regarding mapping for Supercharge, whether related to editor setup or more monster/weapon specifics, please either post in this thread here or PM me to let me know, and I'd be happy to help!

 


CURRENT TODOS:

  Reveal hidden contents
  • Add some more elaborate randomizer options
  • Expand bestiary
  • Expand arsenal



MODIFYING SUPERCHARGE AND USING IT IN YOUR MAPS:

  Reveal hidden contents

You are free to do any of the following without permission from or credit to Tango:

  • Fork and create your own version of Supercharge
  • Use any of the resources or code from Supercharge in your own mods
  • Bundle Supercharge or a modified version of it in your own mapset

 

However, if you do any of the above, you must provide credit to any non-Tango individual whose resources you have used. The simplest way to do this is to make sure that you include the existing CREDITS lump in your Supercharge fork. Additionally, if you make your own fork of Supercharge, it'd be great if you could name it something else to reduce confusion.

 

 

OLD VERSIONS:

 


MAPSETS USING SUPERCHARGE:

 

 

GAMEPLAY MODS BASED ON SUPERCHARGE:

 


RECOMMENDED ADDONS:

Omg thanks you very much!

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https://drive.google.com/file/d/1n48Soo7CZ-XGR7Pz80W4-tYTNtPw-Ukd/view?usp=drive_link

Supercharge but with Astral Abstraction weapon sounds. @The Final EventIs it okay for me to post this?

EDIT: I also turned astral abstraction into a gameplay mod by simply excluding maps and replacing bfg with all the 4 variants and removing chainsaw completely. But haven't uploaded it of course. If you give permission, I would like to upload it as a supercharge fork because I loved the gameplay of astral abstraction and I think that it deserves to be a gameplay mod like supercharge itself. Much respect and love :)

EDIT 2: https://drive.google.com/file/d/1c7xDuhV1F8jowpSk2cQotrWZdgTDGMhf/view?usp=drive_link Also here is the updated version of the revolver. With 2x damage. Yeah, I've finally figured out how to increase the damage of the guns :)) So, go Clint Eastwood style sharpshoot those ugly demons like a true gunslinger :DD

Edited by c0mbolynch

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9 hours ago, doomlayman said:

I think that the arsenal is fine and doesn't need any expansion.

I didn't say that the arsenal is bad. The Revolver is for a more western feeling actually in western themed maps with Gothic Shotguns. Of course, it's fantasy western not realistic. And I am still working on a heretic style fork called "Arcanecharge", for more medieval experiences, I just wish I have the ability make a mod compatible with HeReTiC but I'll stick with DooM for now. Astral Abstraction guns really felt like something between minicharge and supercharge. That's why I liked them, feels like gzdoom style minicharge :))

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Hey!

What does the self correcting recoil option do please? just want to be sure to understand the difference between on and off.
Great mod btw!

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With the permission of @The Final Event, this is Bulletcharge. If you add it your post, I think that to mention him is much more better and respectable. I've just excluded maps. Work is completely belong to him.

Edited by c0mbolynch

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On 1/22/2024 at 5:26 AM, c0mbolynch said:

https://drive.google.com/file/d/1n48Soo7CZ-XGR7Pz80W4-tYTNtPw-Ukd/view?usp=drive_link

Supercharge but with Astral Abstraction weapon sounds. @The Final EventIs it okay for me to post this?

EDIT: I also turned astral abstraction into a gameplay mod by simply excluding maps and replacing bfg with all the 4 variants and removing chainsaw completely. But haven't uploaded it of course. If you give permission, I would like to upload it as a supercharge fork because I loved the gameplay of astral abstraction and I think that it deserves to be a gameplay mod like supercharge itself. Much respect and love :)

EDIT 2: https://drive.google.com/file/d/1c7xDuhV1F8jowpSk2cQotrWZdgTDGMhf/view?usp=drive_link Also here is the updated version of the revolver. With 2x damage. Yeah, I've finally figured out how to increase the damage of the guns :)) So, go Clint Eastwood style sharpshoot those ugly demons like a true gunslinger :DD

Your download links are not working.

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41 minutes ago, Broadsword Jim said:

Your download links are not working.

It seems fine when I open them, the second one was restricted, so I made it public. If you have a different problem you can send a picture.

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1 hour ago, c0mbolynch said:

It seems fine when I open them, the second one was restricted, so I made it public. If you have a different problem you can send a picture.

Don't know, what happened, but it's working now.. Good job, by the way.

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24 minutes ago, Broadsword Jim said:

Don't know, what happened, but it's working now.. Good job, by the way.

thnx!

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Most epic!! My humble apologies if I missed it, but may I ask have you made a version that is just monster changes only? Idk why but i reeeeaally wanna fight these monsters with the weapons from quake 1 haha many thanks!

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Just wanted to piggyback off my post in the thread for Break//point// yesterday but this mod is incredible. The attention to detail on especially the gibbing is second to none. I think outside of Brutal Doom, which just changes the game a bit too much for my taste, this is some of the most beautiful I have ever seen Doom. I have tried ALOT of mods (Someday I may release a spreadsheet I have), but this one is the one I come back to the most besides Final Doomer.

 

Insane work. Insane Detail. Great job.

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This mod is pretty fun. After seeing that there's a weapons-only version, has a monster-only version been considered for compatibility with other weapons mods? I'd imagine all that would be needed to do is replace the weapons dropped by the enemies with their vanilla counterparts...

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Posted (edited)

A very cool vanilla-like gun mod. I'm using the weapons-only mod with creature packs. It's great!

But I have a suggestion:
How does it sound to make a separate ammo pool for pistol to prevent it from being useless in the lategame? Several different powerful weapons use the same ammo pool.

Edited by Tekabe

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The rockets apparently aren't counted correctly in the automap ammo tally for some reason, but the main HUD keeps track of them just fine. Not quite sure what'd cause this sort of discrepancy.

Screenshot_Doom_20240513_232428.png

Screenshot_Doom_20240513_232144.png

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