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Beth

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elizabethany

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About this mod

Adds more sync kills to the game, in the form of multiplayer kills, restored cut content, or repurposing existing kills. Also touches up some existing animations.

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This mod adds new glory kills, in the form of multiplayer glory kills, restored cut animations, berserk animations, or by repurposing existing animations. No animations have been removed, unless otherwise specified. Additionally, some existing animations have also be tweaked to (subjectively) improve them.


Multiplayer Glory Kills Demo




Version 5 Demo



Description
The following demons have had new glory kill animations added:

All
Berserk animations have been added when glory killing from above
Glory kill animations (vanilla and modded) have been added to the pool of berserk kills


Zombie
  • Front - Head/Chest:
    • Rip apart at neck (berserk)

Imp
  • Front - Head:
    • Pull apart head (berserk)
    • Knee to gib head (unused/cut)
    • Cleave in half with shotgun (unused/cut)
    • Vanilla glory kill now gibs the head
  • Front - Chest
    • Drive your foot into their chest (unused/cut)
    • Point blank chest shot with shotgun (unused/cut)
  • Front - Left Arm:
    • Vanilla glory kill now gibs head
  • Front - Lower:
    • Crush their head with your foot (unused/cut) (two variations)
  • Right - Lower:
    • Sweep them off the ground, then cut them in half horizontally with shotgun (unused/cut)
  • Fornt - Above:
    • Punch them repeatedly in the head, gibbing it (taken from the MP Prowler)
  • Back - Head:
    • Neck snap - adjusted trigger for most consistent activation
  • Back - Torso:
    • Jaw rip - repositioned trigger here
  • Berserk - Front:
    • Telekinetic crush (unused/cut)

Hellified Soldier
  • Front - Chest:
    • Rip a hole in their chest, then kick them away (unused/cut)
  • Back - Torso:
    • Vanilla glory kill now gibs a hole in their torso
Hell Razer
  • Front - Chest:
    • Rip off arms (berserk)

Revenant
  • Front:
    • Throw them on the ground, then stomp their head (MP)
    • Jump up and punch them in the face (MP)
    • Pull them down as they try to fly away, and kick them in the face. (MP)
    • Climb on them, then punch them twice in the face (MP)
  • Back:
    • Spin them around to face you, then kick their head (MP)
    • Pull yourself up to knee them in the face (MP)
  • Left:
    • Eye gouge/head crush (MP)
  • Above - Front/Back:
    • Tongue rip (MP)

Baron of Hell
  • Front:
    • Push down and punch head (MP)
    • Vanilla berserk kill
  • Left:
    • Punch their head, then rip out their jaw (MP)
  • Right:
    • Grab their jaw and swing around, landing on and crushing their head (MP)
  • Above - Back:
    • Land on their back and crack their skull open with a rabbit punch (MP)
  • Chainsaw - Front:
    • Throat stab, then decapitate (MP)
    • Cut legs, then cut head (MP)
  • Chainsaw - Back:
    • Cut legs, then cut head (MP)

Hell Knight
  • Front:
    • Vanilla berserk kill
    • Neck snap (unused/cut)
    • Two punches to the head - removed
  • Left:
    • Vanilla glory kill now gibs the head
  • Right:
    • Vanilla glory kill now gibs the head
  • Back:
    • Jaw rip (vanilla)
  • Berserk:
    • Two electric punches (vanilla modified)
  • Chainsaw - Front:
    • Block with arm (unused/cut)
    • Gut stab resist (unused/cut)

Cacodemon
  • Front:
    • Vanilla berserk kill

Summoner
  • Front - Head:
    • Pull jaw and punch head (unused/cut) (MP)
  • Front - Lower:
    • Vanilla berserk kill

Pinky & Spectre
  • Front:
    • Vanilla berserk kill

Mancubus
  • Front - Upper:
    • Vanilla berserk kill
  • Front - Lower:
    • Feed gland (moved trigger here)
  • Above - Front/Back:
    • Vanilla glory kills - removed and replaced with berserk kills, on account of being identical to other vanilla kills

Cyber-Mancubus
  • Front - Upper:
    • Vanilla berserk kill
  • Front - Lower:
    • Climb up and stomp head (MP)
  • Back:
    • Removed power cell (MP)
  • Left:
    • Tube pull - removed and replaced with MP kills
    • Force them to shoot themselves (MP)
    • Kick off head (MP)
  • Right:
    • Tube pull - removed and replaced with MP kills
    • Force them to shoot themselves (MP)
    • Rip off helmet (MP)
  • Above - Front:
    • Vanilla glory kill - removed and replaced with MP kill
    • Land on and stomp head (MP)
  • Above - Back:
    • Vanilla glory kill - removed and replaced with MP kill
    • Land on and remove power cell (MP)


Special Thanks:
Big thanks to Zwip-Zwap Zapony from the DOOM 2016+ Modding Discord for helping me with this mod. They helped me figure out the basics I needed to get the Revenant's multiplayer animations working in singleplayer. This knowledge served as the foundation for the rest of this mod, and none of this would have been possible without their help!

Additional Notes/Stuff to be aware of:
Spoiler:  
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The Baron's rabbit punch glory kill is slightly misaligned. I have tried to fix it, but I have no idea where the issue stems from.

Some MP animations were not included as I couldn't get the body to ragdoll after death, resulting in them being frozen in strange poses after death

The Cyber-Mancubus' MP animations replaced its vanilla animations because that was easier from a technical perspective. Both Mancubi share the same files for glory kills, so a whole new set of glory kills would need to be defined if I were to keep the vanilla anims for the Cyber-Mancubus, which requires a lot of files to be edited, which conflicts with map mods.

In the game files, the shotgun melee kills for the Imp are listed under the killedByPlayer_shotgun subweb. For reference, the other subwebs are killedByPlayer (regular glory kills), killedByPlayer_berserk, and killedByPlayer_chainsaw. Following that logic, the shotgun is intended to be used in those animations. The fact that the shotgun fits in the Slayer's hands during these animations also backs up this theory. My best guess is that these animations were cut/unused because cutting someone in half with a blunt object seems unfitting, even if they are the Doomslayer. Ideally, if there were some kind of melee weapon that could be gripped similarly, I would use it instead of the shotgun, but I cannot find such an item at this time.

The front chest shotgun glory kill for the Imp does not have an animation file for the shotgun. I was able to work around this by attaching a shotgun to the Slayer's hands as a prop, but I cannot get the prop shotgun to actually fire like the real thing. This was worked around by placing a brief flash of light at Imp's chest to simulate the muzzle flash. If something looks off to you, this is why.

The telekinetic glory kill on the Imp was probably cut/unused because it does not fit the themes/mechanics/etc in the final game. Either that, or some devs made it as a test or for a bit of fun. But the animation is fully functional (and pretty cool), which is why I have included it. I should also note that I added the lightning/energy effects, and that they're not part of the vanilla animation.

The Prowler's front above multiplayer glory kill was given to the Imp because the works with the Imp model. I suspect this is because the Prowler uses the same skeleton as the Imp, just scaled up. However, since the Prowler is larger, its animations won't look right on the Imp. For the front above glory kill, I was able to work around this by scaling up/down the Imp and Slayer during the animation. Unfortunately, this "fix" does not help with the rest of animations, as they still have severe alignment and/or clipping issues, so I was not able to include them.

Like with the Imp and Prowler, the Summoner and Harvester seem to have the same skeleton too. Fortunately, there appears to be no size difference between the two, so the Harvester's animations more or less work "out of the box" with the Summoner. But unfortunately, the back glory kills rely on a gore model that is a gibbed version of the Harvester body. It would be very jarring to kill a Summoner, only to see a gibbed Harvester body appear, so that animation was skipped. The left side animation is the "two torso punches" one that is seen with the Soldier, and is pretty lacklustre IMO, so it was skipped too. Lastly, the right side animation is identical to the Summoner's right side glory kill, so it was skipped as well.

The cut/unused chest armour rip animation on the Hellified Soldier is actually meant to be a grenade kill (its state is called kill_front_grenade). My guess is that originally, the Slayer would pull the pin on a grenade strapped to the Soldier, then kick them away, with the Soldier exploding shortly after. Aside from the corpse explosion, the sound events for the pin being pulled, the grenade being activated, and the grenade's warning indicator beeping, don't work. On top of that, there is no grenade attached to the Soldier in the first place. I could try adding one, but where the grenade should be would actually have it clipping into the Soldier's chest armour plate. This leads me to believe that this animation was meant for an earlier version of the Soldier, and was cut when their model was changed. Coincidentally, with the new Soldier model, the pin pulling animation looks like the Slayer is grabbing their chest armour and pulling it instead. By adding a chest_hole gore event, I was able to create the illusion that the Slayer is ripping the chest armour off (which looks to be fused with the Soldier's flesh), thereby also ripping away parts of their flesh, creating a hole in their chest. The kick was left in, as it still matches other glory kills where the Slayer kicks away the dead body. Lastly, I disabled the corpse explosion and associated sounds, as that would obviously not fit the new function of the animation.


Installation:
See here for install instructions.