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ProdeusDoom

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Samvarley2019

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About this mod

New campaign : features, puzzles, spectacles, challenges and more demons.

This is for players who are a bit too familiar with the Doom Eternal levels. Demons have been moved, more added, custom traps and other things to surprise you. I aim to recreate all the levels in Doom Eternal

Permissions and credits
This version is out of date
Download the newest version here: https://discord.gg/8Y8QC2ap4K

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Objectives

1) Remake all levels in Doom Eternal base campaign.

2) Same progression of enemies. If the enemy hasn’t been introduced in the game yet, then it won’t show up! (if an enemy shows up in a secret encounter or a slayer gate, it will show up in the next level)

3) To bring back the feeling I had when I first started playing Doom Eternal. To have my ass kicked, have to drop down a difficulty and re-evaluate how I play FPS games.
 
4) To make the game more challenging in terms of ammo – i.e. more demons 

5) Have a variety of encounters - not just a slaughterfest

6) Emphasis on fun, interesting and a bit challenging – more for the experienced player, nightmare or ultra-nightmare veteran than the master level / slaughter map addict 


Turn on ‘center notifications’ and ‘power ups’ in the HUD options for the full experience
 
Designed to be played from a fresh save
…having said that, play it in whatever way’s fun for you

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** Urdak trailer **



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Current levels in the mod

Hell on Earth 
Exultia 
Cultist Base 
Doom Hunter Base 
Super Gore Nest
Arc Complex
Mars Core
Sentinel Prime
Taras Nabad
Nekravol Part 1 (out of date)
Nekravol Part 2 (out of date)
Urdak (out of date)

(Secret encounters, slayer gates and hub levels are left untouched for now)
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New features

Jukebox and Holyshit! mode

Jukebox:
  • Find the guitar near the area you first spawn and punch it to activate the jukebox.
  • Select any level you like to play that music during the level.
  • Tracks which don't have boss fight music will play light or heavy combat music during boss fights ... if that makes sense.

Holyshit! mode:
  • Find the large slayer toy near the area you first spawn and punch it to activate 'Holyshit!' mode. 
  • This mode plays the announcer's voice from Unreal Tournament 1999 when you kill demons, e.g. 'Multikill', 'Dominating' etc. 
  • The difficulty increases the longer you stay alive also - demons' speed, damage output and health increase. 
  • You will also get power up bonuses occasionally to help.
  • There are customisation options to add or remove the slowmo effect and difficulty changes
  • See the video of 'holyshit' in the media section of Nexus for an example of this mode

This game mode is experimental at the moment - so I'd appreciate any feedback on it :) 

Currently, only Urdak has the jukebox and holyshit mode though I aim to add these to all the levels in the next update.


Custom hazards and interactables
There are new hazards and tools for the slayer to use that I’ve made, including :

Tesla coils
Fire mines
Ramballs
Chaingun turrets
 
See the videos in the video section for some examples of these.
 
 
New puzzles
There are occasionally puzzles to solve before you can proceed. Generally shooting or punching stuff works.


Spectacles
These parts serve no gameplay purpose and just look pretty. Check the video section of this page for some examples.
  
 
New powerups
Terminator = god mode and infinite ammo for 20 seconds
Slowmo = halves the speed of the world and doubles the speed of the player and infinite ammo (like overdrive except the world is slower rather than the player is faster)
 
 
AI changes
Archviles have 2x more health and cannot be frozen.


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Recommended additional mods
 
This is how I play the mod, but I recommend using an additional mod that gives you more ammo at least, e.g. faster chainsaw refills
 
See ‘optional downloads’ for all of these mods in one zip.
 

 
The following mods are all by me

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README
 
WIP
This mod is far from finished and I am learning as I go. I try to only release an update that is playable and enjoyable but you should still expect to come across some bugs or things not working well. If you find any of these, let me know and I'll try and fix them in the next update. Video footage of your playthrough is incredibly useful.

Feedback and thoughts welcome - message me on my discord server.
More information and updates on my Youtube channel : ProdeusDoom and Patreon


Mod clashes
I aim to make this mod as compatible with other mods as possible. Cosmetic and gameplay mods should work fine, but if you experience performance issues and crashes, then try playing Second Invasion alone and adding your mods back one at a time to find out what the problem is.
 
Keep the Dead Mod : I only recommend the ‘blood only’ version of Keep the Dead with my mod. My mod depends a lot on correct timing and the
main versions of KTD interfere with that. If you do try to use the main versions of keep the dead, you will need to go into the 'KTD.cfg' file in the 'base' folder of your Doom Eternal folder and change the line 'ai_death_fadedelay 60000' to be '// ai_death_fadedelay 60000' . This line controls how long the bodies remain and inserting ' // ' will disable it. Most of KTD will still work and the timing won't be disrupted.
  
Master levels : This mod is not compatible with master levels. Load the base campaign levels to use this mod.

Encounters : There are many encounters which require, or at least encourage, you to play differently. E.g. in Doom Hunter Base, there is an encounter where waves of cacos come towards you and you have a respawning line of cueballs – the idea is that you kill all the cacos with the cueballs like you're firing a cannon. What I’m saying is if an encounter seems too hard, try playing it a different way - think outside the box!
 
Difficulty : One of the goals of this mod is to be challenging, so if you are struggling, use the saving throw rune, extra lives, the shield mod for the chaingun, BFG and crucible. From Taras Nabad onwards, you are practically fighting armies, so the shield mod for the chaingun, BFG and crucible are especially necessary!

Ammo Another one of the objectives of this mod is to make it more challenging in terms of ammo. If you’re really struggling for ammo, then I recommend using an additional quicker chainsaw mod or a hammer mod.


Bugs!

If you notice any bugs or crashes, send me a message on discord @ProdeusDoom

See the bugs section here on Nexus for bugs I'm already aware of and will be working on.

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Special Thanks

To Will Ryan for his waterorbs (I have used these in Urdak). I changed the design of these a little but the original idea and code came from him.
To Microwave Bunny for his mover offset meathook tool.


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