Dominus Diabolicus
From DoomWiki.org
Dominus Diabolicus | |
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Author | bofu |
Port | MBF21-compatible |
IWAD | Doom II |
Year | 2024 |
Link | Doomworld/idgames |
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This mod received an honorable mention at the 2024 Cacowards on Doomworld! |
Dominus Diabolicus is a 33-level megawad for Doom II requiring an MBF21-compatible source port, created by bofu. The first full version was released on February 11, 2024, and the final version was uploaded to the idgames archive on March 29, 2024. Mostly a solo project, bofu worked for 2.5 years to bring his vision of Hell to life with custom monsters, which earned him an honorable mention in Cacowards 2024.
Contents
Content[edit]
Dominus Diabolicus uses an embedded DEHACKED lump that utilizes the DSDHacked extension, supplemented by a ZScript lump for smoother integration with gameplay modifications built for GZDoom, to add custom monsters, decorations, and interactive elements to the game, while also applying slight changes to existing monsters to handle their interactions with existing enemies.
Among the various objects introduced are destructible office chairs that spin randomly when shot and invisible sound player objects that trigger when the player interacts with certain Doomcute elements contained throughout the level, including toilets that flush and pipe organ keyboards that play music when pressed.
The embedded UMAPINFO and ZMAPINFO lumps define three episodes (starting at MAP01, MAP12, and MAP21, respectively), which allows the player to skip to these maps should they so desire. However, completing an episode will not end the game, and instead, will simply carry the player over to the next level. A custom cast call is also included, though this requires ZMAPINFO support.
Custom monsters[edit]
- Former human vanguard
- A former human variant wearing a helmet and grey armor that replaces the Wolfenstein SS. It has 80 hit points and drops a super shotgun upon death. When it attacks, it fires a spread of 13 pellets that travel in a 22-degree horizontal, 10-degree vertical cone and deal 3 to 15 damage apiece (in increments of 3). While it can easily kill an unprepared player in a single shot, it lets out a distinctive growl when alerted and will have to stand in place to reload after every shot.
- Cybermancubus
- A pale-skinned mancubus variant with a pool of 950 hit points that fires green acid projectiles instead of standard fireballs. Each projectile inflicts 6-48 damage (in increments of 6) upon initial impact and leaves behind small trails of acid that deal radius damage as well as larger pools upon impact, both of which eventually dissolve. The large pools deal up to 6 points of damage every 16 tics to creatures within 96 map units, while the smaller trails deal faster damage at a rate of 5 damage every 4 tics within 64 map units. Notably, this acid does not provoke infighting from other enemies; only a direct hit with a projectile will cause them to become aggressive. A duplicate version of the enemy appears in MAP33: Deja Vu 2, which is used to trigger the exit to the stage when all of them have been killed. In addition, both it and the mancubus are immune to one another's attacks, including splash damage. The monster was inspired by the enemy of the same name from Doom (2016).
- Summoner
- An enemy that closely resembles a horned arch-vile with black skin. It functions as a mini-boss of sorts when it appears, possessing 2000 hit points. Its attack simultaneously combines the attacks of the arch-vile with those of the mancubus, albeit in a slightly faster sequence. Each time it attacks, it has approximately a 39.2% chance of switching to a summon attack, which it can also perform randomly while moving, even if it can not see the player. This attack recycles behaviors used by the Icon of Sin, firing two spawn cubes at predetermined spawn spots. Like the arch-vile, its attacks are ignored by other enemies, and it will instantly retaliate against any enemy that damages it, though this usually does not help the player due to the high probability of the summon attack being triggered. When it dies, all sectors with tag 666 open. It was inspired by the summoner from Doom (2016).
- Overlord of Hell
- A red-skinned cyberdemon variant that appears in the megawad's final level as a boss. It carries a large hammer in addition to its arm-mounted rocket launcher. It possesses 12000 hit points and becomes faster and more aggressive as it takes damage, slightly altering its attack patterns as well. At long range, it will fire rockets in a slightly faster pattern than the cyberdemon, occasionally firing a fourth rocket or adjusting the trajectory of its shots. If the player is within 580 map units, it may instead charge at the player, dealing between 20 and 160 points of damage (in increments of 20). Finally, if the player is in melee range, it will use one of two hammer attacks. The first melee attack is a fast swing attack that will do between 20 and 160 points of damage (in increments of 20) if it hits and will repeat if the player is still close. The second melee attack is a powerful overhead smash that deals 200 points of damage at the center of impact, spreading out in 352 map units, and will deal an additional 80 points of damage and launch the target into the air if they are within 256 map units. Like the cyberdemon, it possesses immunity to splash damage, and it is also immune to cyberdemons' rockets while also not damaging cyberdemons in turn with its own projectiles. Other enemies will ignore damage inflicted by the Overlord of Hell.
Levels[edit]Episode 1: Earth Under Siege
Episode 2: Return to Sender
Episode 3: Infernal Reckoning
Secret levels |
Soundtrack[edit]All songs composed by bofu except where noted otherwise.
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Built-in demos[edit]
This WAD features three built-in demos. All require Doom II with an MBF21-compatible source port to view them. The demo levels are:
Demo | Level | Skill | Tics | Length |
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DEMO1 | MAP08: Reviled | 4 | 3247 | 1:32.77 |
DEMO2 | MAP13: Grotto of Gore | 4 | 1043 | 0:29.80 |
DEMO3 | MAP28: Infernal Fortress | 4 | 5210 | 2:28.86 |