Godless Night
From DoomWiki.org
| Godless Night | |
|---|---|
| Authors | Tango et al. |
| Port | GZDoom |
| IWAD | Doom II |
| Year | 2023 |
| Link | Doomworld forums thread |
| |
This mod received one of the 2023 Cacowards on Doomworld! |
Godless Night is a GZDoom episode replacement for Doom II which integrates the Supercharge gameplay mod. It was created by Tango and first released on October 22, 2023. The mod takes heavy inspiration from the Castlevania series, particularly Castlevania: Portrait of Ruin, for both its visual presentation and soundtrack.
Level progression is structured around a hub from where the player accesses different worlds through portrait-like portals to collect keys that are necessary to the unlock the way forward on the hub map. Finding all the secrets in a map and killing all enemies "clears" a portrait; once any skill level is beaten with 3+ portraits cleared, Ruin mode is unlocked, which serves as a New Game+, presenting a considerably greater challenge than the next lower difficulty level, as well as making various changes to the visual themes, level layouts, and fights, while also giving access to an additional map.
Godless Night was named one of the winners at the 2023 Cacowards.
Contents
Content[edit]
Levels[edit]All maps by Tango unless noted otherwise
Ruin mode
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Soundtrack[edit]
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Custom content[edit]
All monster and weapons used in Godless Night are provided through the integrated Supercharge mod; as a result of that, damage for all attacks in-game is no longer randomized but uses fixed values instead.
Monsters[edit]
- Shotgun guy
- A simple reskin of vanilla shotgunner, using the goth variant rather than the default Supercharge shotgunner.
- Plasma zombie
- A replacement for the zombieman with 40 HP that fires two shots of plasma—each doing eight damage—instead of a single hitscan bullet. Drops half clips (five bullets).
- Blood demon
- A demon or spectre with an all-red body and large black horns that has increased walking and biting speed.
- Mecha demon
- A demon with no eyes and a mechanical lower body that has increased walking and biting speed.
- Chaingun guy
- A minor reskin for the chaingunner, with a blue uniform instead of the regular red one, that drops bullet clips after dying.
- Grendier
- Zombie variant with 180 HP and a grenade launcher. Grenades bounce until they lose momentum, then lay still for about one second (40 tics) before exploding, causing 50 blast damage within a radius of 96 map units. The player can safely run through still grenades. If the grenade hits a target while it still in flight or bouncing around, it will immediately explode and the projectile deals an extra 10 damage on top. 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.
- Wicked
- Flying low-tier monster with 200 HP that shoots three homing projectiles nearly simultaneously. The projectiles hang in the air for a brief moment before firing toward the player with momentary but strong homing. Each projectile deals 20 damage to its target. 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.
- Draugr
- Same stats as the vanilla revenant but fires its projectile from its shoulder cannon instead of the center of its body, with each missiles dealing 45 damage. Note that its missiles will not home in on targets that are invisible, meaning both players that have picked up an invisibility sphere as well as spectres.
- Tortured soul
- A variant of the pain elemental with 360 HP that shoots a green cacodemon projectile out of its eye, which weaves left and right as it flies through the air and does 20 damage. The tortured soul releases small toxic clouds upon pain and death, which hang in the air about three seconds and doing two blast damage every two tics (resulting in about 55 DPS) within a radius of 24 map units.
- Cacodemon
- A green reskin of the cacodemon that fires slower projectiles than its vanilla counterpart that do 24 damage.
- Fusionite
- Same stats as the vanilla arachnotron, but fires its projectiles in strings of four with a small gap in between each bunch, with each projectile dealing 20 damage. Comes with an additional "slow" version that has its walking speed reduced by ~17% and an the cooldown after each string of shots increased by 50%.
- Hell knight
- A minor reskin of Hell knight, with the only functional difference being that it makes use of separate code pointers for its melee and ranged attacks, which results in its melee attack not switching to a fireball if the player gets out of melee range just in time, making it easier to stay close to them.
- Behemoth
- Same stats as its vanilla mancubus, but fires its projectiles out of its cannons now, rather than the center of its body, making the projectiles a little tougher to dodge. Its projectiles do 28 damage each.
- Haedexebus
- Flying mancubus (see behemoth) with 600 HP. Its firing pattern is slightly different from the behemoth in that it starts center-focused and spreads further out with each volley.
- Cyber baron
- A variant of the baron of Hell with 700 HP and a chance to fire a rocket out of its rocket arm (62.5%), in addition to its regular green fireball attack (which does 36 damage). Once under ~50% health, a strong attack (anything but chaingun/assault rifle and non-berserked fist attacks) will destroy its rocket arm, leaving it with only the green fireball attack. Its rockets (which are distinct from player rockets) deal 80 damage plus 96 blast damage within a radius of 96 map units. The chaingun and assault rifle as well as the non-berserked fists all have a zero percent chance of triggering the cyber baron's pain state (normally at ~15.6%), while both the chainsaw and rockets have an increased pain chance of ~78%, allowing it to be reliably stunlocked by the chainsaw. A chainsaw attack will also instantly cut off its rocket arm. Also note that while the cyber baron explodes upon death, leaving behind two rocket pickups, this does not cause any blast damage to its surroundings.
- Pyro demon
- A Hell knight variant with 500 HP that shoots out a fast, comet-like fire projectile (20% faster than a player rocket) that deals 32 damage and breaks up into nine small chunks that each create a burning patch of ground upon impact with the floor, each lasting for about 2.3 seconds and doing five blast damage every three tics (resulting in about 55 DPS) within a radius of 13 map units.
- Diabolist
- Fiery-red cousin of the arch-vile with 800 HP and a zero percent pain chance. It summons exploding plumes of fire beneath the player’s feet that linger for about 1.8 seconds and then explode three times in a row for area-denial, with each explosion dealing 28 blast damage seven times in a row over a duration of 14 tics (for a total of 196 damage) within a radius of 28 map units.
- Exile
- Same stats as the vanilla arch-vile, but with 800 HP.
- Weak cyberdemon
- A variant of the cyberdemon with green wiring that has 3000 HP and is susceptible to blast damage. Its rockets (which are distinct from player rockets) deal 80 damage plus 96 blast damage within a radius of 96 map units. It comes with two additional variants: one with a slower wind-up time before shots (24 tics instead of six) and double the cooldown time after afterwards; and another that will drop a stomper (→see weapons) and a stomper ammo box (containing 15 missiles) upon death.
- Spider Mastermind
- Has a bit less than half of its vanilla pain chance, and shoots a very fast and damaging projectile in rapid bursts of two, each dealing 13 damage, in place of its vanilla hitscan attack. Comes with a secondary variant that will drop both a scrap gun (→see weapons) as well as a drum of scrap ammo (containing 20 shots) upon death.
Weapons[edit]
- Fist
- Non-berserked damage is 30, while the berserk punch deals 150 damage.
- Chainsaw
- Damage has been substantially buffed (25 damage with every hit), and the range slightly increased. Triggering the cyber baron’s pain state with a chainsaw is a guaranteed disarm.
- Pistol
- Shots are much more powerful (22 damage), and much faster, than vanilla, but at the cost of having to reload every eight bullets.
- Shotgun
- Fires faster, has tighter horizontal spread but with equal vertical spread. Can fire eight shells before reload, with each shot consisting of 10 individual pellets dealing nine damage each. 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. Each shot fires 21 pellets dealing 10 damage. Powerful as a combo-ender (i.e. four 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.
- Assault rifle
- Automatic firing rifle that reloads after 30 shots. Bullets are significantly more powerful than the vanilla chaingun (20 damage per bullet). 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.
- Scrap gun
- Projectile shotgun which fires 25 pellets per shot, each doing six damage for a total of 150 damage for a full blast. However, due to its extreme spread it is largely inefficient for anything other than short-range attacks.
- 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
- 10% increased rate of fire, and double the projectile speed. The projectile deals 116 damage plus 84 blast damage within radius of 96 map units, resulting in a lower average overall damage. Direct hits therefore are much more important.
- Plasma rifle
- Reloads every 40 shots. Otherwise, quite similar to its vanilla counterpart in terms of damage output and speed. Each plasma projectile does 30 damage.
- BFG9000
- Projectile hitbox size slightly increased, and projectile sprite size slightly decreased, but otherwise no major changes.
Items[edit]
- Respawning radiation suit
- A radiation suit that infinitely respawns within 55 seconds after having been picked up.
- Violet armor
- Armor comes in three variants: the small violet armor bestows 50 armor points; the medium violet armor, which apart from the violet coloring is visually identically to the standard megaarmor, bestows 100 armor points; and the large violet armor, identified by the leather belt around its chest and waist, bestows a full 200 armor points. There are also violet armor shards in the form of small glowing shields that replace the armor bonus and each bestow two points of armor. All three types of armor, as well as the armor shards, absorb 50% damage.
- Diabolist's curse
- A magical item consisting of the severed head of a diabolist, which permanently curses the player, summoning a diabolist's fire attack under their feet every three tics which after a startup time of about 1.5 seconds ignites and deals 28 blast damage seven times in a row over a duration of 14 tics (for a total of 196 damage) within a radius of 28 map units. The only way to survive is keep moving and find a way to cure the curse somehow. As the fire curse chases after the player, it will damage anything that crosses its path, which the player can use to their advantage.
- Ritual knife
- A magical blade that bestows a permanent damage multiplier, increasing all damage output by the player by a factor of 1.5 but at the same time also tripling all received damage.
