Play the classic Metroid Dreadnought, now overhauled to work with GZDoom with bugfixes. Enjoy a better experience with re-balanced beams, gameplay tweaks and additional power-ups like the Shinespark, Varia Suit, and charge combos! Play with 3D beam models, or go original with some updated beam sprites with hand painted lighting effects.
What is this?
This is a mod that adds 3D models to Metroid Dreadnought, and fixes a few other problems so it can run in the latest GZDoom. This originally started as a joint venture between RockstarRaccoon and myself, but considering the fallout he's had and the overall reputation of this failed "Metroid Doom" mod, I figured I could at least upload my share of work from that project and integrate it into the base mod so that it isn't entirely lost and distance myself from the drama. I've been working with this mod on and off for 3 years learning my way around modding tools, and this is kind of the culmination of that. While this isn't a ton of stuff, it's work that I'm semi-happy about, and feel that maybe it could improve this already fantastic mod some more.
-3D models for the 6 major arm cannons in-game. Currently in need of some TLC, but they're functional. They have to be enabled in 'Dreadnought Options' as 2D sprites are enabled by default.
-New and improved HUD! Now at a higher resolution and re-arranged to look more like Prime! All new hand-drawn HUD graphics!
-New items and abilities! Charge up a shinespark and get to those hard to reach places! Pick up the Varia Suit for additional protection and physical defense. Pick up items in morph ball form! Acquire the Charge Beam and charge up, now with the added ability to fire half-charge shots!
-Experience a true Metroid single player experience. Players only start with the Power Beam, and have to acquire the rest of Samus' upgrades as they play. Items spawn at random for now, working on making a tiered system so IWADs can be played better.
-Optimizations for certain attacks! Wave Missile combo has been toned down drastically so that it doesn't kill FPS or everything in sight anymore. Hyper Beam is lag free! Overall, various beam changes has been made for better balance.
How To Play:
MULTIPLAYER: Not advised! Overhaul is focused on a single player experience for now!
You will need GZDoom 4.2.0 to play Overhaul. It will not work with Zandronum! You will have to set your controls in-game before you can properly play. Morph Ball defaults to Z, and the beam selection HUD defaults to Q.
Overhaul comes with a revised levels WAD that came with Metroid Dreadnought originally. The training map has been updated so all items (new and old) are there. There's also a quickly made map for learning the shinespark technique.
-Initial release of 1.0
-Forgot to add +PICKUP flag to morph ball so items could be picked up.
-Fixed Power Bombs spawning when morphing for the first time, or picking up Power Bombs for the first time.
-Fixed Doom Cannon HUD icon not showing.
-Who needs sleep? That's totally how version numbers work.
-Fixed Space Jump. No more infinite jumps!
-Retired Ijon's unusedTID function. We have UniqueTID now.
-Wall Jumping is fixed!
-Added the brightmaps made by Wivicer. 2D beams look awesome in the dark.
-Optimized Chroma Storm and its charge combo. Shortened the range of the lasers, increased the damage of the regular shot.
-Nerfed the Wave Beam charge combo and optimized it.
-Created a new CVar to turn off 3D models. Only works on the beams for now.
-You no longer start with Missiles. They have to be acquired first.
-Added Shinespark ability to the Speed Booster, and one test map to try it out with.
-Gave Morph Ball its own key binding instead of binding it to Use Item.
-Increased range of Chroma Storm's lasers and buffed damage.
-Missiles never spawn unless the first Missile Tank is collected.
-Added Varia Suit, and tweaked Samus' damage factors. She is a little weaker without the Varia Suit.
-Segregated the Charge Beam into its own pickup, so it's no longer a starting item.
-2D sprites for the Charge Beam pickup and Morph Ball pickup.
-Changed viewbob values and style to better match Samus' step pattern. Feels good man.
-Shinespark now invokes the TOTALLY_FROZEN flag, as it should.
-Added a HUD icon for shinespark. No more HUD message!
-Made beam charging a little faster and added a HUD meter to show the charge level. Rough for now will update later when I implement half-charge shots.
-Fixed the morph ball camera fucking up on slopes.
-Changed and re-positioned the charge meter.
-Fixed a bug where BFG spawned in place of Chroma Storm and thus never spawned any Missile Combos.
-There's a new item jingle made by CrazyWazy!!!
-Fixed missile pickups being invisible and not being able to be picked up.
-Also fixed drop rates. Missiles dropped WAY too often, and health not enough.
-Music now no longer plays from the start after acquiring pickups for the first time.
-Beam GUI now invokes PowerTimeFreeze to aid in selection during combat. There is a 3 second delay however after exiting before you can open it again to prevent abuse.
-Increased HUD resolution, redrew all the HUD graphics for all HUDs!
-IDKFA actually gives you everything.
-Fixed missiles spawning every time an enemy died, and now maps that have ammo in them will spawn missiles in their place after a missile tank has been acquired.
-Bombs can now open shootable doors.
-New item pickup sound thanks to CrazyWazy!
-All major beams now have an idling animation and added lighting/shadowing when charging and firing. THIS TOOK A REALLY LONG TIME (I painted everything by hand) so feedback is highly welcome!
-Tweaked Spazer half charge shot to be a little smaller and look a little better.
-Replaced Doom items and powerups with my own random spawners. Now, you can play through IWADs a lot easier and have a chance to get every upgrade.
-Slime no longer hurts when Varia Suit is obtained.
-Added INVENTORY.PERSISTENTPOWER flag to Varia Suit, so protection should last between levels.
-Made drops stay CVar enabled by default
-Default bind for Morph Ball is now Z
-New animated HUD icons for charge combos that animate when a charge combo can be fired. See them here: Imgur.com
-Added colors to the charge meter on the HUD to better indicate half charge or full charge shots