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My entry for CutmanMike's second Doom Mutator Contest, in which contestants create a new gameplay mod using no new sprites, sounds, or maps - code ...

Style Mod
8.37 KB
WAD Type
Archive Maintainer      : Probably best this goes in /combos
Update to               : new file
Advanced engine needed  : ZDoom SVN r2309 or later -
Primary purpose         : No levels included
Title                   : Style Mod
Filename                : wwxp-mutator.pk3
Release date            : 5/28/2010
Author                  : wildweasel
Email Address           : <email removed>
Other Files By Author   : wwhcdiaz, ww-stranger, wwhc-di, ww-cola
Misc. Author Info       : Member of DRD Team, zdoom forum moderator, among

Description             : My entry for CutmanMike's second Doom Mutator
                          Contest, in which contestants create a new
                          gameplay mod using no new sprites, sounds, or
                          maps - code only. So using ZDoom's textures
                          system and some clever Decorate tricks, I cooked
                          up this thing.

Additional Credits to   : Xaser who inspired me, #zdoom on Espernet for bug
                          tracking and ideas.
* What is included *

New levels              : None
Sounds                  : No
Music                   : No
Graphics                : Yes
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : Additional Decorate, Textures, Sbarinfo, etc. for
Other files required    : This needs the latest ZDoom SVN!

* Play Information *

Game                    : Doom
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : Untested but probably works
Other game styles       : None
Difficulty Settings     : Yes, replaced via Mapinfo - see strategy guide below

* Construction *

Base                    : New from scratch
Build Time              : Two weeks
Editor(s) used          : SLADE 3 Beta 5
Known Bugs              : If ZDoom crashes on startup with an error about
                          SMF_PRECISE, go download the latest SVN build
May Not Run With...     : ZDoom revisions prior to r2309

* Copyright / Permissions *

Authors may NOT rip off my code for their own WADs. Authors MAY read my
code and learn from it, but please do not take my weapons wholesale
without asking me first!

You MAY distribute this file, provided you include this text file, with no
modifications.  You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact.  I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.

* Where to get the file that this text file describes *

The Usual: and mirrors

* Official Strategy Guide *


Style Points. Get to know them well, for they are your new source of
demon-slaying goodness. Forget bullets, shells, and explosive ordinance.
You don't need to deal with that now. All that's left is the awesomeness
of your guns...and how much quicker you can take down those demons with a
little added flourish.

SKILL SETTINGS - The standard Doom skill levels have been thrown out the
window here in favor of a set that has a more tangible change in difficulty
overall. They are named for famous Nintendo games and are listed as follows:
-- COLOR A DINOSAUR. You'll get twice the Style, enemies will be half as
   powerful. Uses the "Baby" spawn filter.
-- KIRBY'S ADVENTURE. Normal amounts of Style and monster power, uses the
   "Easy" spawn filter.
-- MEGA MAN. Normal style and monster power, but with the Normal spawns.
-- BAYOU BILLY. I hope you saved your receipt. Monsters are slightly more
   aggressive and this skill setting uses the Ultra-Violence spawns
-- There is no Nightmare mode. It does not agree with the workings of StyleMod.

STYLE ORB - For every enemy you kill, they'll release these glowing green
orbs packed with pure Style. Just one isn't enough to do anything; pick up
a whole ton of them, though, and you'll be oozing with pizazz.

STYLISH SUNGLASSES - These'll make you feel more awesome just from picking
them up. Grab 'em for a one-time, 50% boost in Style.
(Replaces the Chainsaw.)

BOX OF MANLINESS - Who's a man and a half? You are - twice! Grab this box
filled with untold amounts of booze, steroids, and testosterone and you'll
not only get a boost in health, you'll also do four times the damage as
normal for the next thirty seconds!
(Replaces Berserk.)

LAW ENFORCEMENT HANDGUN - This standard-issue sidearm comes with a
select-fire switch. Because you're so cool, you wield this thing left-handed
and can fire it in a three-round burst without using your other hand to keep
it stable. This comes at the cost of a slight drain in Style Points, though.
(You start the game with this.)

TECH LASER - The primary energy-based weapon of the modern military, the
Tech Laser fires quick-traveling lines of energy toward foes. If you're
feeling particularly stylish, set it to Wide-Angle and deal with large
crowds (or just get up real close and cut 'em in half with it).
(Replaces the Shotgun.)

DUAL NEUTRON DISRUPTOR - This two-barreled purveyor of sub-atomic particles
will ordinarily fire in a 1-2-1-2 configuration, but those who consider
themselves keen on the ways of ass-kicking will set it to double-fire mode,
where both barrels fire at once, spewing neutrons forth at a (technically)
faster rate, for additional damage.
(Replaces the Chaingun.)

TRIPLE SHOTGUN - Two barrels not enough? Four barrels too much? Try this
middle-range beast. Fire the barrels one at a time for a (slightly) more
accurate shot, or be a man of action and blow all three at once. Who cares
if half the pellets don't hit anything? It's cool!
(Replaces the Super Shotgun.)

OVERKILL CANNON - Long after the discussions began as to whether an ordinary
soldier could carry and fire the General Electric M134 minigun, the fine
folks at Japanese firearms company Makoto Arms created this ridiculous
mashup from spare sentry-gun parts and an old chainsaw motor. It weighs
almost one hundred pounds fully loaded and will soon become fully unloaded
in a matter of seconds. Thankfully, since you're so Stylish that you don't
need ammo, this thing's yours for the carrying. Unfortunately, it's a physical
impossibility to run and fire at the same time, so you'll be locked in place
while the trigger's being held down. If you're really feeling stylish like an
attache case, rev the motor up to full blast and let those demons know that
you don't care about accuracy - only that you're sending more ammo downrange
in the five seconds it'd take to empty your Style points than a whole battalion
uses in a week!
(Replaces the Plasma Rifle.)

SWARMER LAUNCHER - Bringing new definition to the term "carpet bombing",
the Swarmer Launcher scatters five gyroscopic homing missiles that will
independently seek out nearby foes (as long as they're in line of sight).
If you want to be the most stylish guy in Hell, though, you'll spend your
style points on the Macross Missile Massacre - the more Style Points you
charge the weapon with, the more missiles will launch at once when you let
go of the trigger, up to 100 missiles. Be VERY careful, though - that many
missiles will be putting out some serious explosive power, so you don't want
to be anywhere near any walls, trees, or...pretty much anything solid when
you let this thing rip!
(Replaces the Rocket Launcher.)

SCHROEDINGER'S BFG - The BFG9000 was placed in a sealed box, shielded against
environmentally induced quantum decoherence. If the BFG's internal power source
reaches critical levels and the box's Geiger counter detects a radiation leak,
the BFG simply ceases to exist. Quantum mechanics implies that, after a while,
the BFG9000 both exists and does not exist at the same time, until someone
opens its box and proves one or the other.
(Replaces the BFG...maybe.)

FUN FACT - This text file is nearly as large as the mod itself.
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