Hey there, friendly neighborhood Decorate gremlin here. I've been sitting on a (mostly) finished tactical-ish mod for about a year now, and I figured it's probably best to let people mess around with it instead of just letting it gather dust on my hard drive. It's loosely inspired by Matt's Hideous Destructor, Jarewill's Old Frontier/Lost Frontier and Brohnesorge's Feet On The Ground (All of which you should play!), as well as CoD's Hardcore gamemodes.
It's just Doom 2's arsenal, but modified to be a bit more tactical, along with some other changes (player is squishy, sprinting, reloading n such) Twas built to be universal and is technically balanced for vanilla. (As in modern doom wad difficulty vanilla, stuff like Eviternity or Valiant) It can definitely be more challenging than vanilla, and certain encounters are gonna require more planning to be successful, but your weapons are far stronger to compensate.
Quick Guide here:
Spoiler:
Your marine's far less agile than Vanilla doomguy. You can sprint by pressing Run while moving directly forward and Evade by pressing Run + any other direction. Crouching while Sprinting will slide, and pressing Zoom while sprinting does a leaping jump. (Meant for crossing large gaps and also quick repositioning) Mobility efficiency varies depending on currently held weapon.
All your guns need to be reloaded. Tap your Reload key to Reload, hold it to check your ammo. Crouching tightens up gun spread and reduces recoil. Fists -Fire for regular punches, hold Alt-fire for a charged punch. -Sprinting with your fists is roughly vanilla doomguy speed. Punching while sprinting also does a powered up punch. (Extra fun with berserk.)
Chainsaw -doesn't pull you in or jerk your aim around.
Pistol -fire for single shot, Alt-fire for 3 round burst.
Shotgun -Fire to Fire, Alt-fire to Pump. (Can be chamberloaded by pressing Reload while holding down Alt-fire) -can be slam-fired by holding down fire while mashing Alt-fire -Zoom to toggle between Buckshot and Dragonsbreath. Reloading with the other ammo type selected will automatically unload the other shell type before reloading the current shell type. No shell mixing. (Too much of a nightmare to code)
Super Shotgun -Fire for both barrels, Alt-fire for one. -Zoom toggles between Buckshot and Explosive Slugs. Same deal as the Pump Shotgun. -Has increased knockback as a "get off me tool" in addition to the damage it does vs the pump shotgun.
Chaingun -Fire to shoot main chaingun, Alt-fire to shoot mounted light rocket launcher. (Does not come with a rocket loaded, Alt-fire reloads this when empty if you have light rockets.) -Zoom to toggle chaingun between Auto and Burst.
Rocket Launcher -Fire to shoot rockets. Currently doesn't have an Alt-fire. -Reload for Standard Rockets, Zoom for Light Rockets. Standard rockets deal far more damage and have a bigger AoE, but are bulky and take longer to load. Light Rockets are weaker and have a slight arc to them, but can be speedloaded. No rocket type mixing. Additionally, the launcher can't be unloaded like the shotguns. You'll have to dump the rest of your rockets (preferably into a demon) to use the other ammo type.
Plasma Rifle -Fire for regular bolts. Bolts have a slight AoE to them that doesn't affect the shooter. (Or at least it shouldn't) -Zoom to toggle Alt-Fire firemode between Precision and Spread. (Is on Precision by default) -Alt-fire shoots currently selected Alt-fire firemode. Precision fires a single large, powerful bolt, while Spread fires 8 regular sized bolts in a shotgun-like manner. Both modes pierce through enemies.
BFG-9000 -Fire to shoot off a large BFG ball. Harms enemies while flying, explodes for an absurd amount of damage upon impact. -Alt-fire to shoot off a quick burst of tracers. Uses 1/3 the ammo of a regular BFG shot. -Zoom to convert 180 Regular Cells into BFG ammo. (Meant for emergencies where a map expects you to spam the BFG, intentionally ammo-inefficient) Keep in mind the BFG has no ammo retention/conservation, empty it before reloading, or that unused ammo will be wasted.
Medical -Fire for Medkits, hold down to apply. Slows you down while applying. Heals for 30HP over time. Can hold 2 at a time. -Alt-fire for Stimpacks. Heals for 15HP over time. Can hold 4 at a time. -Reload for Armor Plates. Restores 25 armor durability. Can hold 4 at a time. -Zoom for Health Potions. Heals for 10HP and can Overheal, up to 200HP. Can hold 4 at a time. -User1 to apply Berserk, Hold down to apply. Berserk quickly heals for 100HP, grants a temporary Speed and Defense buff for 45 seconds, and increases the lethality of your punches for the rest of the level. Can hold 1 at a time. While the Speed and Defense buff is active (as indicated by a red arrow on your Health/Armor display), you're slightly tankier than vanilla doomguy, and can move faster than vanilla doomguy depending on the held weapon. Meant for when a map gets especially mean. -User2 to toggle drop mode. Pressing any of the other keys will instead drop 1 of that item, if available. Useful for co-op. (If anyone ever plays this in co-op)
Armor types: Recruit Armor (the one you spawn with) is basically just spawn protection. Meant to hopefully prevent you from being 1-tapped by a revenant.
Green Armor is average protection and durability. Red Armor offers a bit less protection than Green, but has higher durability. Blue Armor offers great protection and has the highest durability. Black Armor offers the best protection, pretty much stopping everything short of an archvile blast, but has less durability than Blue Armor, and breaks down far faster than all the other armor types.
Only other changes are the Radsuit lasts 90 seconds instead of 60 and the player being able to hold their breath underwater for roughly 50% longer than vanilla doomguy to account for lower mobility and the player having to reload.
Additionally, I'd recommend forcing on Crouching in the gameplay options. It's not forced on by default in case you wanna play strictly by a map's rules, but Crouching under projectiles is gonna make a lot of encounters more bearable.