Tabletop Simulator

Tabletop Simulator

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DOOM: The Boardgame 2004 (scripted)
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3.075 MB
17 Jan, 2021 @ 12:19pm
27 Jun, 2021 @ 11:02am
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DOOM: The Boardgame 2004 (scripted)

Description
This is a scripted version of another AWESOME MOD. If you enjoy it, give original creator your love as well.

Doom in a nutshell
Asymmetric tactical game on square grid. Up to three marines are fighting together through hordes of monsters controlled by the fourth player. Very easy to learn, especially for marines, but has high skill cap.

Rules

Community
Small and cozy discord server[discord.gg] to find other players or ask me any questions. Also GitHub project[github.com] to criticise my code :)

What is automated
tl;dr EVERYTHING. Board building, inventory, dice, teleporters, barrels, doors, encounters, scenario triggers and much much more, so you can focus on tactical decisions rather than dragging tokens around.

Featuring:
  • Area setup. Every time you open a door or use a teleporter to a hidden room, it's created with all items, monsters and doors. Spawned monsters depend on number of marines and how many figurines are left in stock.

  • Three campaigns and more than 10 stand-alone maps. Graphical interface with previews and description to choose among them.

  • Scripted encounters and invisible triggers. You place marine on body, question mark or seemingly empty space (with red cross visible to invader only) and... something happens. Walls are moved, vaults are revealed, ambushes appear, strange items discovered or who knows what. Invader is still advised to read out loud decorative description of event though. By the way scenario guide for invader player is on table, but invisible to others.

  • Everything is now aligned with grid, so even playing "old-style" without scripted maps is much easier.

  • Health bars with armor and speed values above figurines. Heavily inspired by Gloomhaven.

  • Personal inventory. All stuff in one place and even button to pick items you are standing on.

  • "Kill scores" for marines, "frag scores" for invader. When somebody at zero health, click "defeat" above them and get your points.

  • Level up interface to spend points at the end of scenario

  • Dice rolls. You choose weapon and enemy and game does the rest. It rolls proper dice, compare your range with distance, divides damage by armor and announce the result.

  • Probability calculations. You can check ahead of time how likely you're to hit a target and how painful it will be.

  • Even statistics gathering. So you can check, how fair dice rolls were for you.

  • Interactive objects. Double click nice looking barrel to trigger explosion damage (no visual effects, but maybe one day...). Works on chained barrels as well. Place marine on teleporter and it will show button, which actually teleports. Double click doors to open/close.

  • Marking activated monsters with icon above to help invader make their turn. Numpad7 points to yet not activated monsters.

  • Move trails. When figurine is moved, it leaves line colored according to number of steps spent. Since it's very unnecessary CPU-heavy feature, which is probably not that great with high latency, invader player can turn it off with Numpad9. But it was so fun and challenging to implement, simply couldn't resist.

Lots of automated stuff, might have forgotten something. To be honest, at one point I was contemplating creation of AI-driven marines and text2speech driven event announcer, just for fun, but postponed these plans :)

Disclaimer
I do not own any rights for this game or anything related to it. If you enjoy this mod, consider buying physical game, it's a great fun, especially since there is a huge number of fan-based rules/mods/campaigns with extreme variety.

Credits
Popular Discussions View All (3)
0
18 Jan, 2021 @ 4:16am
PINNED: Suggestions and feedback
nnovich-OK
0
18 Jan, 2021 @ 4:09am
PINNED: BUG REPORTS
nnovich-OK
0
18 Jan, 2021 @ 4:38am
Can you add your awesome map/campaign to this mode?
nnovich-OK
18 Comments
Zasnies 18 Apr, 2023 @ 10:57am 
This is incredible, thanks so much for doing all of this! I have been looking all over for the scenarios and extra things, you're a champion
nnovich-OK  [author] 28 Mar, 2021 @ 1:36am 
Thanks for reporting here and in discord, I really appreciate it! Can't reproduce for myself, will continue troubleshooting in discord.
Giygas 27 Mar, 2021 @ 8:20pm 
i keep getting an error while trying to start a new game. it says "error in scrpt (mapcreation - a25fea) function <onDifficltyChosen>: chunk_3:(250,3 1-58): attempt to index a nil value
nnovich-OK  [author] 8 Mar, 2021 @ 4:24am 
That's a great idea! Even more I can probably add classic doom pickup sounds as well (e.g. for using healthpack or getting new weapon). Though they might get repetitive, so I need to add disabling option as well. Will look into it when I have time, which is scarce lately.
killer_hamster 6 Mar, 2021 @ 11:32pm 
Nice work! If you could somehow contrive to add classic doom sound effects to the attack rolls (and maybe when you defeat a demon) that would be the icing on the cake. Nonetheless, this is amazing.
nnovich-OK  [author] 28 Feb, 2021 @ 12:23am 
I plan to automate DOOM expansion as well, so yes, but it's a little bit tricky with "equivalent monsters" rule and new items/terrains/doors/etc, so don't expect this to be done soon.
billymom2 27 Feb, 2021 @ 5:35pm 
Do you plan to add the other five missions and such to this mod scripted features are something i love and dont want to manually build things for the dlc
-W3E- HellDevil 3 Feb, 2021 @ 4:42am 
nice keep it up!
nnovich-OK  [author] 2 Feb, 2021 @ 9:11am 
Pushed new version. Fixed everything broken by tabletop v13 update and added some quality of life improvements.
Tipiak 25 Jan, 2021 @ 8:02pm 
The amount of work done on this mod is tremendous, and it runs like a charm. Besides, the author himself is available for playing. It doesn't get any better than this! :cozywolfensteinII: :steamthumbsup: