The arsenal-reset between episodes/Master Levels is slightly bugged with the Samsara mod - it resets ammo, but not weapons (so you end up with 50 Bullets/Mini-Zorch/Blue Mana/whatever, but all the weapons you've accumulated). Also, is it possible to have an alternate version that removes the arsenal reset entirely?
Full Run for WadSmoosh'd GZDoom
A downloadable mod
Use this file to play a "full run" of all 162 maps in all id releases as a single campaign, from Doom E1M1 to Plutonia MAP30. Requires a "doom_complete.pk3" file created with WadSmoosh and assumes you have ALL of the following: Ultimate Doom, Doom 2, No Rest For The Living, The Master Levels, TNT: Evilution and The Plutonia Experiment. Also assumes you are using the "Xaser ordering" for The Master Levels, with MEPHISTO.WAD in the final MAP20 slot - see WadSmoosh's "masterlevels_order.txt" for info on how to do this
Using the map compat fixes in GZDoom 3.2 it should be possible to get 100% kills, items, and secrets on all levels except one - Plutonia MAP27 which has two intentionally unkillable monsters.
Click download now to get access to the following files:
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The arsenal resets are done with the "ResetHealth" and "ResetInventory" lines in the mod's mapinfo's entries for the first map of each chapter, ie E2M1, E3M1, E4M1, MAP01, NV_MAP01, TN_MAP01, and PL_MAP01. So you could take those lines out for a no-reset run.
Given that I'm just using a standard mapinfo directive to do it, I'm not really sure how I'd fix mods that break it. Maybe Samsara sets certain weapons to be "never strip this item, even after a ResetInventory"? I believe the Inventory.Undroppable actor flag does this. Are those items normally stripped between Master Levels when playing without the Full Run mod?