DOOM Eternal's footwork and aggression, loose inside Wolfenstein: The New Order.
B.J. Blazkowicz keeps his own guns. What he gains is the Slayer's movement, a damage power-up you earn by fighting, and DOOM's voice over the top of it.
| | | |
|---|---|---|
| Dash | F | Two charges, each recharging on its own |
| Lunge | T | A long forward surge, considerably further than the dash |
| Ledge mantle | SPACE held | Pull yourself up at a ledge |
| Second Wind | MOUSE 3 | Take someone down, come out healthier than you went in |
| Quad Damage | V | 30 seconds of being the problem |
| Hide messages | F6 | |
Quad Damage is the centrepiece. For thirty seconds enemies take extra damage, every explosion you cause hits harder and across a wider blast, ammo is infinite, you move 25% faster, and you take half damage. The meter fills as you fight — 3% a shot, plus a trickle while a fight is live — and sits at the bottom of the screen so you know when it is ready.
Take a guard down and you heal — every time, as long as Second Wind is off its twelve second cooldown. That is the DOOM loop the mod exists for: get in close, finish someone, walk away healthier than you arrived. No perk to earn, no meter to fill, on from the first level.
The caveat runs the other way round. The mod drives Wolfenstein's own console variables and has no access to entities, so it heals on the swing rather than on the kill — which means it also fires if you swing at empty air. It cannot see whether you connected, so rather than announce a takedown that might not have happened, it calls itself Second Wind and promises the part that is always true.
If you want the heal gated strictly on a confirmed takedown, Wolfenstein already has that too: the Stealth perk track has an ability that overcharges your health on a takedown, detected by the game itself. Earn it in game; it stacks with everything here.
Every sound and every bar of combat music is read from your own copy of DOOM. On install, the mod builds its sound cache from the DOOM.WAD and DOOM2.WAD that DOOM Eternal ships in base/classicwads.
Nothing from either game is bundled in this download, and nothing is copied from one game into the other. Every player builds the cache from the copies they already own — which is why both games have to be installed.
One file, dinput8.dll, placed beside the Wolfenstein executable. Wolfenstein already imports DirectInput, so it loads with no launcher and no game file is modified. To remove it, delete that one file.
Every key above can be changed in %LOCALAPPDATA%\Wolfendoom\wolfendoom.ini.