• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
goddammit marphy you know full well there's a difference between shooting an obvious switch looking switch and shooting this wall which looks the same as the wall on the opposite side of the room: [t]https://goo.gl/nT1yZ7[/t] Also that shooting this wall early will do nothing
So, I finally got to give Strife a try (even if I owned the game for quite some time) with a Veteran's Edition, and I have to say - it's a solid shooter all around. The navigation is a bit of a mess, though, and not being able to review the objectives is an annoyance.
[QUOTE=gufu;47688618]and not being able to review the objectives is an annoyance.[/QUOTE]Press X.
[QUOTE=TheRealRudy;47692726]So after lots of experimenting, I've tried to create my very first DOOM 2 map. Don't mind the fact it's not even close near completion and the flying armor helmet. [vid]http://webmup.com/3fc5e/vid.webm[/vid] Whatcha think of it so far? I'd love to hear some feedback. I'll incorporate it into the map, work further on it, and eventually maybe upload it here if anyone is interested :dance:[/QUOTE] It looks pretty nice, but you should try varying the lighting in different rooms a little. Everything looking the same brightness level can makes levels look same-y. Maybe try a little more texture variation, too. Cool stuff.
[QUOTE=TheRealRudy;47692726]So after lots of experimenting, I've tried to create my very first DOOM 2 map. Don't mind the fact it's not even close near completion and the flying armor helmet. [vid]http://webmup.com/3fc5e/vid.webm[/vid] Whatcha think of it so far? I'd love to hear some feedback. I'll incorporate it into the map, work further on it, and eventually maybe upload it here if anyone is interested :dance:[/QUOTE] Try to make more use of non-orthoganal angles and bigger rooms since it seems pretty cramped. Keep it up.
I've become so addicted to mapping that I'm basically making a mega wad without any planning. I hope the levels are any good, they're at least fun when I play them. :v:
Is there a decent free doom source engine port for Android?
As I said in our private conversation I think its really a fine idea. Personally I am a bit of a pragmatic person and have no issues "stepping on toes" on very petty things. To knowledge, G/ZDoom is free to distribute, find, and use. The only GOTCHA being it only works on Windows for the most part with ZDoom having a Mac OSX version. If someone doesn't want to download a very small and popular thing to play my work? That is okay with me but no, I am not just gonna port it over and break everything just for that one person. Maybe if it had a lot of demand or whatever, but otherwise its a lot of work for just someone saying they don't want to use that source port, and unless they have an incompatible OS or hardware, I am not very sympathetic to personal choice matters. That is like asking a game dev on Unreal 4 to switch to Source cause you hate Unreal. So my point is, make your work and make it what you want it to be. It doesn't matter what scripting or not, what engine or not, as long as it is what you envisioned it to be. Compatibility is always good to keep in mind, but if I have strong reason to use G/ZDoom, which I always do, then I will never hesitate from using that. I wouldn't worry if people think this is "sloppy", what matters is that you enjoy what you make, learn from it, hopefully make something others can enjoy, and if possible can be easily be made compatible. Keep in mind too, I don't give a rat's ass about purity, I grew up on Doom and to me, making what my heart yearns to make with its tools and assets is the "right" thing to do, maybe you're more concerned with that and that's fine, just do what feels right to you and feels like you're doing what you set out with that project and I think you will do fine. [editline]11th May 2015[/editline] So put it short if you don't want scripting?. Don't do it, if you feel you want it or need it? Do it. You]re already using the engine at that point, no shame in using it once or twice for that one really awesome thing you want to do. I think its better to compromise once or twice for an amazing thing instead of trying to stay set to some honor rule I gave myself
Honestly, what's more important is the end result and how it plays, rather than what was used to make it. Return to Phobos and Transmission From Deimos are two recent levelpacks that came out that use absolutely minimal scripting but are still fun and fantastic maps. Though I may be slightly biased since I'm interested in more ZDoom mapsets as a whole, generally speaking. There's a whole slew of Vanilla, Boom, and Boom-compatible mapsets, but only a handful of good ZDoom mapsets.
[thumb]http://i.imgur.com/6AvaRGi.gif[/thumb] This is harder than I thought.
tf2 model rip?
[QUOTE=Kegan;47708875][thumb]http://i.imgur.com/6AvaRGi.gif[/thumb] This is harder than I thought.[/QUOTE] I did something similar for a project I am working on, I wanted to try to fake the process they used for the weapon/enemy sprites. It turned out too dark but it was a good proof of concept. [img]http://i.imgur.com/i89421S.png[/img]
Can anyone help me with making a silent teleport in Doom Builder 2? I can't find any tutorials online for some reason. [editline]Edit:[/editline] Nevermind. No idea how I missed it.
[QUOTE=Kegan;47708875][thumb]http://i.imgur.com/6AvaRGi.gif[/thumb] This is harder than I thought.[/QUOTE] You probably want to fill in that hole with pink. Unless it's Revenant whom is the main character.
Also, the more I play Strife, the more I want a modern remake of it. Specifically to make the Stealth sections actually work.
[QUOTE=gufu;47714022]Also, the more I play Strife, the more I want a modern remake of it. Specifically to make the Stealth sections actually work.[/QUOTE] Strife had an intresting atmosphere with its medieval castles and ruins alongside forcefeilds and more futuristic technology.
I had some kind of project planned for Strife but we'll see if it ever comes to the light of day, was actually "modern remake" but not really. (oldschool graphics and shit son) No promises, only brought it up cause the thread just happened to have it mentioned by chance, I might show some work I fucked around with later on. If I do get serious about it, expect a lot of changes and surprises. [editline]13th May 2015[/editline] Infact fuck it, you guys are good people, and it is a project I really want to work on among many I have on my list. Its not a lack of desire its just a lack of time, skill, resources and motivation. So here you go, this is a work in progress animation I was designing for the crossbow. There is no bolt when he reloads, I know, I need to draw one. I also know that the crossbow uses a magazine but I only found that out after making this animation, you know what means? [B]Weapon upgrades! [/B] [IMG]http://i.imgur.com/3KXEJ3R.gif[/IMG] In-case anyone has some actual gameplay questions, I'll just shoot some broad answers out real quick. G/ZDoom based, not Strife Veteran. Weapon ammos will be a smooth transition by pressing a button. Weapon alternative fires behave similarly. Weapons will (hopefully) be upgradable with new parts like scopes, magazines, and maybe even silencers. There will be a few new weapons, toys, and gadgets to use. Nothing too concrete right now but I am hoping what I have planned will interest many. Some elements will be inspired by modern games, both FPS and RPG. There will be a few surprises I may only show near or on "Release" (whenever that is!), I don't want to hype these really, I think I'll make them a lot more obvious when the time comes. The existing weapons will see revamps to their core mechanics and side mechanics such as ammo types, primary and alternative functions. Everything that is not the pure shooter gameplay such as the Story, Levels, Progression, and RPG mechanics will be touched later on.
I came across this [url]http://www.moddb.com/mods/wolfendoom/addons/laz-rojas-wolfendoom-packs-for-zdoom[/url] All the original WolfenDoom levels updated to work with ZDoom (except one, which requires GZDoom, it is mentioned in the readme)
[QUOTE=Biohazard99;47714629]Strife had an intresting atmosphere with its medieval castles and ruins alongside forcefeilds and more futuristic technology.[/QUOTE] Strife really feels like a game that could do with a reboot. It has a lot of good story concepts and art, and I wish someone would redo it. Maybe Arkane could do something good with it.
Working pretty gingerly on the Strife stuff, it is quite a bit more complex than Doom because of how interconnected everything is and how hard-coded Strife is as well, not all of its functions are in ZDoom and so I'm kind of re-doing weapons piece by piece. However, another small preview is in order, this is a early work in progress assault rifle animation. I'm debating on letting the player holster weapons, people never cared when you talked to them but perhaps that could be a cool small mechanic? [IMG]http://i.imgur.com/5DGJycb.gif[/IMG] [editline]14th May 2015[/editline] Incase its hard to see (needs a lot of work), yes that is a quick throw-able grenade and yes its the dark forces grenade.
[vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/buster%20rifle%20testing.webm[/vid] Hey look, I'm making other guns too.
[QUOTE=Kegan;47729413][vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/buster%20rifle%20testing.webm[/vid] Hey look, I'm making other guns too.[/QUOTE] Now thats one hell of a gun for slaughter WADs
[QUOTE=Kegan;47729413][vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/buster%20rifle%20testing.webm[/vid] Hey look, I'm making other guns too.[/QUOTE] After trying my hand at weapon modding, I admire the skill needed to make something like this even more. Nice work, man.
plasmagun, railgun and rocket launcher all in one nifty sprite too but railguns tend to be gamebreakingly powerful
[url=http://www.doomworld.com/vb/doom-4-general/72791-we-gotta-figure-out-what-those-russians-are-doing/]We gotta figure out what the hell those Russians are doing[/url]
[QUOTE=Kegan;47729413] -snip- Hey look, I'm making other guns too.[/QUOTE] Is the trail for that the dragonclaw ammo sprite from heretic?
[QUOTE=Smug Bastard;47746349][url=http://www.doomworld.com/vb/doom-4-general/72791-we-gotta-figure-out-what-those-russians-are-doing/]We gotta figure out what the hell those Russians are doing[/url][/QUOTE] Wow, this looks like FEAR 2 meets every modern shooter ever. [editline]17th May 2015[/editline] The sad thing is that they're falling back to the 'fight on Mars / Doom 3-style' setup again, but it's all too plausible a number of assets are still there or the entire game doesn't just take place on Mars/Hell. Elements of this may still be in the final game for all we know, we just have to wait and see.
[QUOTE=Bloodshot12;47746368]Is the trail for that the dragonclaw ammo sprite from heretic?[/QUOTE] The projectile too :v:
[QUOTE=RikohZX;47746580]Wow, this looks like FEAR 2 meets every modern shooter ever. [editline]17th May 2015[/editline] The sad thing is that they're falling back to the 'fight on Mars / Doom 3-style' setup again, but it's all too plausible a number of assets are still there or the entire game doesn't just take place on Mars/Hell. Elements of this may still be in the final game for all we know, we just have to wait and see.[/QUOTE] They have working rip and tear, they have jetpack revenants and they have adversarial multiplayer with adversarial rip and tear, that's all that really matters.
I'm fine with being back on Mars. I loved the way the base looked in Doom 3, the perfect mix of heavy industrial and decrepit-ness. Hopefully 4 will be longer and have more of both the base levels and the hell levels.
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