[QUOTE=Hans-Gunther 3.;47766551]Have you tried Crossfire? It's kinda Metal Gear Solid 3 meets Doom with slight RPG elements.[/QUOTE]
Sounds really fucking cool from your description alone, gonna try it out.
I may stream myself being really bad at the game via steam, add me if any of you want to see a scrub being bad at a 20 years old game :v:
Speaking of Brutal Doom, I don't know if it is a sub mod I'm running, but I just noticed that NPCs stop and reload.
I never noticed that before, normally because I kill them before they can I guess.
[QUOTE=doommarine23;47764384]But really, Brutal Doom is meant for people who want to "rip and tear" and feel like some kind of super badass while blasting metal, and I don't really think doom is that, but there are people who do. To me? Doom might be fast paced, but its not really this strange speed-crack thing everyone seems to think it is, the original game didn't even have mouse support to my knowledge in 1993, it was a game designed for its time, which meant keyboard control. I don't feel most people played this game like it was on crack, there was no Zdoom style sprint, jump, crouch. I can't in good faith say the same shit everyone doles out "This is what Doom is meant to be!!1".[/QUOTE]
This is my problem with people that are saying new doom needs to be a run and gun gorefest that stops for nothing, they're remembering it through brutal doom tinted nostalgia goggles. Doom was fast and gory but nowhere near as much as people want it to be.
I just realized I have some things that I've never actually posted here.
Making [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=33079&hilit=nc+hud"]NC HUD v1.21[/URL] compatible with Trailblazer. Still gotta align stuff properly, and add in a way to see how much Pissky, goggles, and hazmat suit you have left. Functions pretty damn well as is tho. Amusingly enough, it was BD that introduced me to this hud, and I've just loved it ever since.
[img_thumb]http://i60.tinypic.com/2zgetdf.jpg[/img_thumb]
These 3 below are part of a general monster replacement pack I'm working on atm, I'd like to give everything more unique sprites, but I'm starting to realize I should just go with existing sprites and gradually make the custom sprites over time, otherwise it'd take about 5 yrs before I'd finish it. Most of the sprites come from Realm667, with some editing done to them. They'll have fairly different decorate code from their original versions tho.
(cultist+aguares splice) Shotgunguy replacement
[IMG]http://i61.tinypic.com/2r1zrj5.jpg[/IMG]
(cleanup + recoloring Nosferati) Archvile replacement
[IMG]http://i58.tinypic.com/35knct5.jpg[/IMG]
(made the DeathIncarnate colorable) Revenant replacement
[IMG]http://i60.tinypic.com/2yy5vgy.jpg[/IMG]
(Quick recolor of the Fleshwizard) Cyberdemon replacement
[IMG]http://i58.tinypic.com/2bo2ae.jpg[/IMG]
This is from a much earlier version, but uh, the Seere's (the Poes) shots are supposed to split on impact. I forget what it was that I did that caused it, but instead of it splitting into 5 mini spheres, it was like a wall of 500 or so. Per large orb. It got silly [I]fast[/I].
[IMG_THUMB]http://i61.tinypic.com/2yobgok.jpg[/IMG_THUMB]
There's also like 2 other mini-projects I'm working on too, but those are more just decorate/ACS stuff than actual sprite/HUD stuff.
Honestly, if it wasn't for BD I'd have never picked DOOM up again. Yeah, it's a power-fantasy, but man did it make things fun again. I do forget that BDSE isn't the main one that people think of tho, I'd always recommend trying that before ever using vanilla BD. Currently TrailBlazer has taken it's spot for "gameplay mod that I use for everything", so there is that. Seriously though, go play [URL="http://forum.zdoom.org/viewtopic.php?f=19&t=47494&hilit=trailblazer"]Trailblazer[/URL], I managed to convince PillowBlaster to make the Nutcracker's shots split on impact [I]and it is the best notabfg bfg-replacement weapon I have ever used.[/I]
I mean, with what other weapon can you send Masterminds and Cybs sky-high if you aim right at their feet?
[IMG_THUMB]http://i57.tinypic.com/15n9k5t.jpg[/IMG_THUMB]
The way I see Brutal DooM, it's not a [I]replacement[/I] for the original gameplay (nothing is, really), but it's reminiscent of the DooM comic. Stupidly over the top violent in a lovable way.
I need to visit the zDoom forums more often
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=47801[/url]
There are good mods.
[editline]20th May 2015[/editline]
Is there a launcher or something for g/zdoom so i don't need to drag and drop all the time?
[QUOTE=Tuskin;47767422]I need to visit the zDoom forums more often
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=47801[/url]
There are good mods.
[editline]20th May 2015[/editline]
Is there a launcher or something for g/zdoom so i don't need to drag and drop all the time?[/QUOTE]
What I do is run it through steam with the command line "-file" and then the mod(s) I want activated, like this:
[code]"C:\Program Files (x86)\GZdoom Beta\gzdoom.exe" -file Congestion1024.wad SmoothDoom.pk3 PS1Sound.wad[/code]
That will load all 3 of those mods at once every time you use that shortcut. When you want to play with something else, just replace 'em. Works great.
[QUOTE=Tuskin;47767422]I need to visit the zDoom forums more often
[url]http://forum.zdoom.org/viewtopic.php?f=19&t=47801[/url]
There are good mods.
[editline]20th May 2015[/editline]
Is there a launcher or something for g/zdoom so i don't need to drag and drop all the time?[/QUOTE]
[URL="http://forum.zdoom.org/viewtopic.php?f=19&t=46861&hilit=zdl"]ZDoom Executor new ZDoom (and related projects) Frontend[/URL] works pretty well so far. I used to recommend ZDL, but apparently development ceased on it awhile ago, and it's been doing nothing but crashing for me. The one I just liked is being worked on, and the dev is open to suggestions so yeah, I'd use that for now.
[QUOTE=Joazzz;47762826]i once made a classic-style Imp for GMod use by taking the D3 monster and modifying it
[t]http://files.1337upload.net/impz.jpg[/t]
[editline]20th May 2015[/editline]
absolutely horrifying[/QUOTE]
Did you ever release those?
[editline]21st May 2015[/editline]
[QUOTE=Mike Tyson;47764468]The original doom did have mouse support iirc.
[editline]20th May 2015[/editline]
so did wolf 3d[/QUOTE]
Not until win98.
95 was bareback, bitches.
[QUOTE=Hans-Gunther 3.;47766551]Have you tried Crossfire? It's kinda Metal Gear Solid 3 meets Doom with slight RPG elements.[/QUOTE]
Crossfire is great, I wish it'd get updated again. I think it's been dead in the water for awhile now.
[QUOTE=27X;47769014]Did you ever release those?[/QUOTE]my motherboard blew before i could, but they're still on the hard drive
along with these
[t]http://files.1337upload.net/chaingun.png[/t][t]http://files.1337upload.net/ImAllAboutThatPlasmaRifleAndItsAllAboutMeBaby.png[/t][t]http://files.1337upload.net/poster-12-11-08_20-50-32.jpg[/t][t]http://files.1337upload.net/poster-12-11-01_22-55-37.jpg[/t][t]http://files.1337upload.net/9gm_construct0004.jpg[/t][t]http://files.1337upload.net/poster-12-11-02_17-50-59.jpg[/t][t]http://files.1337upload.net/SweetChristmas_BigMouthedFloatingThingies.png[/t][t]http://files.1337upload.net/rattlemebones.png[/t]
the Cyberdemon is a modified D3 Hell Knight, so is the Pinky, the Revenant's just the D3 version but with the stupid flesh suit removed, the Cacodemon is a modified D3 Caco, and the Baron of Hell used to be a DNF Pig Cop. the guns were mixed and matched from whatever parts i could slap together, but you can see the Aliens pulse rifle in there at least. they're not 100% accurate and i'll probably redo at least the Chaingun and Plasma Rifle from scratch at some point
[t]http://files.1337upload.net/ImAllAboutThatPlasmaRifleAndItsAllAboutMeBaby.png[/t]
Dat M41A Pulse Rifle with Plasma Rifle attachment.
[QUOTE=27X;47769014]Not until win98.
95 was bareback, bitches.[/QUOTE]
Actually, even the DOS versions of Doom and Wolf3D had mouse support.
[editline]21st May 2015[/editline]
[QUOTE=GHOST!!!!;47770139][t]http://files.1337upload.net/ImAllAboutThatPlasmaRifleAndItsAllAboutMeBaby.png[/t]
Dat M41A Pulse Rifle with Plasma Rifle attachment.[/QUOTE]
Dat Kyle Reese-style sawed off.
All of those are pretty neat, although out of all of them the Cacodemon is the weakest rendition.
[QUOTE=ironman17;47770844]All of those are pretty neat, although out of all of them the Cacodemon is the weakest rendition.[/QUOTE]yeh as soon as i can get back to them i'll probably redo parts of it. a higher resolution texture would be a good start
The cacodemon looks like some kind of horribly infected demonic testicle or a baked potato that was rolled down a hill. I love the rest, though.
From the old blood
[img]http://40.media.tumblr.com/ba8ad5c39fe08c3d316efcfca9f2a04e/tumblr_nopgd5oAO31ttmbxfo1_1280.jpg[/img]
I need one
[QUOTE=Ganerumo;47772888]From the old blood
[img]http://40.media.tumblr.com/ba8ad5c39fe08c3d316efcfca9f2a04e/tumblr_nopgd5oAO31ttmbxfo1_1280.jpg[/img]
I need one[/QUOTE]
I own one, it's weird. The material feels pretty cheap yet I bought it from the Bethesda website, yet the Pain Elemental one feels high quality. Are they still sold out?
[QUOTE=Joazzz;47770006]my motherboard blew before i could, but they're still on the hard drive
along with these
-lots of images
the Cyberdemon is a modified D3 Hell Knight, so is the Pinky, the Revenant's just the D3 version but with the stupid flesh suit removed, the Cacodemon is a modified D3 Caco, and the Baron of Hell used to be a DNF Pig Cop. the guns were mixed and matched from whatever parts i could slap together, but you can see the Aliens pulse rifle in there at least. they're not 100% accurate and i'll probably redo at least the Chaingun and Plasma Rifle from scratch at some point[/QUOTE]
Even if they're a lot of frankenstein'ing, I honestly wish putting models and such into Doom 3 wasn't such a nightmare because these would be awesome replacements. I remember Bloodshot did some classic weapon recreations but couldn't put them into D3.
Small push of thread content.
Been very busy today but just something I finished in literally 5 minutes. The feet/leg movement is set up wrong but I don't care, I'll fix it later.
Its a bit too fast to see properly but he is sprinting while shooting.
This is for a PROOF OF CONCEPT I have SEMI-WORKING of enemies that run while firing, I almost got it working ingame, the big test is making sure it LOOKS right. If I can get it to look and work properly, expect all my projects to have more mobile enemies.
[IMG]http://i.imgur.com/E9EHd3W.gif[/IMG]
[QUOTE=TheRealRudy;47771863]I wish there was a way to open WolfenDOOM in an editor, so you can create your own levels.[/QUOTE]
Assuming you're using WolfenDOOM for ZDoom, can't you use GZDoomBuilder to load the pk7 as a resource?
[QUOTE=LTJGPliskin;47770512]Actually, even the DOS versions of Doom and Wolf3D had mouse support.
[editline]21st May 2015[/editline]
Dat Kyle Reese-style sawed off.[/QUOTE]
Virtually certain mouse support wasn't in the first public offering; it was folded into the shareware and commercial models later along with the other 18 episodes.
[QUOTE=27X;47775799]Virtually certain mouse support wasn't in the first public offering; it was folded into the shareware and commercial models later along with the other 18 episodes.[/QUOTE]
Maybe not for Wolfenstein, but I know for a fact that the original Doom shareware had mouse support. I played the shareware versions so many times, and I know for a fact that 1.1 (the first public release) had mouse support.
You guys need to define "mouse support", when I said it; I meant looking up, down, left, right. Like a modern game.
Something that really only came to doom via source-ports to my knowledge. (No, anything that Hexen/Heretic did does not count because that is not the game [I]doom[/I])
Didn't Strife also do that with the Veteran Edition?
Yes
[editline]21st May 2015[/editline]
Badass Bonus time.
[B]
I want to apologize completely for the video's lack of quality, I just wanted to quickly get this out of the door for people to see, I promise to upload a better one later on.
[/B]
Got it working ingame, they still look a bit janky, and need more animation, and need their other rotations done; but they work ingame. Sometimes they don't fire but thats the AI it seems, not anything I did; so whatever.
Also shown
WIP Shotgun Melee (Using custom sprites I found on Zdoom forums)
WIP Shotgun Grenade
[video=youtube;GewWBLlYsOA]https://www.youtube.com/watch?v=GewWBLlYsOA[/video]
record it again with fast monsters
I am off for the night soon but I just want to let you guys know that I got a lot of stupid crap in the oven to hopefully show off tomorrow. All I can say is that I absolutely love how GZDoom allows True Room over Room and how easy it is to do in GZDoom Builder.
Oh, you want a room to fill with water from a hole in the floor, and have to swim up a vertical shaft and walk on some platforms? No problem.
I mean fuck, you can make destructible walls like Duke Nukem (or even more detailed), its legit the easiest shit and no one does it.
[editline]22nd May 2015[/editline]
[QUOTE=Hell-met;47776690]record it again with fast monsters[/QUOTE]
I will soon
Finally, a melee bash. I'm sick of seeing that Duke kick everywhere. I'd even take a CoD knife swipe or a quick punch or something over it now.
[QUOTE=Ghost101;47777222]Finally, a melee bash. I'm sick of seeing that Duke kick everywhere. I'd even take a CoD knife swipe or a quick punch or something over it now.[/QUOTE]
I assume we meant my gaylord shotgun stuff.
The animation will change over time, I need to find a good balance of believable animation, variety, and gameplay consistency. So we'll see what happens really. I cannot promise that animation will stay.
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