It's a good start, and a lot more than I've seen anyone else try to make.
So, I'm wondering if Hotline Miami style of gameplay could work for a Doom mod. As in, insta-kill weapons, enemies which get alarmed by loud sounds like guns, and quick enemies. Possibly throwable weapons, and perhaps even item-associated ammo count (sorta possible). Would be one hell of a project, tho.
[QUOTE=gufu;47777554]So, I'm wondering if Hotline Miami style of gameplay could work for a Doom mod. As in, insta-kill weapons, enemies which get alarmed by loud sounds like guns, and quick enemies. Possibly throwable weapons, and perhaps even item-associated ammo count (sorta possible). Would be one hell of a project, tho.[/QUOTE]
It'd need a lot of work but I imagine a variation would be possible. One can't just bring over the concept of Hotline Miami to Doom without some major issues. Just imagine Plutonia or worse where almost everything kills you in one shot and chaos is everywhere.
[QUOTE=RikohZX;47777623]It'd need a lot of work but I imagine a variation would be possible. One can't just bring over the concept of Hotline Miami to Doom without some major issues. Just imagine Plutonia or worse where almost everything kills you in one shot and chaos is everywhere.[/QUOTE]
Well yes, obviously the levels would have to be custom tailored.
[QUOTE=gufu;47777554]So, I'm wondering if Hotline Miami style of gameplay could work for a Doom mod. As in, insta-kill weapons, enemies which get alarmed by loud sounds like guns, and quick enemies. Possibly throwable weapons, and perhaps even item-associated ammo count (sorta possible). Would be one hell of a project, tho.[/QUOTE]
It would have to be modified to the point where it could not be considered Doom or HM. Hotline Miami really, really would not work well as an FPS. That being said, a Doom mod with the pacing of Hotline Miami would be fucking amazing.
[QUOTE=gufu;47777554]So, I'm wondering if Hotline Miami style of gameplay could work for a Doom mod. As in, insta-kill weapons, enemies which get alarmed by loud sounds like guns, and quick enemies. Possibly throwable weapons, and perhaps even item-associated ammo count (sorta possible). Would be one hell of a project, tho.[/QUOTE]
I worked a little on re-making the first level of Hotline Miami, but it didn't really go anywhere. I finished the first floor, but I had trouble figuring out how to make a transition from the first to second floor (since it would be room over room) believable and I'm by no means very good at mapping for doom yet., so I gave up.
[QUOTE=Starlight 456;47777773]I worked a little on re-making the first level of Hotline Miami, but it didn't really go anywhere. I finished the first floor, but I had trouble figuring out how to make a transition from the first to second floor (since it would be room over room) believable and I'm by no means very good at mapping for doom yet., so I gave up.[/QUOTE]
Could've settled for a brief fade-out and back in like how HM transitions to different screens so to speak.
The bigger question would be pre-planning your movement and whatnot. Placing down the level layout and the things is okay, but if it's a one-shot death type of thing, it wouldn't translate to Doom that well because you can't see most of the enemies coming at you.
[QUOTE=RikohZX;47777785]Could've settled for a brief fade-out and back in like how HM transitions to different screens so to speak.[/QUOTE]
I have no clue how to do something like that, my mapping skills are limited to the basic stuff you'd see in the default WADs, just not as good as how iD did it. :v:
[QUOTE=croguy;47777846]The bigger question would be pre-planning your movement and whatnot. Placing down the level layout and the things is okay, but if it's a one-shot death type of thing, it wouldn't translate to Doom that well because you can't see most of the enemies coming at you.[/QUOTE]
There was a Doom 2 mod called Action Doom that made the game into Contra. Enemies would fire projectile weapons and by map design you would not encounter any ambushes from behind.
[QUOTE=Biohazard99;47777886]There was a Doom 2 mod called Action Doom that made the game into Contra. Enemies would fire projectile weapons and by map design you would not encounter any ambushes from behind.[/QUOTE]
My least favorite thing is when the map designer decides it's good enemy placement to open a door with two arch viles behind you, and a horde of monsters in front of you.
Or any monster, really. Archviles are just the least favorite of mine to fight.
My main concern would be how to handle doors, since HM door mechanics can't really be duplicated.
[editline]22nd May 2015[/editline]
Also, in ACS, is there a way to check for current game/.wad being played? So certain functions would be limited only to certain wads.
[QUOTE=Starlight 456;47777773]I worked a little on re-making the first level of Hotline Miami, but it didn't really go anywhere. I finished the first floor, but I had trouble figuring out how to make a transition from the first to second floor (since it would be room over room) believable and I'm by no means very good at mapping for doom yet., so I gave up.[/QUOTE]
Back in the early days of Doom mapping, people used teleporters for multi-floor levels.
[QUOTE=LTJGPliskin;47778274]Back in the early days of Doom mapping, people used teleporters for multi-floor levels.[/QUOTE]
How do you pull that off, though? You make the teleportation look seamless so the player is tricked into thinking he just went up a floor?
[QUOTE=croguy;47778297]How do you pull that off, though? You make the teleportation look seamless so the player is tricked into thinking he just went up a floor?[/QUOTE]
pretty much
two identical staircases with a silent teleporter halfway up
so if you noclip past it, you'll end up in a dead end
[QUOTE=comet1337;47778318]pretty much
two identical staircases with a silent teleporter halfway up
so if you noclip past it, you'll end up in a dead end[/QUOTE]
Yeah, quite a few maps did this. I remember playing a TC based on Dawn of the Dead that did it really well.
[QUOTE=comet1337;47778318]pretty much
two identical staircases with a silent teleporter halfway up
so if you noclip past it, you'll end up in a dead end[/QUOTE]
3D Realms also did that in duke 3D.
The spiral staircase to the projector room on the first level comes to mind.
[QUOTE=UberMunchkin;47778849]I think a Hotline Miami Doom would be more feasible if you got rid of hitscan weapons and made them fire extremely quick projectiles - It'd be bullshit to be killed by a single hitscan bullet fired by a shotgun guy from the other side of a room.[/QUOTE]
You could just make a Hotline Miami level that's HM from the visual style and sprites/weapons and have it play like DOOM, like Payday 2 has done with HM
[QUOTE=UberMunchkin;47778849]I think a Hotline Miami Doom would be more feasible if you got rid of hitscan weapons and made them fire extremely quick projectiles - It'd be bullshit to be killed by a single hitscan bullet fired by a shotgun guy from the other side of a room.[/QUOTE]
I believe there's someone working on a Hotline Miami Doom mod, we'll have to see if it pans out or not.
Honestly it doesn't matter how you do it. All that matters is that the end product is functional and works as you want it to.
But personally I think its important to master room over room because somethings are only possible with it or easier. I did exactly what you guys were talking about in only a few minutes. You wanted stair cases with rooms over rooms? Well here you go.
So yes, that is a left to right overlapping staircase/room over room.
[IMG_thumb]http://i.imgur.com/QwE4mrul.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/JC9TmFdl.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/Dd6dxIAl.jpg[/IMG_thumb]
[IMG_thumb]http://i.imgur.com/mrTJYZLl.jpg[/IMG_thumb]
As I said, it really doesn't matter HOW you do it, as long it does what you want it to, but I personally prefer things like room over room, because besides how I stated it makes certain things possible, but also because it is quite literally, walking up the stairs without any tricks that could possibly break the flow if a player realizes.
As for making such a project fun? I think its totally doable, but you need to compromise for the fact that it is FPS and not top-down like HLM is. Give the player a small bit of health, perhaps bleeding and bandages. Lets the player have fast furious fights but still punishment, perhaps projectile based bullets instead of instant hitscan. I could think of a few ways of tackling it if anyone wants to talk more in depth about it
[QUOTE=UberMunchkin;47778849]I think a Hotline Miami Doom would be more feasible if you got rid of hitscan weapons and made them fire extremely quick projectiles - It'd be bullshit to be killed by a single hitscan bullet fired by a shotgun guy from the other side of a room.[/QUOTE]
This [url=http://forum.zdoom.org/viewtopic.php?t=48392]Contra Doom[/url] mod is kind of similar to what you're describing.
[QUOTE=croguy;47778297]How do you pull that off, though? You make the teleportation look seamless so the player is tricked into thinking he just went up a floor?[/QUOTE]
You can all the kinds of mind trickery with world portals
[video=youtube;Gev9adS9GTc]http://www.youtube.com/watch?v=Gev9adS9GTc[/video]
[video=youtube;qJYSLMTWmiA]http://www.youtube.com/watch?v=qJYSLMTWmiA[/video]
I started messing around with DoomBuilder. I have no idea what I'm doing, but I think the early results look pretty neat.
[t]http://41.media.tumblr.com/1c98990ff6ec3dce5dd5953e60d86489/tumblr_nos920I4uO1r1z4leo1_1280.png[/t]
[media]http://www.youtube.com/watch?v=Sn2VPxQCMgM[/media]
Don't you just love that the mod uses so much randomness, it's not really possible to make a good video of it?
haha is that a dcss god in doom? thats amazing. do you have a link for it?
Download Link:
[url]https://www.dropbox.com/s/hktijh3l8ttuge6/FollowerOfXom.wad?dl=0[/url]
The mod is entirely stand-alone and probably shouldn't cause any problems with other mods based around Doom 2. Also, Nightmare difficulty may or may not fuck you up badly, and only should work in Doom 2.
What the hell is a Xom anyway
[QUOTE=doommarine23;47784444]What the hell is a Xom anyway[/QUOTE]
[url]http://crawl.chaosforge.org/Xom[/url]
I tried my best to try to follow the DC mechanics for him, so he's pretty great at fucking you over.
Well its interesting and pretty fun, impressive work you done, so good job. I like it
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