• Doom Series V2 - Knee Deep in the Thread
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Is there any good Doom wads that don't play like Doom at all? Something that uses the Doom engine to do some really bizarre shit that Doom wasn't meant to do? The first thing that comes to mind is the DKC mod.
[QUOTE=wauterboi;47785658]Is there any good Doom wads that don't play like Doom at all? Something that uses the Doom engine to do some really bizarre shit that Doom wasn't meant to do? The first thing that comes to mind is the DKC mod.[/QUOTE] Reelism's a good one. There was also a mod (released pre 2008 for Zdoom IIRC) that turned Doom into a choose your own adventure scifi game, but I can't remember the name of it and I could never get it running.
[QUOTE=wauterboi;47785658] The first thing that comes to mind is the DKC mod.[/QUOTE] Why am I just learning about this now? At first I thought that you couldn't mean Donkey Kong. But then I googled it.
Not really Doom modding per se, but I re-made the infamous Master of Puppets mod for Heretic. Got all the monster classes and their weapons laid out, but haven't gotten around to spriting more than the mummy's fist. Need to finish the game logic as well. But other than that most of it is finished, you can possess monsters and un-possess at will. Not online tested so far. [IMG]http://i.imgur.com/cVRYNv9.png[/IMG] [IMG]http://i.imgur.com/xKpIBpQ.png[/IMG] [IMG]http://i.imgur.com/AeuIQCo.png[/IMG] [IMG]http://i.imgur.com/Cvf8bus.png[/IMG]
Master of Puppets, eh? I presume that revolves around playing as monsters in a deathmatch kind of game. Also, what was the "infamous" part of the mod? Was it something legal-based, or the author being a blackguard, or never getting finished or something else? [editline]23rd May 2015[/editline] [QUOTE=Tuskin;47786203]Why am I just learning about this now? At first I thought that you couldn't mean Donkey Kong. But then I googled it.[/QUOTE] Is this what you were thinking of? [media]http://www.youtube.com/watch?v=ypeTDtm0cZI[/media]
[QUOTE=ironman17;47787753]Master of Puppets, eh? I presume that revolves around playing as monsters in a deathmatch kind of game. Also, what was the "infamous" part of the mod? Was it something legal-based, or the author being a blackguard, or never getting finished or something else? [/QUOTE] It never got out of beta so yeah, never finished. Also I lied, as the last screenshot shows I also finished the weapon sprite for the Disciple, been months since I've last worked on it.
[QUOTE=wauterboi;47785658]Is there any good Doom wads that don't play like Doom at all? Something that uses the Doom engine to do some really bizarre shit that Doom wasn't meant to do? The first thing that comes to mind is the DKC mod.[/QUOTE] [URL="https://wadaholic.wordpress.com/total-chaos/"]Total chaos[/URL] comes to mind, but its not released yet :(
[QUOTE=ironman17;47787753]Master of Puppets, eh? I presume that revolves around playing as monsters in a deathmatch kind of game. Also, what was the "infamous" part of the mod? Was it something legal-based, or the author being a blackguard, or never getting finished or something else? [editline]23rd May 2015[/editline] Is this what you were thinking of? [media]http://www.youtube.com/watch?v=ypeTDtm0cZI[/media][/QUOTE] Yes
Just another small dose of content for the thread. Bloodshot12 and I have been talking about this for a few days on and off but its sort of the idea of a daggerfallish dungeon crawl in ZDoom. So I'm designing a dungeon right now and all the game stuff. The weapon shown is the Claymore from Witchaven. You can strike, power attack, pommel bash and I have an unfinished combo attack to add, more will be added as I go on; and of course more weapons as well. [video=youtube;rB20LuRJMPo]https://www.youtube.com/watch?v=rB20LuRJMPo[/video]
[QUOTE=wauterboi;47785658]Is there any good Doom wads that don't play like Doom at all? Something that uses the Doom engine to do some really bizarre shit that Doom wasn't meant to do? The first thing that comes to mind is the DKC mod.[/QUOTE] There's a Real Time Strategy TC called Forward Objective. Unit pathfinding is pretty sloppy but hot damn, someone made an RTS from Doom!
On the topic of repurposed Doom, someone made a survival horror engine (I say 'engine' as the mod was never finished, although all the assets are there) in GZdoom. It's pretty [URL="https://www.moddb.com/mods/survival-doom."]interesting[/URL]stuff and I hope someone revives it one day. [video=youtube;6-NcBRqhlXk]https://www.youtube.com/watch?v=6-NcBRqhlXk[/video]
Hey kids, you know what's fun? Trying to undo a bunch of changes in Decorate because a function wasn't added in the main branch, and ending up erasing parts of ACS from yesterday, undoing all the progress. And then saving because you didn't realize that ctrl+z goes beyond latest save point. Well, time to recode the whole monster up/down grade system.
Anyone played DoomRL? I think it's one of the best Roguelikes out there, and is pretty amazing at making an ascii game have that fast-paced and visceral Doom feel. There's supposed to be a commercial spiritual successor in development, but that's near vaporware levels of a lack of news.
Like literally re-code it, or re-code from your original one? Cause I peeked into your ACS from the dropbox download and that ACS is still readable as text. So if you need it to start from again, I can give you it
[QUOTE=doommarine23;47791684]Like literally re-code it, or re-code from your original one? Cause I peeked into your ACS from the dropbox download and that ACS is still readable as text. So if you need it to start from again, I can give you it[/QUOTE] Well, spoilers, but after my release, I had an additional coding done. So, it's two effects that run in the same way for 10 seconds. During those 10 seconds, first monster that comes up in the player's crosshair, will be upgraded to a more dangerous version. ZombieGuy> ShotgunGuy > ChainGunner > Fatso type a thing. And the same thing in reverse. While it wasn't perfect, I just needed to fix a problem with allied monsters, and it would have been pretty much ready. Anyway, it's not too complicated, just gotta redo it all.
[QUOTE=Mingebox;47791683]Anyone played DoomRL? I think it's one of the best Roguelikes out there, and is pretty amazing at making an ascii game have that fast-paced and visceral Doom feel. There's supposed to be a commercial spiritual successor in development, but that's near vaporware levels of a lack of news.[/QUOTE] DoomRL is [B]*amazing*[/B] and probably the most accessible Roguelike out there. And the arsenal you get is just fucking amazing. Everything from chainsaws, swords, chainswords, miniguns, bizarre hellish objects and even several types of thermonuclear devices are included, yet balance remains fairly good. Oh, if you're new to the game and low on health later on, the Spiders Lair, City of Skulls and Mortuary are great places to go for additional health. :^)
[QUOTE=gufu;47791669]Hey kids, you know what's fun? Trying to undo a bunch of changes in Decorate because a function wasn't added in the main branch, and ending up erasing parts of ACS from yesterday, undoing all the progress. And then saving because you didn't realize that ctrl+z goes beyond latest save point. Well, time to recode the whole monster up/down grade system.[/QUOTE] Well, use a version control system like [url=https://git-scm.com/]Git[/url] to avoid accidents like this. It's also a great tool to see how your mod has evolved overtime. When you've finished working on a feature for example you just `git commit -m "Add/Fix/Finish feature A" ` (or you can use a gui equivalent) and the changes are stored. You can use it however you want, commiting changes as soon as you fix or add something, or as you leave it for the day just to keep snapshots to see when you broke things.
[QUOTE=wauterboi;47785658]Is there any good Doom wads that don't play like Doom at all? Something that uses the Doom engine to do some really bizarre shit that Doom wasn't meant to do? The first thing that comes to mind is the DKC mod.[/QUOTE] Can't believe nobody mentioned SRB2. Doom totally converted into a 3D Sonic Platformer game. A good one too. Kinda it's own thing now, though. Not really a mod.
[QUOTE=Xubs;47791913]Sonic Robo Blast 2 is pretty cool and I like it a lot, I just often get the feeling the levels are just a tad too large at times. I've gotten lost before. The strict focus on a classic-style 2D Sonic feeling is really nice, though, and I like that they let you play as Tails and Knuckles, something that modern official 3D Sonic games strangely lack and when they don't they're Sonic Boom. And that's terrible. I also like that SRB2 lets you play in the first person, which is even cooler.[/QUOTE] The best part is that it's probably better then most sonic games pushed out by Sega. I have to agree though, it starts getting tedious to get through the levels by Egg Rock (the castle) zone. Too big, lots of instakills..
[QUOTE=gufu;47791669]Hey kids, you know what's fun? Trying to undo a bunch of changes in Decorate because a function wasn't added in the main branch, and ending up erasing parts of ACS from yesterday, undoing all the progress. And then saving because you didn't realize that ctrl+z goes beyond latest save point. Well, time to recode the whole monster up/down grade system.[/QUOTE] If you're using SLADE it creates a copy of the wad's previous version when you save, just look in the same folder for a wad with the same name and .bak as the extension. Unfortunately it only keeps a single backup, so if you've saved a few times since then this probably won't help.
[B]How do you guys want the new DOOM to be?[/B] > classic-style, like Doom 1 and 2? OR > horror-style, like Doom 3? Honestly, I would want it to be horror :dance: And keep the classic-style only for multiplayer / co-op.
-when I said ripping and tearing I meant the fast paced action opposed to horror, although I should've just said that-
Classic now and forever. If I can't find some meat and punch it into gibs, I'll be sad.
[QUOTE=Myth Alex;47801220][B]How do you guys want the new DOOM to be?[/B] > classic-style, like Doom 1 and 2? OR > horror-style, like Doom 3? Honestly, I would want it to be horror :dance: And keep the classic-style only for multiplayer / co-op.[/QUOTE] Classic, I hope they don't go full Brutal Doom with it though. Never go full Brutal Doom.
I kind of want it to be a mix of both. I loved the more horror dark atmosphere of doom3 and doom 64, but I also love the gameplay of the original dooms (and doom64). So, doom64 is what I want.
[QUOTE=Boxcar Racer;47801720]Classic, I hope they don't go full Brutal Doom with it though. Never go full Brutal Doom.[/QUOTE] Disregarding the creator's idiocy what makes Brutal Doom that bad? As far as I'm aware the major thing is the lack of balancing which is an issue that can plague any game.
I'd kill for some decent atmospheric levels. The House of Pain was quite terrifying back in the day, with the spooky music, strung up bodies and rivers of blood. [QUOTE=spekter;47801802]Disregarding the creator's idiocy what makes Brutal Doom that bad? As far as I'm aware the major thing is the lack of balancing which is an issue that can plague any game.[/QUOTE] There's little inherently wrong with Brutal Doom unless you're squeamish. A lot of the "Hahaha brutal doom sucks rite guys, give likes plz!" posts border on plain dramawhoring at this point.
[QUOTE=spekter;47801802]Disregarding the creator's idiocy what makes Brutal Doom that bad? As far as I'm aware the major thing is the lack of balancing which is an issue that can plague any game.[/QUOTE] Fan base. [QUOTE=Waffle Lord;47801290]Classic, obviously. I want to see RIPPING AND TEARING in glorious HD.[/QUOTE] Classic Doom wasn't "RIPPING AND TEARING", that was the fucking comic.
Doom was gory though. Not gory by today's standards, but things exploded. You could also punch them and they would explode.
A great deal of the deaths actually DID involve "ripping and tearing", so to speak. Enemies were violently ripped and torn apart, especially hell knights and barons. Also, arch-viles. Can't forget them collapsing into a pile of severed limbs.
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