[QUOTE=doommarine23;45626263]I promise this one won't be a worthless piece of shit. :quagmire:[/QUOTE]
I ain't sure if you're into that sorta thing but my favorite pistols in games that have infinite reloads.
Just a thought
[QUOTE=Kegan;45626428]I ain't sure if you're into that sorta thing but my favorite pistols in games that have infinite reloads.
Just a thought[/QUOTE]
As in, infinite ammo?
[QUOTE=doommarine23;45626630]As in, infinite ammo?[/QUOTE]
Prolly just the basic ammo.
Tho, one of my favorite "pistols" ever was Metal Arms: A Glitch In The System's Mining Laser. Though that one operated on an internal battery that needed time to recharge, and could be upgraded to fire charge shots. It was still kinda useless but was a decent backup once upgraded.
ANYWAY, this is sounding to be quite nice actually. I've always loved 1st person melee, though it never seems to quite be extensive enough, or it's usually "smash enemies face with butt of gun." However, clubbing stuff with the double barrel shotty sounds fun.
A captivating erotic fanfiction from some anon in /vr/
[url]http://pastebin.com/EFCC7y03[/url]
[QUOTE=doommarine23;45626630]As in, infinite ammo?[/QUOTE]
Yeah, a bottomless supply of pistol mags, the pistol itself wouldn't be terribly powerful but it's something you can fall back on and rely on.
Unlike say, vanilla doom's pistol, and it always sucked how the pistol and chaingun shared ammo
[QUOTE=Kegan;45627917]Yeah, a bottomless supply of pistol mags, the pistol itself wouldn't be terribly powerful but it's something you can fall back on and rely on.
Unlike say, vanilla doom's pistol, and it always sucked how the pistol and chaingun shared ammo[/QUOTE]
I'm not sure about infinite ammo for a normal ballistics weapon but I'm looking into things to counter not having enough ammo in general or what to do once it runs out.
Ammo will also be spread apart weapons, the pistol and chaingun will not share ammo, I promise.
If its any comfort, I'm going to be adding custom ammo pick ups along the way, like bandoleers of ammo or small packs of mixed magazines. So the player might pick up a whopping 8 pistol mags in a bandoleer full of them, or might get a mag's worth and some shells in left over pouches. I might actually make more proper mixed ones too, like you find a box of small arms ammo, so its like boom; a few mags worth of shotgun, pistol, and assault rifle.
Buffing the shit out of the sword.
[video=youtube;tYAeUpGuEu8]http://www.youtube.com/watch?v=tYAeUpGuEu8[/video]
So I've been playing DOOM for almost 20 years now and this is the first time I've ever actually modded it - DOOM RL Arsenal/Monsters and DOOM RPG. I am having a stupid amount of fun. I made the biggest fucking gun and used it to oneshot a cyberdemon and plaster plasma and guts all over a wall.
I have abandoned one of my mapping projects. Can't be arsed to complete this, might have been too ambitious. I wanted to turn this into a non-linear generic UAC base with different facilities and maintenance tunnels to connect them all, different objectives, scripted sequences ( wow there's a whole one script right now ), object and monster locations depending on difficulty ( at this moment only yellow keys have different locations ), secrets and whatnot.
Too much breath went into detail way too early. And I'm not even satisfied with it. Maintenance tunnels are boring and small. Environments are too small overall. Easy to get stuck, lose your momentum. It's boring and techy. So it's a big disappointment.
Maybe you can get some inspiration from it or maybe see and learn what mistakes to avoid.
It looks like this > [url]http://i.imgur.com/KoTqkld.png[/url]
Can download it from here : [url]https://www.sendspace.com/file/pcyket[/url]
Needs doom2 iwad. Is in Doom in Hexen format
NB : Some linedefs in Doom Builders 3d view seem to have missing textures (eg. sector 568 ). I don't quite know what I did wrong but they aren't missing ingame.
After lurking this thread for a few months, I am absolutely blown away by what doom mod creators and level designers are capable of. The general attitude and willingness to help test and honestly critique eachothers work is truly outstanding.
Doommarine23 in particular reminds me of Carmack for his coding abilities and wanting to give out what he makes so people can create their own things on his base code (the so called hacker mentality) and Romero for his desire to create something fun and ability to sacrifice things that aren't working in the concept. It's incredible how his creation process is so close to pre quake id.
It's really humbling that the mod scene is still going and still being creative. You guys rock!
Sharing is always better for the community, and I think it's why certain modding communities thrive over others that seem to close-source and lock down everything.
And of course the games benefit greatly too. Some of the best mods for STALKER mix in plenty of other mods
Oh man I didn't know this thread existed! Here's a recreation of the new game's UAC logo I made a few weeks ago.
[t]http://media.moddb.com/images/members/1/299/298427/UAC_Render.jpg[/t]
[QUOTE=Megaguy213;45633096]After lurking this thread for a few months, I am absolutely blown away by what doom mod creators and level designers are capable of. The general attitude and willingness to help test and honestly critique eachothers work is truly outstanding.
Doommarine23 in particular reminds me of Carmack for his coding abilities and wanting to give out what he makes so people can create their own things on his base code (the so called hacker mentality) and Romero for his desire to create something fun and ability to sacrifice things that aren't working in the concept. It's incredible how his creation process is so close to pre quake id.
It's really humbling that the mod scene is still going and still being creative. You guys rock![/QUOTE]
I'm glad that the community continues to impress, it does for I as well, I'm always happy to see what the community does.
As for I in specific, I'm humbled you feel that way, but I'm no where near the level of Carmack or Romero. I'm just a dumb kid who has a lot of stupid ideas and I just want to make people happy. But thank you, I appreciate it.
[QUOTE=Kegan;45628962]Buffing the shit out of the sword.
[video=youtube;tYAeUpGuEu8]http://www.youtube.com/watch?v=tYAeUpGuEu8[/video][/QUOTE]
I feel like the swinging animation should be way faster, but then again I've never seen a realistic sword fight in my life.
so uh I've been doing nothing but playing DoomRPG for the last few days (everything's closed due to HURRICANES) with friends
oh my god it's so much fun
[editline]9th August 2014[/editline]
Scouts with uzis get really stupidly OP really stupidly fast
[QUOTE=Lyokanthrope;45637659]so uh I've been doing nothing but playing DoomRPG for the last few days (everything's closed due to HURRICANES) with friends
oh my god it's so much fun
[editline]9th August 2014[/editline]
Scouts with uzis get really stupidly OP really stupidly fast[/QUOTE]
The more different gameplay elements you can use, the exponentially more broken your game gets. Shields that can recharge augmentation batteries when full, augmentations that increase shield charge rate (amongst other things), skill cost reductions, the multiple aura perk, everything that manipulates the luck stat...I'm probably missing other things. It's hard for me to find the right difficulty between being a god all the time and grinding 24/7 to increase a stat point. Makes me wish there was an adjustable stat point per level option, since 5+ is way too much, and 1 is too low.
Edit:On a slightly different note, could I play DoomRPG with you too?
we're already having tons of network problems and we're all on the same island. I doubt another person from...wherever would make things any better. GZDoom's netcode seems to be kind of funky
scout + storm uzi w/a sniper mod
apart from uniques, the only thing that comes even close to being as game breaking is a storm / highpower nuclear plasma pistol
you wanna down a spider mastermind in one clip? sure!
I wanna make a simple wad for my little sister in law, she's 9 years old and loves shooters thanks to me. I want to make a simple game specially for her, a more kid-friendly shooter in a sort of techno-fairytale setting, and I'm thinking reskinning DOOM, replacing sounds etc and adding custom maps would do nicely.
And so I want to ask one specific question.
What basic elements would make a single player DOOM map fun and challenging while not too harsh for a kid to play without being pulverized?
So far, I'm thinking:
-Smaller and less mazelike map layouts to keep her from getting lost too much, and/or distinct landmarks on larger maps
-Open, arena-like segments focused on pure combat, since she adores big fights in shooters
Are there any good WH40k mods out there?
[QUOTE=Kahgarak;45643472]I wanna make a simple wad for my little sister in law, she's 9 years old and loves shooters thanks to me. I want to make a simple game specially for her, a more kid-friendly shooter in a sort of techno-fairytale setting, and I'm thinking reskinning DOOM, replacing sounds etc and adding custom maps would do nicely.
And so I want to ask one specific question.
What basic elements would make a single player DOOM map fun and challenging while not too harsh for a kid to play without being pulverized?
So far, I'm thinking:
-Smaller and less mazelike map layouts to keep her from getting lost too much, and/or distinct landmarks on larger maps
-Open, arena-like segments focused on pure combat, since she adores big fights in shooters[/QUOTE]
Chex Quest is already right up the alley, as its literally a reskin of Doom and isn't violent.
I'm willing to help too, how kid friendly are we talking, like bubble pop guns, or just less bloody/gory (Battlefield 2 is a good example, had no blood)
Is it bad to ask this here?
Can someone please upload VOICES.WAD for strife?
[QUOTE=Kahgarak;45643472]I wanna make a simple wad for my little sister in law, she's 9 years old and loves shooters thanks to me. I want to make a simple game specially for her, a more kid-friendly shooter in a sort of techno-fairytale setting, and I'm thinking reskinning DOOM, replacing sounds etc and adding custom maps would do nicely.
And so I want to ask one specific question.
What basic elements would make a single player DOOM map fun and challenging while not too harsh for a kid to play without being pulverized?
So far, I'm thinking:
-Smaller and less mazelike map layouts to keep her from getting lost too much, and/or distinct landmarks on larger maps
-Open, arena-like segments focused on pure combat, since she adores big fights in shooters[/QUOTE]
I was working on something similar for my little brother, I wish you good luck.
[QUOTE=Kahgarak;45643472]I wanna make a simple wad for my little sister in law, she's 9 years old and loves shooters thanks to me. I want to make a simple game specially for her, a more kid-friendly shooter in a sort of techno-fairytale setting, and I'm thinking reskinning DOOM, replacing sounds etc and adding custom maps would do nicely.
And so I want to ask one specific question.
What basic elements would make a single player DOOM map fun and challenging while not too harsh for a kid to play without being pulverized?
So far, I'm thinking:
-Smaller and less mazelike map layouts to keep her from getting lost too much, and/or distinct landmarks on larger maps
-Open, arena-like segments focused on pure combat, since she adores big fights in shooters[/QUOTE]
I can't speak at all for feasibility, but some sort of AI companion might be nice.
I'd try and make sure health and ammo are extra plentiful. I'd minimize on excessive backtracking. Avoid claustrophobic halls/rooms. Maybe some obvious secrets to feel rewarding.
[QUOTE=helpiminabox;45638126]Shields that can recharge augmentation batteries when full[/QUOTE]
Just had this piece drop on me.
Also just assembled a nanomachic minigun.
nonstop BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR
[QUOTE=Cows Rule;45644247]I can't speak at all for feasibility, but some sort of AI companion might be nice.[/QUOTE]
With Whacked set for compatibility with the "Marine's Best Friend" engine (MBF), you can set a monster to be friendly. It's supported by most if not all modern source ports.
It's probably different with ACS, but all I know how to use is DeHackEd.
I just noticed that doomRL zombies snore when idle.
[QUOTE=Electrocuter;45644348]Just had this piece drop on me.
Also just assembled a nanomachic minigun.
nonstop BRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR[/QUOTE]
As a marine I'm really fond of the laser rifle. High damage, large effective clip size due to marine passive, insanely accurate... I'll take 20.
[QUOTE=helpiminabox;45644398]I just noticed that doomRL zombies snore when idle.
As a marine I'm really fond of the laser rifle. High damage, large effective clip size due to marine passive, insanely accurate... I'll take 20.[/QUOTE]
pfft, you guys are scrubs. High power plasma is the best weapon. piss easy to get, common ammo and does a shitton of damage
i have killed 5 powersuit 2.0's with just a HP plasma
a small heads up, this year's local zombiewalk theme around here will be "sci-fi" and i already have plans to attend as the Doom Marine, fully equipped with the shotgun, chainsaw and hopefully a working BFG9k prop. this both because i've planned to do this for a while and to hop on the hype behind the new doom announced this year.
though i was wondering if i should focus exclusively on recreating the original doom marine desing (with lime green armor and everything) or doing a mix between some of the existing desings of the doom marine (vainilla, quke3's and doom3)
[QUOTE=Metaru;45646202]hopefully a working BFG9k prop.[/QUOTE]
Uh... Define "working." Because that sounds like it could be disastrous. :v:
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