• Doom Series V2 - Knee Deep in the Thread
    5,000 replies, posted
[QUOTE=Durrsly;46411344]I don't know where else to ask, How good are the Quake expansions? EDIT: Expansion 2 is made by the devs that made Strife so now I must play it.[/QUOTE] If you're talking about Quake 1, they're both pretty good, but the first is better. The second one has weird Mayan and Egyptian-style levels in it that look nice but don't really feel like they fit in, plus, they can get really maze-like.
so quake 4 its like a proper doomers doom 3 lots of interesting and fun guns lost of interesting enemies in large quantities and the lighting isnt as dodgy got a lot better when i put some Q2 music playing, becuase Q4 has as much for its soundtrack as D3 did 4 words: homing nail gatling gun who the hell designed this oh and rubber plasma machine gun
I have made this design for my VCT class. For the project, I was only able to use three colors for a design. Looking at what Bloodshot has done severial pages before this, I am quite jealous how his turned out compared an Illustrator novice like myself. [T]http://i.imgur.com/u6f3uwN.jpg[/T] The design is meant for a T-Shirt.
[url=https://33.media.tumblr.com/f42ad83d179cc0e9bbc077ff482f63d2/tumblr_nep4frv3cM1twd8dto1_1280.png][img]https://33.media.tumblr.com/f42ad83d179cc0e9bbc077ff482f63d2/tumblr_nep4frv3cM1twd8dto1_500.png[/img][/url] A friend made me a map for an upcoming mod of mine. I think it looks cool.
youre not going to stop making mods anytime soon, are you seriously, where do you keep pulling the time and effort for all these huge projects of yours
I really need to catch up, I stopped looking at the Zdoom forums for many months, and boy, I missed a lot of stuff. Probably is time to Doom my life again.
[QUOTE=comet1337;46443973]youre not going to stop making mods anytime soon, are you seriously, where do you keep pulling the time and effort for all these huge projects of yours[/QUOTE] Hopefully not, I like to create stuff. And that's a funny story, really. This isn't really a huge project, at least didn't start as one--it was just a silly little thing I dumped out in an hour after seeing people push-grief each other constantly in co-op. I figured, what would happen if there was a gamemode dedicated entirely to throwing people off into insta-kill sectors with massively-pushing weapons? ...and yet, not three days later, and suddenly I not only have people wanting to map for me but I already have half a megawad's amount of maps. I'm amazed. It's, like, magic. [img]http://i.imgur.com/dZXlh9ml.png[/img] I actually feel kind of embarrassed, because people are putting out incredible shit like this for something I put, like, maybe an hour of work into.
Hey, talent and passion are talent and passion I say. Try not to overwork yourself obviously but you're damn good at what you're doing, especially for the rate at which you do it.
[QUOTE=IceyMalone;46367362]doommarine23, I was wondering, how is your Doom project coming along? I'm really interested in seeing how you'll be adding a narrative-esque experience like Wolfenstein: The New Order, how exactly are you doing that? Sorry if you've already posted about it recently, I'm just curious.[/QUOTE] [I][B]Get ready for a wall of text.[/B][/I] Oh fuck I'm stupid, I'm so sorry I didn't see your post here. The Project is going OK. I'm a slow worker and stop a lot, for personal reasons I do not wish to bog this thread with. As a kid I always had a very big imagination and played games like Doom that had very little story and imagined very epic grand stories and little scenes as I played and I still do, to this day. So to see TNO do that is pretty incredible as its pretty much what I been doing in my head for years and hoped to see. I got to be transparent, I am a one man band. I am able to record my own voice and able to bend resources around but, we'll have to see what really happens with things like say, dialogue and stuff. But we're honestly not at that stage yet. I'm still making the gameplay logic and defining how things work. I only have a few ginger ideas for story/world, it is very important to me, but you gotta define how your universe works first, you dig? I want the story to be important but also organic, I have nothing against cut-scenes but games aren't movies; you should be a part of the world and its story telling. So I'm hoping to tackle this by involving the player a lot by making them part of an actual world, instead of just watching videos of people talking about crap. I can't say exactly how I'm going to tackle everything, you know? I might make the player marine completely blank besides a few key traits like being heroic, I might even make it so you choose their gender. Its not that I'm against detailed protagonists, but Doom is one of those things where I think a blank slate would benefit this kind of story, cause it lets you become the marine yourself and allows you to personally think and perhaps even make your own small personal stories about whats happening. I think the only other example I could give is something like STALKER or Dark Souls, you're alone a lot, you experience the story by talking, reading, and just being a part of the world; a lot of the story is experienced, and it is done in such a way that it encourages the player to "role-play" and become the character they have made, you don't just experience the story as a reader, but you engage into it and become a part of it. So in short, that is the kind of experience I want to create, everything should feel important and like an event. Anyone here ever play Half-Life 1 and just, look at the end of a battle with bodies, blood and scorch-marks everywhere? It was like you really were in a world and that was your personal part of the experience and story, completely unique and engrossing to you.
Oh are we sharing progress again? Okay. [vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/stupid%20boneheads.webm[/vid] GMOTA's revenants have little to no sense of cooperation.
[QUOTE=Kegan;46445922]Oh are we sharing progress again? Okay. [vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/stupid%20boneheads.webm[/vid] GMOTA's revenants have little to no sense of cooperation.[/QUOTE] please keep it this way
[QUOTE=ZeroTimesCookie;46446113]please keep it this way[/QUOTE] The only thing I'm changing is how the spin launches things, adding different bone projectile graphics, and some new sounds. I love how retarded and uncoordinated these guys are
Wouldn't the jumpiness break a lot of maps that like to use them as turrets? Looks kinda nuts to deal with if there are a lot of them/you fight them in tight corridors/small rooms.
[QUOTE=Cryomundus;46448397]Wouldn't the jumpiness break a lot of maps that like to use them as turrets? Looks kinda nuts to deal with if there are a lot of them/you fight them in tight corridors/small rooms.[/QUOTE] They only do the lunge punch at a fixed range. And in all honesty I'm probably going to tone back how many bones these guys shit out. Also don't my projectile based enemies break some maps anyway?
[QUOTE=Kegan;46450832]They only do the lunge punch at a fixed range. And in all honesty I'm probably going to tone back how many bones these guys shit out. Also don't my projectile based enemies break some maps anyway?[/QUOTE] Not particularly, I mean, I've been using GMOTA a [I][B]lot[/B][/I]. Then again, I don't really mind the absence of hitscanners, really. My concern with the revenats was that they'd be able to easily leave their perches. Of course, I kinda wind up using the grappling hook to yank the annoying ones down so YMMV. Of course, I'm also one to use SK to wipe out revenants on ledges, sooooo, yeah. I don't think them leaving perches will be a concern.
Not quite about doom per se, but I feel like this remix of the oversnow song from Daggerfall would fit really well in a custom doom wad or something [video=youtube;gIuN-kvvzdY]http://www.youtube.com/watch?v=gIuN-kvvzdY[/video] [URL="https://www.youtube.com/watch?v=bdXuviM1H4w"] This one too[/URL]
[QUOTE=Cryomundus;46451456]Not particularly, I mean, I've been using GMOTA a [I][B]lot[/B][/I]. Then again, I don't really mind the absence of hitscanners, really. My concern with the revenats was that they'd be able to easily leave their perches. Of course, I kinda wind up using the grappling hook to yank the annoying ones down so YMMV. Of course, I'm also one to use SK to wipe out revenants on ledges, sooooo, yeah. I don't think them leaving perches will be a concern.[/QUOTE] So it all works out! Awesome. I'm gonna try to add two more monsters and get this next version out
[QUOTE=doommarine23;46410855]You liked the Quake 2 SSG, which is literally a pump action double barrel. [editline]4th November 2014[/editline] :v:[/QUOTE] That's some Army of Darkness bullshit. [video=youtube;C3H4GMA3YWE]http://www.youtube.com/watch?v=C3H4GMA3YWE[/video] Actually, that's how the shotgun was in the AoD TC for Doom.
Do you know any "Doom modding support"-like forums that I could go to with a technical question? I don't mean sourceport-specific forums, I mean like just doom forums in general.
Well, there is ZDoom and Doomworld what is your issue though?
I posted it here two pages ago and got no reply [QUOTE=WhyNott;46314038]alright, I'm having a slight doom-modding problem and since there is no like official doom modding support forum that I know of I figured out that you guys may know a solution so, I have this graphic in a wad that I want to replace. However, instead of being a standard doom graphic, it show up in slade as "Quake gfx". Even though you can view/export this file without any problem, there is no option to convert image to gfx in slade. I tried "just" converting it to doom format, but nah it has to be gfx for it to work for some reason. Do any of you know how can I convert a pic into Quake gfx format?[/QUOTE]
[QUOTE=WhyNott;46490122]I posted it here two pages ago and got no reply[/QUOTE] Try the SLADE thread over at the ZDoom forums: [URL="http://forum.zdoom.org/viewtopic.php?f=3&t=24955"]http://forum.zdoom.org/viewtopic.php?f=3&t=24955[/URL] In general, if you're trying to mod for doom, head over to ZDoom, there's plenty of folks that'll help.
[QUOTE=Cryomundus;46490591]Try the SLADE thread over at the ZDoom forums: [URL="http://forum.zdoom.org/viewtopic.php?f=3&t=24955"]http://forum.zdoom.org/viewtopic.php?f=3&t=24955[/URL] In general, if you're trying to mod for doom, head over to ZDoom, there's plenty of folks that'll help.[/QUOTE] They helped me there. Thanks!
There was this one WAD I played that was basically default Doom 2 with a fuckton more items and some added areas on the map. I remember the first level had like 250 enemies. Anyone have a link?
[QUOTE=Agent 47;46500439]There was this one WAD I played that was basically default Doom 2 with a fuckton more items and some added areas on the map. I remember the first level had like 250 enemies. Anyone have a link?[/QUOTE] This maybe? [url]http://forum.zdoom.org/viewtopic.php?f=19&t=32929[/url]
[QUOTE=E.C.S;46500476]This maybe? [url]http://forum.zdoom.org/viewtopic.php?f=19&t=32929[/url][/QUOTE] I like that level set, the added detail is nice, and it plays pretty well with things other than Brutal Doom too.
DoomMarine, how influential is the Doom Bible in the mod you're working on? I've been reading through it and there's a LOT of interesting stuff that could've been utilised for gameplay, like finding severed hands to unlock shortcuts, or a larger array of labs and rooms.
Hey do you guys like shithead enemies that drain your energy? [vid]https://dl.dropboxusercontent.com/u/8380892/WEbms/GOTCHA.webm[/vid] Good. Have fun.
Jax?
Greatest Duke 3D mod [video=youtube;_DD2shdJqHE]http://www.youtube.com/watch?v=_DD2shdJqHE[/video]
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