[W.I.P.]CastleDoomia:TheStoneOfDawn

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Have you any interest in Castledoomia?

Yes, cant wait for it to be created!
4
50%
No, i dont want it to be in DooM!
1
13%
What the hell are you talking about?!
3
38%
 
Total votes : 8

Re: [W.I.P.]CastleDoomia

Postby Captain Proof » Fri Nov 07, 2008 1:12 pm

Truthfully I suggest maybe leaving the guns in there but still including melee weapons and the whip...THE WHIP.You can't have castlevania without the Hunters whip :(
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Re: [W.I.P.]CastleDoomia

Postby esselfortium » Fri Nov 07, 2008 1:16 pm

Is that....a chicken drumstick, on the floor, in the first screenshot?
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Fri Nov 07, 2008 1:55 pm

Well yes my mistake to post so early
Dont know why you say that castlevania cant be FPS or must got only melee weapons
About FPS:There is mod named Action Doom its a port of Metal Slug and Contra to Doom.This games to never was in FPS but i dont saw anyone to critic this mod.
Please wait for alpha to be released.
About Melee weapons:There is scenario already done for mode i dont reveal it all but say that its set in future near year of Doom actions.There BE Deagle, rocket launcher and some other modern and future weapons.Melle weapons WILL be in game also and they will be about 90% in player's arsenal.About whip i dont truly know but it might be.Player will play as UAC officer(that has some relationships with Belmonts).
Mode in progress so please be patient.
P.S.Yes it is chicken drumstick item that will restore 25HP to player.(In castlevania there a lot of them)
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Fri Nov 07, 2008 1:57 pm

I complete Damage and Defense Relic.
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Re: [W.I.P.]CastleDoomia

Postby X-CrAzYkOoL-X » Fri Nov 07, 2008 2:15 pm

yeah, but still wats wit da guns though? arent u gonna put a flail or a whip or a morning star or somethin' cause guns REALLY messes da castlemania joint up. :?
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Re: [W.I.P.]CastleDoomia

Postby TheDarkArchon » Fri Nov 07, 2008 2:18 pm

Gen51 wrote:About FPS:There is mod named Action Doom its a port of Metal Slug and Contra to Doom.This games to never was in FPS but i dont saw anyone to critic this mod.


Contra and Metal Slug revolved around shooting things. Castlevania doesn't.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Fri Nov 07, 2008 2:22 pm

Melee weapons WILL be in game also and they will be about 90% in player's arsenal.About whip i dont truly know but it might be.

I thought it explain all
When i talk about this i was talking about FPS(First-person shooter)There is a lot FPS that arent got guns
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Re: [W.I.P.]CastleDoomia

Postby Captain Proof » Fri Nov 07, 2008 2:26 pm

I can see some firearms being used.I suggest dropping the modern guns and putting in some black powder weapons along with swords and etc.

And drop the UAC thing...just a suggestion
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Re: [W.I.P.]CastleDoomia

Postby JonnyFive » Fri Nov 07, 2008 2:29 pm

Yes... you should probably scrap the whole UAC thing, it really adds nothing to the story except silliness.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Fri Nov 07, 2008 3:17 pm

Ok
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Re: [W.I.P.]CastleDoomia

Postby ThatOneZDoomer » Sat Nov 08, 2008 12:25 am

First off, you don't have to double post mere minutes after just posting.

Well, depending on how you want to go about this, you could just call this a project that's inspired by Castlevania instead of being a Doom version of it. If that were the case of being a project inspired by that game series, people likely wouldn't be expecting it to be like that instead of how it currently is with being designed to be similar to it. Wow, I wonder how well that sentence came out... Anyway, I think if you're gonna go by the route of "port of Castlevania to Doom", you may want to drop the guns. It's not like you still can't be focused on ranged attacks. Look at Heretic and Hexen and how you can still shoot like any FPS even if you're using magically objects instead of firearms. In the very per-alpha screen shots you posted, I could barely tell the pistol was suppose to be one till I looked at it in a certain way.

Well, Castlevania is more known for platforming and close range combat, but having ranged weapons shouldn't be too bad proven that feel like they fit in. Again, I think you could save yourself the trouble of "it's not like Castlevania" and still keep the theme going if you go the "this is inspired by Castlevania" route and avoid using any of it's characters and other stuff unique to it. On a final note, I do agree with dropping the current story with the UAC having some connection to the Belmonts. That just blows my mind and not in a good way either. Still, it's ultimately up to you what to do, but I'm just giving my thoughts on the matter.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sat Nov 08, 2008 9:04 am

Thankes for understanding.
Alpha release changed to When it's done cause of sprite problem
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Re: [W.I.P.]CastleDoomia

Postby Hasuak » Sat Nov 08, 2008 11:18 am

And if you are making the whip, make it not just as one sprite, but as in the original games with multiple sprites 'shot out' in row, then either just disappearing or returning to it's 'shooter'. Because the whip plays a big part in Castlevanias, it should really look different than other melee weapons to give that unique kick to it.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sat Nov 08, 2008 12:18 pm

Well sprite problem solved and i made beautiful sprite of sword.Screenshots coming.
About whip i dont truly know cause making its sprite will be hard.Whip will NOT be in alpha and it will actually be in middle or end of game cause making whip sprites too hard(i tried once).If someone already got some good whip sprites i dont mind about adding it to mod.
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Re: [W.I.P.]CastleDoomia

Postby Gen51 » Sat Nov 08, 2008 1:12 pm

Here screenshots of sword its drawed by me and its will be colored.Dont look at blue pixels they will be removed while coloring
Attachments
Screenshot_Doom_20081108_210609.png
Sword attacking sequence .Dont look at blue pixels they will be removed while coloring
Screenshot_Doom_20081108_210609.png (231.7 KiB) Viewed 248 times
Screenshot_Doom_20081108_210632.png
Screenshot_Doom_20081108_210632.png (240.85 KiB) Viewed 248 times
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