[pre-alpha] WW-Alternative (Altmod)

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wildweasel
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[pre-alpha] WW-Alternative (Altmod)

Post by wildweasel »

After much consideration, I figure I should probably have something to show. So here's a pre-alpha version of my next project, AltMod. Includes two-and-a-half weapons, no melee weapon, no monsters, and is generally just a build to show you guys what I've been doing. The technical stuff is more interesting than the end-user experience, honestly.

http://armory.drdteam.org/wwmods/inprog ... -altmod.7z

Things worth noting:
  • This mod is designed to be an alternative take on most established Doom conventions, giving weapons decidedly different uses than usual, enemies will have their roles switched entirely, etc. Also, it is intended as an alternative to my usual style of mod: no reloading, no human enemies or robots.
  • The default revolver will ricochet if you miss, automatically redirecting the bullet to the nearest target - whether it's in your line of sight or around the corner - but the ricochet will do 1/3 the damage of a direct shot.
  • The Guldin silent pistol is unfinished; I intend to switch it out for a different gun replacing the Chaingun.
  • The nailgun, replacing the super shotgun at the moment, is likely very overpowered as of now. I just wanted to get the sticks-in-walls bit working first.
  • Despite having smooth animations, most weapons in this PK3 file only consist of three or four frames each. The Revolver in particular only has three distinct frames: idle, muzzleflash, and recoil. All the offsetting and smoothed animation takes place in the Textures lump.
  • The weapons are also higher resolution than usual: the nailgun in particular is nearly four times the size of a standard Doom weapon sprite. Again, all thanks to the Textures lump.
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ThatOneZDoomer
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by ThatOneZDoomer »

It's not easy to comment on a pre-alpha, but I'll try anyway. I can't wait to see how you'll give the weapons decidedly different uses, outside the usual hitscan pistols, shotguns, and automatic weapons that are pretty common, especially when going for realism. I wonder if the technical stuff will "inspire" weapon mods to come. I haven't noticed the nailgun's overpowerness myself in the short amount of time that I played.
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Imp Hunter
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Imp Hunter »

I loved the nailgun :wub:
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Snarboo
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Snarboo »

Some notes after a five minute play session:
-The revolver's ricochet doesn't seem to hit anything that isn't directly in front of it. Disregard this, it does hit anything in range. Ed2: It does seem to flake out every now and again and not hit anything, however.

-The animation for the revolver is actually kind of chunky. I'm not sure why, but it's impressive given that it's done entirely by code.
-The nailgun doesn't seem overpowered at all.
-It would be nice to pick up any nails that miss and imbed themself in the environment.
-The player's trigger finger should move when firing the nailgun. Also, the barrel movement looks a little off.
-I actually like the silenced machine pistol. It's not immensely original, but it looks and functions nice.

I'm definitely looking forward to what else you have in store for us. :)
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Enjay
 
 
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Enjay »

I like all of these, especially the nailgun. It's... like a real nailgun. :) It doesn't seem overpowered to me because its ROF is quite low. However, compared to what getting hit by a real nail from a nailgun might do... well I wouldn't expect a single nail to gib a zombie in real life (because firing nails into Zombies is something that I do a lot in RL, obviously).

There are a number of problems with the nails, that I'm sure you are aware of:
There is a visible gap between the point of the nail and any wall that they get stuck in (thereby making them look like they are hanging in the air beside the wall).
They don't move with platforms so get left hanging in the air when you lower a lift.
They stick to the sky.
(Also, the graphics could do with being a bit more hi-res and nail-like to match the realistic appearance of the gun.)
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Snarboo
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Snarboo »

I just noticed that the player starts without his fists, so if you run out of ammo and you don't have a chainsaw, you're screwed.
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Xim
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Xim »

Wow. So far, so good. But yeah, the trigger finger on the nailgun needs to move and nails should not gib enemies.

I am liking this so far, keep it up. I especially like the nails sticking into walls.
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Lolo_is_cool
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Lolo_is_cool »

I just tested this mod. it looks nice, indeed, but you have a thing to fix: the hand on the nailgun has some annoying purple lines on the edges. btw, the other effects are really likeable.
Also you should find a pistol that could fit better with Caleb's hand, since it looks like the hand holds the pistol on the right side of the screen.

In return, looks like you are having fun using killing time's material, dont you :P ??
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Lord_Aries_Greymon
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by Lord_Aries_Greymon »

Am I the only one that noticed this? (or has it changed in the month or so since last poster?) Shooting zombies in the foot with the nailgun instakills them. Same if you can catch the zombie close to a wall between you and said wall. I like this feature.
Haven't tested it on an imp though.

The revolver however, has a nasty habit of instagibbing zombies. I never noticed the ricochet feature, though that's mostly my fault. I kinda ignored it.

The silent SMG is nice. I've managed to sneak kill 3 zombies with it. From, in one case, just 2 feet away.
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TypeSaucy
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Re: [pre-alpha] WW-Alternative (Altmod)

Post by TypeSaucy »

im guessing that this thread should be bumped, and we all noticed it, dude.
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