Doom The Mercenaries [released]

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Zombieguy
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Re: Hunk for doom 3.0 [WIP]

Post by Zombieguy »

First time I've heard something like that.
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XanderK9
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Re: Hunk for doom 3.0 [WIP]

Post by XanderK9 »

DOOMERO-21 wrote:is first person view, but decreased the normal zoom ( for increase the area of view ) and actualy hunk is a weapon.
Yeah, Hunk always have being a weapon. :D
It is a nice concept to be able to get a new perspective for doom. I can now imagine Isaac from Deadspace in 3rd person, combined with brutal doom.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



the goal kick, only is activated when a big monster ( demon, baron of hell, mancubus, etc) have almost 30% of his total health, for example baron of hell have 1000 of health, if you damage him with ammount of 700 or more, and you can close to him and execute the goal kick with a 100% of kill, the video only show the goal kic for any moment ( is only for show how looks ).
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BigProjectAlone
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Re: Hunk for doom 3.0 [WIP]

Post by BigProjectAlone »

thats freaking nice !!!!
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



ok, added: shooting on the head for imp, zombieman and shotgun guy, activate the melee attack (neckbreaker), the video show the diference between shooting on the legs and the head, if you see the monster is very strong supporting the damage when i attack on his legs.
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Matt
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Re: Hunk for doom 3.0 [WIP]

Post by Matt »

DOOMERO-21 wrote:very strong supporting the damage when i attack on his legs.
:|

Have you recently banged a shin against a piece of furniture by accident, or try to lift someone who's paralyzed or drunk or worse? We put a lot of weight on our legs and even a little structural damage down there can slow a guy down fast.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

Vaecrius wrote:
DOOMERO-21 wrote:very strong supporting the damage when i attack on his legs.
:|

Have you recently banged a shin against a piece of furniture by accident, or try to lift someone who's paralyzed or drunk or worse? We put a lot of weight on our legs and even a little structural damage down there can slow a guy down fast.
XD you right, the see state have lot of a_chase per frame, that is the reazon why the imp is a little fast.
ArchXeno
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Re: Hunk for doom 3.0 [WIP]

Post by ArchXeno »

Heh, try neck breaking a Pinkie. But seriously, this is awesome.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

ArchXeno wrote:Heh, try neck breaking a Pinkie. But seriously, this is awesome.
WTF? pinkie? i tried dude, but the pinkie have a BIG HEAD!
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bleant
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Re: Hunk for doom 3.0 [WIP]

Post by bleant »

Any idea of when we will be able to play it?
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »

bleant wrote:Any idea of when we will be able to play it?
i dont have idea and depending how many weapons i will add, because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
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Ethril
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Re: Hunk for doom 3.0 [WIP]

Post by Ethril »

DOOMERO-21 wrote:because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
The "original" Hunk was an unlockable character in Resident Evil 2, actually.
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amv2k9
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Re: Hunk for doom 3.0 [WIP]

Post by amv2k9 »

DOOMERO-21 wrote:
bleant wrote:Any idea of when we will be able to play it?
i dont have idea and depending how many weapons i will add, because some friends tell me about only put the tmp and grenades like the original hunk, re 4 mercenaries.
I think it'd be pretty boring only having two weapons. And depending on how the grenades work, they may not be an adequate replacement for the rocket launcher. At least one or two more, like a shotty for crowd control, and something else.
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



added melee indicator
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DOOMERO-21
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Re: Hunk for doom 3.0 [WIP]

Post by DOOMERO-21 »



the video show the new sprites and a new sistem of running: well exist 2, normal and the fast running. the fast running only works when hunk have almost >30% of health (also for this special running is necesary add later the run bar, becuase not always will be activated), this system use a diferent a_zoomfactor and player view height from the original using inventory powermorph(thanks to Enjay for the idea, also i will check how works with the other method of fsglobal).
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