[WIP]Army of darkness
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- xenoxols
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Re: Army of darkness style Doom. Now with quotes!
Update, Player sprites and pickup sprites updated.
- TheMightyHeracross
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Re: Army of darkness style Doom. Now with quotes!
Cool. Sorry that I seem to be complaining too much, but got more issues:
1.) Saw makes no noise when hitting a monster.
2.) Revolver altfire makes primary fire useless, because same accuracy and damage, but no spread. Give altfire some spread.
3.) Give the bullet weapons +NOEXTREMEDEATH, gibbing a zombieman with a Winchester is weird.
Really, even though I make so many lists, this is a really fun mod.
EDIT: Found another:
4.) In HeXen, the boomstick/chainsaw combo makes no sound when shooting the shotgun. Give it the same sound as the dual shotguns.
1.) Saw makes no noise when hitting a monster.
2.) Revolver altfire makes primary fire useless, because same accuracy and damage, but no spread. Give altfire some spread.
3.) Give the bullet weapons +NOEXTREMEDEATH, gibbing a zombieman with a Winchester is weird.
Really, even though I make so many lists, this is a really fun mod.
EDIT: Found another:
4.) In HeXen, the boomstick/chainsaw combo makes no sound when shooting the shotgun. Give it the same sound as the dual shotguns.
Last edited by TheMightyHeracross on Thu Sep 12, 2013 6:57 pm, edited 1 time in total.
- xenoxols
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Re: Army of darkness style Doom. Now with quotes!
No, thanks actually, If it improves the mod I'm grateful for it.
- xenoxols
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Re: Army of darkness style Doom. Being revamped.
I am revamping this mod, and there will be a new release in a couple of days.
- xenoxols
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Re: Army of darkness style Doom. Revamp done.
The revamp is done! Download and changes on 1st post.
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Re: Army of darkness style Doom. Revamp done.
OMG! How could I have missed this one? I remember the Army Of Darkness/Evil Dead mods for the Vanilla Doom. Never thought someone would consider going for an up to date mod with the source ports.
By any chance will your mod with new sprites/graphics and game mechanics somehow work in combination with those old AOD TC maps? (from here:
Maybe someone could test those old AOD TC levels with your current mod and then just maybe, re-edit those maps and modify them somehow (and hopefully permission isn't too hard to get for a possible release), so that they become compatible.
I would really hope so. I know there are no new levels in your current mod, but if somehow your mod could be used with that old one, then boom, easy level and monster replacements but with new and more interesting mechanics, and lots of new and more interesting stuff like graphics and sounds replacements.
By any chance will your mod with new sprites/graphics and game mechanics somehow work in combination with those old AOD TC maps? (from here:
Maybe someone could test those old AOD TC levels with your current mod and then just maybe, re-edit those maps and modify them somehow (and hopefully permission isn't too hard to get for a possible release), so that they become compatible.
I would really hope so. I know there are no new levels in your current mod, but if somehow your mod could be used with that old one, then boom, easy level and monster replacements but with new and more interesting mechanics, and lots of new and more interesting stuff like graphics and sounds replacements.
- xenoxols
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Re: Army of darkness style Doom. Revamp done.
If someone would edit those maps, it would be awesome! Also this mod should work with that old tc, because there are no new actors/dehacked.
Also new doom version and a heretic version coming soon.
Also new doom version and a heretic version coming soon.
Re: Army of darkness style Doom. Revamp done.
Played the Hexen version, and I like what I see.
Some observations (some of these may have been corrected; I didn't play the newest release):
-The shotty-chainsaw combo's weapon graphics are all in 640x480 resolution pngs even though the graphics aren't actually that big. Are you using SLADE3 to build the pk3? You can set the offsets of an image visually rather than by inputting numbers, which can help you get things properly aligned.
-I notice that you named the shotty FWeapFist. Instead of doing that, you can just use the 'replaces' keyword:You will need to create a playerclass so that they start with & can use the weapon, though.
-Hitscans have no puffs.
-Putting wads inside a pk3 is inefficient; things load slower that way. If you want to have multiple DECORATE lumps, you can use 'include' in a decorate lump, like so:-Shotty muzzleflash appears to not be in the Hexen palette.
-Chainsaw moves down as well when you fire the shotty, and the shotty jumps down a pixel when you use the chainsaw. Looks kinda odd.
-Shotty muzzle smoke appears to jump down on frame SSGFF.
-Due to the chainsaw-shotty combo appearing at the edges of the screen, they feel kinda awkward to aim, and the bloodsplats for the chainsaw appear at the center of the screen. Perhaps there could be a quick, couple of frames long animation for each, where the respective weapon moves more toward the center of the screen?
-NeoWorm made a great replacement for the Necronomicon you're using.
-For the Revolver, I think the altfire animation would make more sense if he was putting the heel of his hand against the hammer and then just moving up and down to 'fan' it as the player holds down the key, rather than bringing his hand to the hammer, pulling it down once, then moving the hand away each time. You'd have to adjust the state length a bit to make it not turn into essentially a machine pistol.
-The revolver's damage-to-ammo-consumed ratio versus the shotty makes the former ...kinda useless. Example: on Titan difficulty, you can kill an Ettin with three revolver rounds at a cost of 9 blue mana, or one-shot it with the shotgun for only five. Still on Titan, the shotty will often one-shot Chaos Serpents, but even when it doesn't, a revolver round will finish the job, for a net cost of eight blue mana. Trying to kill a Chaos Serpent exclusively with the revolver will run you anywhere between four and six shots, at a net cost of twelve to eighteen blue mana. Now, while it is true that the revolver has a fire state about half as long, in the time that it takes the revolver to fire twice, the shotty can fire once, but still deal double the damage of both revolver shots combined. Finally, since the revolver and shotty have roughly the same firing cone (the shotty's 5.5 horz, 4 vert versus the revolver's 5 horz, 4 vert), the shotty probably makes for the better long-range weapon. Put all that together, and IMO, a player probably won't bother using the revolver. Maybe coding the shotty to use a bit of green mana in addition to blue might help balance things, and reducing the spread of the revolver primary so it becomes a better long-range weapon. The revolver secondary spread could be kept as-is, since its rapid-fire and can help stop an enemy's advance, and thus it would be too 'cheap' if it didn't cut your accuracy by a good bit.
-I don't know if you plan to replace the Quietus, but if you're keeping it, the green fireballs it throws off could probably be ditched or rebalanced, since there's not much reason to use the shotty once you get the sword, since its both a melee and ranged weapon.
-The Hexen version has a bunch of sound files from it that look like they're for the Doom version.
Some observations (some of these may have been corrected; I didn't play the newest release):
-The shotty-chainsaw combo's weapon graphics are all in 640x480 resolution pngs even though the graphics aren't actually that big. Are you using SLADE3 to build the pk3? You can set the offsets of an image visually rather than by inputting numbers, which can help you get things properly aligned.
-I notice that you named the shotty FWeapFist. Instead of doing that, you can just use the 'replaces' keyword:
Code: Select all
ACTOR ShottyChainsaw : Weapon replaces FWeapFist
-Hitscans have no puffs.
-Putting wads inside a pk3 is inefficient; things load slower that way. If you want to have multiple DECORATE lumps, you can use 'include' in a decorate lump, like so:
Code: Select all
#include "decorate/revolver.txt"
-Chainsaw moves down as well when you fire the shotty, and the shotty jumps down a pixel when you use the chainsaw. Looks kinda odd.
-Shotty muzzle smoke appears to jump down on frame SSGFF.
-Due to the chainsaw-shotty combo appearing at the edges of the screen, they feel kinda awkward to aim, and the bloodsplats for the chainsaw appear at the center of the screen. Perhaps there could be a quick, couple of frames long animation for each, where the respective weapon moves more toward the center of the screen?
-NeoWorm made a great replacement for the Necronomicon you're using.
-For the Revolver, I think the altfire animation would make more sense if he was putting the heel of his hand against the hammer and then just moving up and down to 'fan' it as the player holds down the key, rather than bringing his hand to the hammer, pulling it down once, then moving the hand away each time. You'd have to adjust the state length a bit to make it not turn into essentially a machine pistol.
-The revolver's damage-to-ammo-consumed ratio versus the shotty makes the former ...kinda useless. Example: on Titan difficulty, you can kill an Ettin with three revolver rounds at a cost of 9 blue mana, or one-shot it with the shotgun for only five. Still on Titan, the shotty will often one-shot Chaos Serpents, but even when it doesn't, a revolver round will finish the job, for a net cost of eight blue mana. Trying to kill a Chaos Serpent exclusively with the revolver will run you anywhere between four and six shots, at a net cost of twelve to eighteen blue mana. Now, while it is true that the revolver has a fire state about half as long, in the time that it takes the revolver to fire twice, the shotty can fire once, but still deal double the damage of both revolver shots combined. Finally, since the revolver and shotty have roughly the same firing cone (the shotty's 5.5 horz, 4 vert versus the revolver's 5 horz, 4 vert), the shotty probably makes for the better long-range weapon. Put all that together, and IMO, a player probably won't bother using the revolver. Maybe coding the shotty to use a bit of green mana in addition to blue might help balance things, and reducing the spread of the revolver primary so it becomes a better long-range weapon. The revolver secondary spread could be kept as-is, since its rapid-fire and can help stop an enemy's advance, and thus it would be too 'cheap' if it didn't cut your accuracy by a good bit.
-I don't know if you plan to replace the Quietus, but if you're keeping it, the green fireballs it throws off could probably be ditched or rebalanced, since there's not much reason to use the shotty once you get the sword, since its both a melee and ranged weapon.
-The Hexen version has a bunch of sound files from it that look like they're for the Doom version.
Re: Army of darkness style Doom. Revamp done.
If you're interested, I made an edited blood shotgun w/ the contrast upped and some texturing on the wood grip.
- xenoxols
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Re: Army of darkness style Doom. Revamp done.
Ok, major update, basically everything has changed, including IWAD.(It's Heretic now) Screenshots and info soon.
EDIT: Quick fix, download again if you just did.
EDIT: Quick fix, download again if you just did.
Re: [WIP]Army of darkness. Redone completely.
I don't mean to be a negative nancy, but aren't the new weapons really just the ones from Zygo's Blood prequel with a lot of really nauseating visual effects added onto the fire states? Oh well. The thompson's fire rate changes when you have two of them, by the way. Might want to fix that.
- xenoxols
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Re: [WIP]Army of darkness. Redone completely.
Yeah, they are. I'm working on changing out the minigun, although the tommy is here to stay.(not dual wielded though)
- wildweasel
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Re: [WIP]Army of darkness. Redone completely.
Are they? Or did Zygo's blood prequel in fact borrow these? This is a somewhat old project, bear in mind.Somagu wrote:I don't mean to be a negative nancy, but aren't the new weapons really just the ones from Zygo's Blood prequel with a lot of really nauseating visual effects added onto the fire states? Oh well. The thompson's fire rate changes when you have two of them, by the way. Might want to fix that.
- xenoxols
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Re: [WIP]Army of darkness. Redone completely.
Ok, update. Tommy gun can no longer be dual wielded but is significantly more deadly. Also weapon and ammo placement messed with.
EDIT: I figured Zygo may have not made them so that's why I asked people to speak up about resources in the OP. I have never seen that revolver or the minigun, but the revolver looks like an edit of DoomNukem's work.
EDIT EDIT: Yes I took them from his blood prequel(In case I haven't clarified.) But I don't know who made them.
EDIT: I figured Zygo may have not made them so that's why I asked people to speak up about resources in the OP. I have never seen that revolver or the minigun, but the revolver looks like an edit of DoomNukem's work.
EDIT EDIT: Yes I took them from his blood prequel(In case I haven't clarified.) But I don't know who made them.
- xenoxols
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Re: [WIP]Army of darkness. Redone completely.
Ok, replaced that god awful minigun with a lever action rifle that shoots explosive rounds. Also changed ammo stuff a bit.