hfc2x wrote:EDIT (07-13-2011):
Many people are requesting for screenshots, but better yet: I will give you a small gameplay video
WARNING! The video has HEAVY spoilers, so watch at your own risk. Anyways it's in beta state, so many things can change without advice.Spoiler:
I recorded the video in 16:9 aspect ratio to show that the new HUD adjusts itself automatically to your screen resolution and aspect ratio.
ORIGINAL POST:
Hi everyone!
Time ago, I received authorization from Sodaholic to continue his dead project. For those of you who are unaware of what I'm talking, it's Doom: Evil Unleashed, anover-attemptedattempt at creating a Doom game based on Tom Hall's design document, AKA The Doom Bible.
I'm not presenting this as my own project, because it was Sodaholic's idea and project. He seemed to have no interest on it anymore, so I asked for permission if I could finish it. It was so sweet to let it die.
Anyways, I've been working mostly on the HUD (helmet HUD from Doom 0.2), balancing out the atributes of the Player Classes, simplifying the weapons (they were defined one for each player class, so I made every weapon just 1 that works differently for each character), simplified texture definitions (made all textures to be contained in a TEXTURES lump), made the Unmaker, Probiectile, fixed the BFG 2704, and well, I have been working on lots of things on this project for now.
Unlike Sodaholic, who gave up in this project because he got no colaboration from anyone, I like to work alone. It gives me a lot of freedom. It's not that I overlook your help, as I will be open to sugestions, and of course if you would like giving me a hand, that will be really appreciated.
Anyways, I will be posting here what my interpretations to what Tom Hall's horrible (sorry, Tom, it's true) grammar include:
- The Dark Claw* ("Demon weapon that casts a dark cloud of tortured essence. Silent but deadly.") doesn't alert monsters and summons a cloud that appears at the obstacle just in front. This weapon shoots an invisible fast projectile, which on impact generates the cloud, which is a seeking projectile with the same master and target. This means it will be yours, so in deathmatch, frags with the Claw will be credited to you LOL. It uses 5 ammo and doesn't affect Lost Souls because they have something that makes me think they resist it...
- The Probiectile ("Minimal damage, but gives readout on enemy."), acts like the Plasma Gun from the finished game, except it fires like the Press Release version (red and green projectiles), and when pointed to a monster, prints it's name on screen, health remaining and max health (hence readout?). Uses HudMessage so the console doesn't go awfully busy.
- The Spray Rifle ("Multiple shots in a 600 are. Powerful as shotgun, but spread out more. Shotgun recoil"), acts something like the Super Shotgun from Doom 2, except it's a lot more spread, uses 3 Shells for a single attack, pellets do the same damage as this mod's Shotgun (5d3) and they cannot hit an opponent that's more than 600 map units away.
- The Umaker* ("Demon-tech weapon that hurts pure demons a lot, demon-humans very little, tech demons some. Made of demon bones.") acts like a missile launcher, but charges a bit when the trigger is pressed. The Unmaker missile does very heavy damage [100*random(1,3) + A_Explode (200, 72,0, 1, 72) ... meaning it does ~400 damage] upon impact on pure demons (much like Imps, Demons, etc.), against tech demons (like Arachnotrons, Cyberdemon), damage is multiplied by 0,5 and against Zombies it's multiplied by 0,03. For the heck of deathmatch play, Unmaker's damage is multiplied by 0,15 when applied to players. The splash damage doesn't hurt the shooter, however.
*Means that this weapon is of demonic origin. The weapon uses ammo (internal class named "DemonBlood", gathered depending on enemy killed) AND health from the player. The amount of health taken from the player isn't affected by armor, and it will NOT make health go below 1. Claw uses 5 ammo and 5 health and Unmaker uses 15 ammo and 15 health.
Things I will ask you guys for are (if you are willing to help me):
- Sprites for the Spray Rifle. Right now I'm using Tormentor 667's Stronghold normal Shotgun sprites just as placeholder, because I cannot imagine how a Spray Rifle looks.
- Help with the maps, because I suck at mapping. If you are interested in a map, post here or PM me and I will send you the map, along with the list of new actors. Requirements are that the map is built in ZDoom format (Doom in Hexen format) and they feel a lot like the Vanilla Doom maps. Some ACS can be added to enhance possibilities, but nothing that will make the map lose its "vanilla" feel. If you are not interested, then whatever
- Help with the shields. I have them defined just by now like PowerProtection with infinite duration. However I haven't come up with something that catches damage that would be done as a variable in ACS and make the shield counter go down ("inventory Sheild") until it reaches 0 and the powerup is removed. To be clear, when you are using the Disruptor Shield, energy weapons like the Probiectile will not damage you, but I need the Shield counter to go down depending on the damage that would have been done. Sounds kinda impossible for the engine to handle without being modified, but I know that we can come up with a very creative alternative
That's all folks. For now.
TL;DR
allan94 wrote:P.S. I'm not trying to boss you around with the weapon suggestions, I'm just telling you something
SamVision wrote:Quick question: How will the probjectile and Spray Rifle work?
BlueFireZ88 wrote:Questions:
1. How long will each of the 6 episodes be?
2.I take it since it's not listed, that there are no new obtainable weapons in episode 5?
hfc2x wrote:allan94 wrote:P.S. I'm not trying to boss you around with the weapon suggestions, I'm just telling you something
Hehe dont worry. I'm currently thinking of what to do with the pistol and the fist. I think I will include the fist with the guys only and the bayonet with the gals only. Anyways, the current weapons are these:
Episode 1:
-Bayonet, Chainsaw
-Assault Rifle
-Shotgun, Super Shotgun (if secret puzzle solved).
-Machinegun, Chaingun
-Missile Launcher
Episode 2:
-Dark Claw
Episode 3:
-Probjectile
-Plasma Gun
Episode 4:
-Spray Rifle
-BFG 2704 (by beating the boss)
Episode 6:
-Unmaker
I don't know yet how will I include the pistol, as Tom wasn't clear which was the starting weapon, the Rifle or the Pistol.
hfc2x wrote:allan94 wrote:P.S. I'm not trying to boss you around with the weapon suggestions, I'm just telling you something
Hehe dont worry. I'm currently thinking of what to do with the pistol and the fist. I think I will include the fist with the guys only and the bayonet with the gals only. Anyways, the current weapons are these:
Episode 1:
-Bayonet, Chainsaw
-Assault Rifle
-Shotgun, Super Shotgun (if secret puzzle solved).
-Machinegun, Chaingun
-Missile Launcher
Episode 2:
-Dark Claw
Episode 3:
-Probjectile
-Plasma Gun
Episode 4:
-Spray Rifle
-BFG 2704 (by beating the boss)
Episode 6:
-Unmaker
I don't know yet how will I include the pistol, as Tom wasn't clear which was the starting weapon, the Rifle or the Pistol.
allan94 wrote:hfc2x wrote:allan94 wrote:P.S. I'm not trying to boss you around with the weapon suggestions, I'm just telling you something
Hehe dont worry. I'm currently thinking of what to do with the pistol and the fist. I think I will include the fist with the guys only and the bayonet with the gals only. Anyways, the current weapons are these:
Episode 1:
-Bayonet, Chainsaw
-Assault Rifle
-Shotgun, Super Shotgun (if secret puzzle solved).
-Machinegun, Chaingun
-Missile Launcher
Episode 2:
-Dark Claw
Episode 3:
-Probjectile
-Plasma Gun
Episode 4:
-Spray Rifle
-BFG 2704 (by beating the boss)
Episode 6:
-Unmaker
I don't know yet how will I include the pistol, as Tom wasn't clear which was the starting weapon, the Rifle or the Pistol.
I think it should start with nothing and then in the room with the dead marines you find a rifle and a pistol.
And also I think the guys should have bayonets too.
How does my idea sound?
hfc2x wrote:What does everyone think? Should the Helmet HUD replace the Status Bar completely? Because Sodaholic made a functional status bar based on the one from Doom 0.5. I used a custom CVAR to toggle between the use of the Helmet HUD and the Status Bar, but what do you think it's better?Spoiler:
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