[WIP] Project MSX [Gameplay Mod] Beta 1 release!

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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby ibm5155 » Wed Nov 23, 2011 6:56 pm

I think it could have more kinds of ai variance, not only the fast movements...

9/10 for your mod, it´s perfect with the mod ndcp2 (only have some strange bug in map one that you saw a teleport in a place that shouldn´t have...), but in some traps that have many zombies, you can get killed easily.

The good thing, I´m playing a mod like modern fps with nice fps in a pentium 3 =D (at least in normal mods, ndcp2 have some unplayable maps)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby -Ghost- » Fri Nov 25, 2011 1:48 pm

I'm still surprised how well the arsenal in this mod works considering we're still missing a plasma rifle and BFG replacement. Everything fills its role really well and has a use throughout the game. Do you have any idea when the next release will be out?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby MagSigmaX » Fri Nov 25, 2011 1:52 pm

Sorry about the lack of updates... Sadly, with my laptop busted and real life stuff, I barely touched the mod since I released the beta. But don't worry I won't stop working on this. :wink:
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby bleant » Fri Nov 25, 2011 2:14 pm

No problem man, take your time.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby ibm5155 » Sat Nov 26, 2011 12:35 pm

Wow, my laptoop gpu died a few days =/ now i can only play your mod in a pentium 3
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby -Ghost- » Sun Nov 27, 2011 1:17 am

Hey Mag, you mentioned commenting out some entries to make MSX work with Brutal Doom Lite, could you elaborate on that for me? I tried simply deleting the health/ammo/items files from BD Lite, but that didn't work. :P
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Steve1664 » Sat Jan 28, 2012 12:53 pm

So, after a great amount of retooling and tweaking of enemy/projectile speed and weapon/ammo values and distribution ratio, I've finally gotten to the point where I can safely say this is a great modification. It still feels fast and "Doomy" enough to stay true to the source material while the new mechanics don't overpower or trivialize everything. Even the weapons all feel well balanced with each having its ideal situational usages. Make everything more balanced for the next version and we may very well have another Cacoward-worthy venture on our hands!

EDIT: I really don't like the completely invisible Spectres, though; you could at least make it so you can be able to make them out by their beady eyes, like in Brutal Doom.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby -Ghost- » Sat Jan 28, 2012 2:13 pm

Yeah, I still play with this mod all the time with BD Lite. I tweaked some things to get them working together better and it's still really fun.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Mr. Chris » Sat Jan 28, 2012 9:38 pm

Not particularly fond of "modern" features in an old-school game like Doom. The "shields" feature is reminiscent of Halo, which I hate.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby XutaWoo » Sat Jan 28, 2012 10:16 pm

Valid opinion and all, but I'm not sure if it's going to effect anything at this stage. :P
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby MagSigmaX » Sun Jan 29, 2012 12:21 am

Never thought someone will bump this thread... lol 2 months without updating anything :shock:. Well since the thread has been bumped I will give some comments on the status on the mod...

@Steve1664 Thanks for the comments. As I mentioned in another thread, I'm working on the next version of the mod right now. mainly fixing the widescreen issues the weapons sprites. The fists, pistol, auto shotgun and assault rifle are fixed (the latter two have brand new reloading animations), the nailshotgun and autocannon will practically be redone in order to fix the widescreen issues. Expect 2 new weapons and some new suit features in the next version (with better ammo/enemy balance of course). I haven't looked so much at the enemies of the mod, since right now I'm focused on the weapons, but after I'm finished with those I will work more on the enemies as well.

Mr. Chris wrote:The "shields" feature is reminiscent of Halo.


Yes, the shields feature of the mod are inspired by the Halo games, specifically Halo CE .

XutaWoo wrote:Valid opinion and all, but I'm not sure if it's going to effect anything at this stage. :P


Yeah.. the shields are not going anywhere. 8-)
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby -Ghost- » Sun Jan 29, 2012 2:34 am

Good to hear you're still working on it. How s the next version coming along?
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Steve1664 » Sun Jan 29, 2012 9:33 am

MagSigmaX wrote: The fists, pistol, auto shotgun and assault rifle are fixed (the latter two have brand new reloading animations), the nailshotgun and autocannon will practically be redone in order to fix the widescreen issues. Expect 2 new weapons and some new suit features in the next version (with better ammo/enemy balance of course). I haven't looked so much at the enemies of the mod, since right now I'm focused on the weapons, but after I'm finished with those I will work more on the enemies as well.


There is nothing about this news that I don't like. I'm using it with "Base Ganymede" (a so-far two episode Ultimate Doom mapset) and it matches very well; I'll probably also try to use MSX with the "Eviltech" DII megawad. Keep up the good work.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby Zombieguy » Sun Jan 29, 2012 9:49 am

Cool, keep it up.
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Re: [WIP] Project MSX [Gameplay Mod] Beta 1 release!

Postby JimmyJ » Sun Jan 29, 2012 3:32 pm

Great to see some news on this, makes me happy.
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