[WIP] The Shores of Zdoom

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Re: [WIP] The Shores of Zdoom

Postby hfc2x » Fri Mar 16, 2012 1:25 am

Xaser wrote:a Brutal Doom build custom-tailored to TSoZD could always be done by a dedicated fan.

I don't understand why people still keep asking for this. It doesn't make any sense to take an assload of work just for the heck of adding OMG MOAR BLOODZ"!!1... Sorry, but seems pointless to me. I just get to imagine that this people clearly miss the whole point of why they are making TSoZD in the first place.
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Re: [WIP] The Shores of Zdoom

Postby Xaser » Fri Mar 16, 2012 1:55 am

What exactly would they be doing that would be "pointless" here but not so for the original mod? o_O

Note that I'm talking about things like ensuring that weapons work, making basic blood effects work okay, maybe some rebalancing. Going to the effort of, say, making fatalities for all new creatures might be a stretch, but what's the harm in someone doing it if they want to?
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Re: [WIP] The Shores of Zdoom

Postby hfc2x » Fri Mar 16, 2012 2:37 am

If they want to do it, then so be it. What I'm talking about is that the point of TSoZD is to play an advanced, modern looking, ZDoom version of the original episode. Kind of bugs me because for me it is like "guize, dont even bother in making the mod, coz eye dont even care. juts maek teh levels for me". So, why is people still asking for the authors to make an exclusive version just for them? It's not that hard to modify an existing work if they want to do it, but it completely misses the point of why is this mod being done IMO.
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Re: [WIP] The Shores of Zdoom

Postby printz » Fri Mar 16, 2012 3:43 am

I'd rather prepare my monster and weapon mod of choice for (off-topic) Back to Saturn X, which will be vanilla without Dehacked, probably not even sprites.

Shouldn't powerful ports like PyDoom allow (at least in theory) gameplay modding ANY partial conversion, no matter if it's with its own DECORATE or not?
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Re: [WIP] The Shores of Zdoom

Postby wildweasel » Fri Mar 16, 2012 4:10 am

I think it'd be little trouble to just modify Brutal Doom to work "well enough" with the finished product. Sure, no fatalities or headshots on the new enemies, but at least most of the mod would work, right? Unless the players are that picky.
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Re: [WIP] The Shores of Zdoom

Postby Xaser » Fri Mar 16, 2012 11:58 am

hfc2x wrote:If they want to do it, then so be it. What I'm talking about is that the point of TSoZD is to play an advanced, modern looking, ZDoom version of the original episode.

I think we're on different pages, then. I was talking about a customized version of BD, not TSoZD. The former would be a lot easier to rebalance, naturally. ;)
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Re: [WIP] The Shores of Zdoom

Postby Cyberdemon531 » Sat Oct 20, 2012 5:32 pm

I wonder when this is coming out...
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Re: [WIP] The Shores of Zdoom

Postby Gez » Sat Oct 20, 2012 5:34 pm

Right after Mordeth.
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Re: [WIP] The Shores of Zdoom

Postby wildweasel » Sat Oct 20, 2012 5:56 pm

Manhunt21 wrote:I wonder when this is coming out...

It'll happen when the entire forum can resist the urge to bump this thread for at least an entire year.
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Re: [WIP] The Shores of Zdoom

Postby BlazingPhoenix » Sat Oct 20, 2012 7:09 pm

Mental note to remember to bump this thread in the next few months for good measure... :P
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Re: [WIP] The Shores of Zdoom

Postby Zombieguy » Sat Oct 20, 2012 9:14 pm

OKEY.

*bump*

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Re: [WIP] The Shores of Zdoom

Postby Project Dark Fox » Sat Oct 20, 2012 9:16 pm

I forsee an infraction in your immediate future.
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Re: [WIP] The Shores of Zdoom

Postby Zombieguy » Sat Oct 20, 2012 9:28 pm

:'(
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Re: [WIP] The Shores of Zdoom

Postby Virtue » Sun Oct 21, 2012 9:46 am

on a serious note, when IS this coming out....
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Re: [WIP] The Shores of Zdoom

Postby Blue Shadow » Sun Oct 21, 2012 10:00 am

@mods: Why don't you just lock it. If Vader or someone else involved in the development of the project would like to post updates, they can contact a mod to unlock it for them. Simple as that.
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