action doom 2

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Re: action doom 2

Postby Scuba Steve » Sat Dec 01, 2007 6:48 pm

Seriously, you have all the resources of the original at your disposal. Maybe, to avoid confusion, you could give it another contra-sh names. We always had fun naming off other names on IRC...

A the Action Adventure
Neo Action
Action Doom: The Alien Wars
Action Force
Action Doom: Hard Corps
Action Doom: Legacy of War
Super A

I think the most important thing to do is make sure you don't have boring cutscenes or anything long the player must sit through. If you can... this is what I wanted to do with the first AD but lacked the ability... Using hud gfx, put 3 heart shapes in the corner... every hit you take gets rid of one. When you run out, you die. That would be better than 1 hp and respawn.
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Re: action doom 2

Postby Unknown_Assassin » Sat Dec 01, 2007 9:40 pm

Scuba Steve wrote:That would be better than 1 hp and respawn.


Couldn't you just increase the player's health to 3 and make sure every monster's attack was 1?
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Re: action doom 2

Postby BouncyTEM » Sat Dec 01, 2007 9:41 pm

Not back when Action Doom 1 was made. x.x
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Re: action doom 2

Postby Unknown_Assassin » Sat Dec 01, 2007 9:47 pm

Bouncy wrote:Not back when Action Doom 1 was made. x.x


He could have at least updated it, and maybe put in the things he wanted to do in Action Doom, but never got around to it.
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Re: action doom 2

Postby Lord_Jirad » Sat Dec 01, 2007 10:53 pm

OMG?
WTF?
BBQ?

Sykes, how many times have I told you, when posting screenies of levels... TURN DOWN YOUR GAMMA CORRECTION! Gamma ruins the maps as far as I'm concerned.

And btw, why are you using screenies from one of my older maps for Forsaken? Make your own map! (I sympathise with the zdoom community on their opinion on the skybox, it was a very quick job.)

Ooh, if Furry found out about this he would give you a right royal ear bashing...

And for those who WANT to believe this is Cory's work, check out http://www.freewebs.com/forsakendoom and go to the authors section. See just what he has done to the wad.
Last edited by Lord_Jirad on Sat Dec 01, 2007 11:01 pm, edited 1 time in total.
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Re: action doom 2

Postby Nash » Sat Dec 01, 2007 10:58 pm

Unknown_Assassin wrote:He could have at least updated it, and maybe put in the things he wanted to do in Action Doom, but never got around to it.


George Lucas once said, a movie can never truly finished, you just walk away from it...
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Re: action doom 2

Postby hnsolo77 » Sat Dec 01, 2007 11:32 pm

the hell? if he is stealing your maps...

*insert obscenities and insults here*
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Re: action doom 2

Postby lizardcommando » Sun Dec 02, 2007 1:23 am

Wow... What the hell, man...That's not cool.
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Re: action doom 2

Postby Matt » Sun Dec 02, 2007 2:00 am

Lord_Jirad wrote:And for those who WANT to believe this is Cory's work, check out http://www.freewebs.com/forsakendoom and go to the authors section. See just what he has done to the wad.

Damn, that doesn't look like an Action Doom 2 either :(

:P

Any more on that project? All I can find on the site is a screenshot of that one room with the crates...
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Re: action doom 2

Postby Snarboo » Sun Dec 02, 2007 4:08 am

The plot thickens!

But yeah, if there was going to be another Action Doom, it would need three things: MOAR WEAPONS!, MOAR LEVELS! and, most importantly, MOAR ACTION! And yeah, a fancy scripted heart counter for the health would be awesome, too. So the player doesn't get stuck with one heart after fumbling around, health packs randomly dropped by monsters might be cool, or even Contra styled item drop containers! You could just give the player 3 health and make enemy attacks do 1 damage, but that just wouldn't be as awesome.
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Re: action doom 2

Postby .+:icytux:+. » Sun Dec 02, 2007 6:16 am

if u really want to make a sequel to action doom...

use the same kinda gameplay!! (bullet projectiles & stuff) tough some things could be edited of course...

your map looks bold and stuff, (even if its stolen) look at action doom1, and play the maps...
use the same kind of action in your maps too... (exploding buildings, all hell broken loose, mutated aliens)

and still make stuff kinda realistic... (in a city you would see cars and people,in a lab there would be scientists and experiments and so on.)

And Of course!!! cool Zdoom features and stuff :D

otherwise... Screw the name, and forget about it to be a "action doom 2"

IMO!! :P
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Re: action doom 2

Postby XutaWoo » Sun Dec 02, 2007 11:52 am

Okay make your own maps like a good little boy.

And most DOOM maps wouldn't work with the Action Doom style anyway. Action Doom maps would just be shooting, avoiding obsticles, and going in a one-way path, only going another way if another choice presents itself, usually going somewhere else that leads to a point the first way went.

I really can't think of any other DOOM maps that do that.

Really, though, now I'm thinking Action Doom 2 should be a community project, though, because you clearly seem incapable of mapping.
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Re: action doom 2

Postby spoone » Sun Dec 02, 2007 5:46 pm

Eeesh if your going to make an action doom 2 it wouldn't really be much of an action doom unless you make it the same gameplay as in the first one.
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Re: action doom 2

Postby Phucket » Sun Dec 02, 2007 6:55 pm

ugly retextured versions of a stolen level, ripped sprites, and not a single thing that has anything to do with action Doom.
Yep, this project is going nicely. Especially since the guy making it can't be assed to make his own level.
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Re: action doom 2

Postby .+:icytux:+. » Mon Dec 03, 2007 12:55 pm

XutaWoo wrote:Really, though, now I'm thinking Action Doom 2 should be a community project, though


YAY!!! thats a good idea... though... do u really think many other people has as much action in their doom heart as scuba steve?

XutaWoo wrote:because you clearly seem incapable of mapping.


oh yes indeed 8)

if u dont seem to map, but steal others maps... i can just imagine how good u are mappin :)
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