Pirate Doom! - House of Mojo 06/05/14

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR 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.

Re: [WIP GZDoom] Corsair Doom! - map 12 "Baron Castle"

Postby Orb Swallowing Fox » Mon May 13, 2013 11:29 pm

Great, the download works now for me!
User avatar
Orb Swallowing Fox
All your marbles are belong to me!
 
Joined: 02 May 2013

Re: [WIP GZDoom] Corsair Doom! - map 12 "Baron Castle"

Postby 0bsidian » Mon May 13, 2013 11:57 pm

So THAT'S why this got renamed! Heh.
User avatar
0bsidian
Smiling fatly.
 
Joined: 29 Oct 2012
Location: Nw Zld

Re: [WIP GZDoom] Corsair Doom! - map 12 "Baron Castle"

Postby Captain J » Tue May 14, 2013 3:17 am

such a clever name...
and sorry for didn't make any exaust without only one rotation, because shivers is ready for fire his own wad's another episode.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Arch » Mon Jun 24, 2013 12:01 pm

Ahoy, here´s another version of Pirate Doom!

download: http://www.mediafire.com/download/9tldkyczjjb7kfr

features:
- new map
- new weapon (minicannon)
- three new monsters!
- a dash move that will make you feel like a true ninja, I mean, pirate!

All weapons and monsters are now covered, can this be considered a TC? Still uses stock sprites, sounds and some textures.

The dash move is performed by pressing alt fire while holding the cutlass (slot 1). Combine it with berserk (spinach) and keep it pressed to run at the speed of light.
This move still needs some adjustments, it´s probably overpowered right now.

This is the new map, Grog Factory:


Big thanks to Captain J for the pirachnotron exhaust, and Xaser for lending his bulletpuff and blood codes.
User avatar
Arch
Arrr!
 
Joined: 10 Nov 2011

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Captain J » Mon Jun 24, 2013 12:27 pm

now it shows itself, i just always wait for this moment!
tottaly good work!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Sokoro » Tue Jul 16, 2013 9:26 am

Why don't you leave it named Pirate DooM! and find a better filehosting service? like... Ubuntuone ? (5GB freespace, no ads, no waiting, etc..)
or.. You could just write an email to the mediafire, telling them that this is pirate themed doom mod and not some warez or such things.
Renaming a great mod just because of inferior filehosting service seems too submisive in my opinion.

anyway pirate doom! it is not worth of the money... ( joking :) )
User avatar
Sokoro
 
Joined: 13 Jul 2012

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Peter Bark » Tue Jul 16, 2013 11:55 am

would be cool if this was all part of big theme WAD with different zones you need to go through.
like a pirate one, cowboy one, clown circus maps all with the themes, weapons, enemies & huds changed to fit.
User avatar
Peter Bark
 
Joined: 20 Apr 2013
Location: Italy

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Captain J » Wed Jul 17, 2013 3:11 am

every theme of this mod is exist but only map does. beside, this mod's atmosphere is pirate's wolrd afterall. i just don't want this mod's pirate's atmosphere is massed up by massive different atmospheres though. i mean, i hope. not really.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Arch » Fri Jul 19, 2013 2:02 am

heh, I agree with you, I´ll just keep the pirate theme. I´m doing the last map, by the way. Final boss is done.
screenshot:
Image


Sokoro wrote:Why don't you leave it named Pirate DooM! and find a better filehosting service? like... Ubuntuone ? (5GB freespace, no ads, no waiting, etc..)
or.. You could just write an email to the mediafire, telling them that this is pirate themed doom mod and not some warez or such things.
Renaming a great mod just because of inferior filehosting service seems too submisive in my opinion.


I didn´t really renamed it, I just renamed the file because of mediafire censorship and the thread name as a joke. If you download the wad, the titlescreen is the same.
I´ll give a shot at this Ubuntu one if our dear DRD file sharing doesn´t come back until next release.
User avatar
Arch
Arrr!
 
Joined: 10 Nov 2011

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Captain J » Fri Jul 19, 2013 2:58 am

okay, so what does final boss will be? a boss rushes with barons, archviles, cyberdemon and spider demon? or custom bosses with tough health?
and if that boss uses hitscan or melee attack and ran faster, you'll need a put some pillars to cover yourself.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Orb Swallowing Fox » Fri Jul 19, 2013 6:41 am

Look forward to the showdown! Understand no project can go on forever, but I'm really going to miss that eager wait I've always had for seeing new maps and monsters of this humorous mod coming out! Well done Arch, it will always be a nice and forever memorable experience to play!
User avatar
Orb Swallowing Fox
All your marbles are belong to me!
 
Joined: 02 May 2013

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Ferguson » Fri Jul 19, 2013 1:16 pm

This mod is a riot to play, well laid out and good balance. Nice to get something completely different. Excellent work.
User avatar
Ferguson
 
Joined: 21 Apr 2013

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Arch » Mon Jul 22, 2013 3:20 pm

Thank you!

Orb Swallowing Fox wrote:new maps and monsters

I have some more ideas of maps, weapons and monsters I´d like to include, so I´ll keep posting new stuff here even after the release. But I feel 14 maps is a good size, every monster and weapon has been introduced, so I´ll release it because I tend to always want to add more stuff and end up never finishing my projects.

Captain J wrote:if that boss uses hitscan or melee attack and ran faster, you'll need a put some pillars to cover yourself.

Don´t worry, I fought him about 50 times, no pillars needed. Those boxes will be enough in case of emergency :wink:
User avatar
Arch
Arrr!
 
Joined: 10 Nov 2011

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby BlueFireZ88 » Thu Aug 01, 2013 1:04 pm

Arch wrote:I have some more ideas of maps, weapons and monsters I´d like to include, so I´ll keep posting new stuff here even after the release. But I feel 14 maps is a good size, every monster and weapon has been introduced, so I´ll release it because I tend to always want to add more stuff and end up never finishing my projects.


So does that mean there's room for an expansion? And 15 is a much more solid number than 14. ;)
User avatar
BlueFireZ88
Fight fire with BlueFire.
 
Joined: 18 Jan 2011
Location: Argent Tower

Re: [WIP GZDoom] Corsair Doom! - map 13 "Grog Factory"

Postby Arch » Fri Aug 02, 2013 3:42 am

half a megawad!!
User avatar
Arch
Arrr!
 
Joined: 10 Nov 2011

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: MrRumbleRoses and 8 guests