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Hello, all! I'm new 'round these parts but some of you might recognize me from my YouTube channel and Doom Builder tutorials. That short introduction aside, I wanted to drop by and show you guys the two parody projects I've worked on over the past couple years, Call of Dooty and Call of Dooty II: Green Ops. These projects, as you've probably guessed by their names, are intended to parody modern shooters -- military shooters, specifically -- by incorporating elements like regenerating health, cutscenes, and even QTEs (quick time events). Although both of these are compatible with ZDoom, GZDoom is recommended.
"The Making of Call of Dooty II: Green Ops" document
"Green Ops Armor" DLC
Some of you might ask, "Will there be a Call of Dooty III?" Yes, but only if Activision announces another Call of Duty title. (Come on, you know it's inevitable!) If I do create another one, it will be based on E1M3, Toxin Refinery. I'm trying to follow the levels in order and if I have to, I'll complete the entire first episode of Doom in this style over the next several years. I hope that some of you get a kick out of the first two Call of Dootys and if you have any suggestions for the next one, please do let me know! Thank you for your time and interest.
Last edited by Chubzdoomer on Fri Nov 16, 2012 11:59 pm, edited 2 times in total.
I'm starting a campaign right now: Aim down sights for CoDoo III. Also,
Spoiler: Don't read this if you've not played it yet
the keycard conspiracy is the greatest thing and if there isn't any sort of completely bizarre pay-off for it, I'll be disappointed. Also makes for a neat meta-joke, what with keycards being largely replaced by NPC gatekeepers and whatnot.
The funny thing is, I don't think that the videos are hugely exaggerated - so look at the duration of the videos versus the par times of the original levels. Rhetorical question: So, how do modern games guarantee "x" hours of gameplay?
Thanks for the feedback guys! Iron sights is something I definitely would like to have in Call of Dooty III, DarkArchon, so hopefully I can figure out how to implement it. I already have some funny ideas for it. I also would like to do a slow motion breach (unlike the one in the first part that's mostly non-interactive) in which you're forced to kill a harmless, immobile monster in a span of three or four seconds, else you instantly die.
Springy wrote:I saw part one quite a bit ago didn't realise there was a second one though, also welcome too the forum chubz I'll be downloading part 2.
The second one was actually just released last night (a few minutes before midnight) to coincide with Call of Duty: Black Ops II. That's probably what I'll do with the third one, too -- just release it at midnight to coincide with the next Call of Duty.
I get the joke. It is funny and I genuinely lolled at some bits and I appreciate the work that has gone in to this. However, I have to say that I enjoy watching the videos more than playing the maps because the maps recreate the gameplay of Medal of CoDFront too well.
There are some neat bonuses if you actually play the mod, though. For example, you can get up from the comfy chair in the interrogation center and play some Wolfenstein Arcade!
Also, the keycards, what do they mean?
(I guess the red is for courage, the blue is for wisdom, and the yellow is for power. But I might be referencing the wrong genre.)
I love how barely interactive it is . But you missed a few key things such as cover based shooting, over reliance on automatic weapons, need to aim down sights in order to hit anything, constant need to sprint, and a knife melee attack.