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Re: DooM : The Golden Souls

PostPosted: Thu Jan 03, 2013 3:15 am
by Batandy
Sergeant_Mark_IV wrote:Very beautiful level design! Is this Zandronum-compatible? It makes me want to play it on coop.

It's being tested on Zandronum only right now, since it's my favourite sourceport. But i'm not sure if it'll work in Co-op, some scripts may break

Nash wrote:
May I ask how high is the ceiling in this shot, and how high is the door texture? I like how everything feels "realistic" in this.

Awesome project, too! Can't wait to play this. It's so good to see colourful cheery Doom mods for a change.


The ceiling height of the room is 128, the door is 44x77 pixels


EDIT: Second level texture test, Map02 will be called "Vanilla Hills", and you'll have to collect 8 red coins to find the Golden Soul
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Re: DooM : The Golden Souls

PostPosted: Thu Jan 03, 2013 12:30 pm
by Batandy
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Starting area
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Moving Platforms!

Some cliffs are wip

Re: DooM : The Golden Souls

PostPosted: Thu Jan 03, 2013 12:32 pm
by Captain Ventris
I like how most of the default Doom bestiary fits perfectly in a bright, cheery color scheme. :P

Re: DooM : The Golden Souls

PostPosted: Thu Jan 03, 2013 1:37 pm
by destructomaniac.3
I do like the looks of this.
Coins are a little gaming fetish of mine.

Re: DooM : The Golden Souls

PostPosted: Fri Jan 04, 2013 3:33 am
by Arch
This looks awesome. Have you considered making the player jump higher, mario style? If you do so, a mario jumping sound would be cool.

Re: DooM : The Golden Souls

PostPosted: Fri Jan 04, 2013 4:16 am
by Valherran
This looks pretty damn funny, also reminds me of Mario Nukem. XD

A cool feature for this is if you put demonic versions of the Mario enemies in the game in conjunction with the Doom enemies.

Re: DooM : The Golden Souls

PostPosted: Fri Jan 04, 2013 9:51 am
by Batandy
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Added some cannons, get ready to dodge explosives while you're finding coins

Re: DooM : The Golden Souls

PostPosted: Fri Jan 04, 2013 10:26 am
by twinkieman93
Batandy wrote:
Spoiler:

Added some cannons, get ready to dodge explosives while you're finding coins

Sweet obstacle/murder course action! I love it! :D

Re: DooM : The Golden Souls

PostPosted: Fri Jan 04, 2013 2:18 pm
by GFD
This + this = ????
This looks great so far! Very much looking forward to more progress on this.

Re: DooM : The Golden Souls

PostPosted: Sat Jan 05, 2013 3:45 am
by Zhs2
Spoiler: This is all this mod needs.

Re: DooM : The Golden Souls

PostPosted: Sat Jan 05, 2013 6:35 am
by Caleb26
Hi. Great job so far. How long is this game going to be? I'd love to see Haunted House + MARIO BROS style ghosts which you can't kill and they're regenerating. And also some puzzles like fake exit ect. (Remember ghost houses from Super Mario World?). Another cool level would be Haunted Forest also with ghosts and some nice puzzles.
Keep up the good work.

Re: DooM : The Golden Souls

PostPosted: Sat Jan 05, 2013 9:02 am
by Batandy
Beta Released

Download Link : http://www.mediafire.com/?9ab23rg59ev563g
-Includes 3 Maps (1 of these is a secret map)

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Image

The third level is a secret, i haven't posted a single screenshot about it, so you'll have to discover it!
Just one thing, it's hard, really hard, but it's not impossible, so go for it!

I'll write the credits later

Re: DooM : The Golden Souls [Beta Released]

PostPosted: Sat Jan 05, 2013 9:31 am
by Jimmy
I really really like the looks of this project so far. Gonna test it out shortly. :D

Just please promise me you'll address those texture alignments. :P

Re: DooM : The Golden Souls [Beta Released]

PostPosted: Sat Jan 05, 2013 9:33 am
by Batandy
Jimmy wrote:I really really like the looks of this project so far. Gonna test it out shortly. :D

Just please promise me you'll address those texture alignments. :P

Yeah do not worry, it's just a beta, there are some bugs

Re: DooM : The Golden Souls [Beta Released]

PostPosted: Sat Jan 05, 2013 9:48 am
by GooberMan
Yes, like the "Unable to open LEVEL01" error I get every time I leave the first map.

One little quibble I have is that the revolver doesn't check its reload at the end of a shot, but at the beginning. Which means that I have to wait for a reload animation if I have nothing in the chamber and run face-first in to an imp.

But yeah, not bad so far.