[RELEASE] Prodoomer V3.1 [GZDoom 3.5.1]

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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Sun Oct 12, 2014 3:29 pm

Ribo Zurai wrote:I always get rank D / 0 points in the end of ALL levels.


this happens because you must have 100% in kills, items and secrets
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Re: [RELEASED] Prodoomer [GZDooM]

Postby leodoom85 » Sun Oct 12, 2014 4:56 pm

buen mod, necesita algunos arreglos en los textos pero es la raja, voy en el nivel 10,esta dificil xd
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Valherran » Sun Oct 12, 2014 7:01 pm

1. the hitmaker is useful because it helps you to know if you hit an enemy or something.

there are 3 types of hitmaker:

white, green and blue:

white: when YOU hit something

green: when YOUR allies hit something

blue: when YOU hit something with your abilites


It's not the display of it that bothers me, it's the deafening of all sounds when it triggers. I would be unloading a machine gun into a bunch of targets, and the hit markers would lower the master volume. This actually got me killed a few times because I could not hear enemies attacking me or sneaking up on me. Maybe if you tweaked the volume settings for it, it would help, still would prefer a disable function. But that Omen needs a disable button for sure.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby dljosef » Sun Oct 12, 2014 8:30 pm

Liking this mod so far, with my only issue being the platforming segments.

Spoiler:
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Re: [RELEASED] Prodoomer [GZDooM]

Postby VANDAMVANDAM » Sun Oct 12, 2014 8:37 pm

dljosef wrote:Liking this mod so far, with my only issue being the platforming segments.

Spoiler:

do you know how to open secret with 12 helmets on map07?
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Re: [RELEASED] Prodoomer [GZDooM]

Postby PsychoSilverTH » Mon Oct 13, 2014 10:32 am

TheMightyHeracross wrote:This mod has some serious issues:

  • That waterfall guy on the first level needs a serious nerf. I don't know what that ice aura thing is, but I couldn't find it.
  • Gears of War logo on pain/death. Why?
  • The Sonic rings are really not fitting with the Doom-style of the mod. Maybe some special spheres or some soul thing?
  • The in-game cutscenes. The beginning scene was skippable, so I think the other ones (i.e. using the detonator to reveal the dynamite cave) should be too.
  • Relating to that, I was frozen in place in the beginning of the third level during the dialogue. Why?
  • The fire and the shadow thing do way too much damage way too fast.
  • The grammar and spelling are horrible.


  • the Sonic rings are part of an easter egg.
  • the events are skippable, but the scene's maps aren't.
  • wait until the dialogues are finished, be patient. (third level)
  • my mod have 5 types of elements: fire, ice, lightning, disintegration, dark. also exists 5 types of auras, that reduces the damage of the following elements: fire, ice, lightning, disintegration, dark.
  • my english is not perfect.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Enjay » Mon Oct 13, 2014 1:09 pm

Having fun with this. I think it's fair to say that many of the criticisms make good points but it's clear that a lot of work has gone into this making it a unique, interesting and fun mod.

Couple of mapping tips:

Upper and lower unpegging the textures above and below an alcove (e.g. a switch recess) makes them much easier to align vertically (often requiring no further adjustment than making the Y offset the same as the adjacent walls).

If you have a 3D floor with see through bits - like the leaf canopy - and you don't want the lines between sectors to have the leaf texture on them, there are a number of solutions. A quick, easy one can be to set the 3D floor translucency to 254 instead of 255. This makes the floor translucent (though the player is unlikely to spot this slight translucency) and so the lines between sectors no longer get drawn. Using flags 16 or 32 and no upper/lower texture also works as can having a custom transparent texture on the control line main sidedef.

[edit]
Oh yeah, and if your PK3 just contains the entire project in a single WAD file, there's no point in doing that. In fact, it can even be detrimental. Just put the WAD in an archive for distribution and let people extract and load the WAD or use the ZDoom-style PK3 directory structure properly. Using_ZIPs_as_WAD_replacement
[/edit]
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Dan50 » Mon Oct 13, 2014 7:42 pm

This game is pretty tough haha.
Last edited by Dan50 on Wed Oct 15, 2014 9:15 pm, edited 1 time in total.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Toberone » Tue Oct 14, 2014 10:11 am

PsychoSilverTH wrote:
Toberone wrote:This seems like you put a lot of effort into it and I haven't gotten very far at all so I can't give any real criticism, but I need to address 2 major irritations and 3 minor ones that I have right off the bat:

Major:
1. The hud is really intrusive, its eating up like 25% of the screen. I thought I had stretch_hud on or hud_scale 1 on but I don't, I shutter to think what i'd look like with those on.

2. The gears of war cog damage effect. Is it really necessary? Its even more intrusive. I think my aim jolting up, flashing red screen, and crys of pain are more then enough indication that I've been hit (I'm assuming the jolting aim may be an upgrade-able rpg thing, idk.).

Minor:
1. Whats up with the hitmarkers? That seems like more a multiplayer thing then a singleplayer thing

2. some enemies produce red opengl lights when they die, I find this a tad odd.

3. The beginning cutscene needs some brushing up. I know I'm not a paragon of spelling, grammar, or punctuation as my previous posts indicate but it it looked somewhat "unprofessional". Also the dude taking like 50 rockets to the face is also a little silly but i'll give that as a benefit of the doubt as doom ai isn't the greatest, honestly I think it'd be much nicer if you had the commander come to face to face with the cyberdemon and just end it there.



Major:

2. the critical state can deactivate by doing this: options > prodoomer options > critical state off, there's an hability that decreases the recoil.

Minor:

1. the hitmaker is useful because it helps you to know if you hit an enemy or something.

there are 3 types of hitmaker:

white, green and blue:

white: when YOU hit something

green: when YOUR allies hit something

blue: when YOU hit something with your abilites

2. hmm, maybe you're confusing with the damage counter's lights.

3. I like your idea of commander vs cyberdemon, BTW, my english is not perfect.


===

2. That doesn't get rid of the cog though, I can physically remove it through slade I suppose but I have a feeling others probably won't like it as well.

===

1. See that's the thing, why do I need an indication that I hit something when I'm very well aware I did 99% of the time? At least in most doom mods. I'll give you the benefit of the doubt though due to the crossbow though, its a little hard to aim without crosshairs.

2. Actually I must of imagined this, Ill concede this point, apologies.

3. Appreciate it. And look I understand but please know that most people just don't want to pay attention to a story that's written like this, I mean imagine if I wrote a book in your native language without any knowledge of how grammar is suppose to work within that language. Would you even bother reading it?
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Re: [RELEASED] Prodoomer [GZDooM]

Postby dljosef » Tue Oct 14, 2014 9:42 pm

There's still the one secret in Map 09 somewhere in the main hallway with the six coke cans?
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Re: [RELEASED] Prodoomer [GZDooM]

Postby wildweasel » Tue Oct 14, 2014 9:45 pm

Toberone wrote:3. Appreciate it. And look I understand but please know that most people just don't want to pay attention to a story that's written like this, I mean imagine if I wrote a book in your native language without any knowledge of how grammar is suppose to work within that language. Would you even bother reading it?

This is a fair point...you know what? As a hobbyist writer, I volunteer to give your story script a bit of spit-and-polish. PsychoSilver, Do you have raw text I can look over? I can see about "translating" it into something that's a bit more interesting to read over coming weeks.
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Re: [RELEASED] Prodoomer [GZDooM]

Postby VANDAMVANDAM » Wed Oct 15, 2014 2:02 am

dljosef wrote:There's still the one secret in Map 09 somewhere in the main hallway with the six coke cans?

Spoiler:

and now I'm trying to open 2 secrets on map13 easy one
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Mav3rick » Wed Oct 15, 2014 9:36 am

Hey muy buen mod ;) muy entretenido y difícil :twisted:
unas recomendaciones para futuras versiones :)

1.. el logo es casi irreconocible por el tipo de letra y color, tal vez cambiando algo sea mas legible ;)
2.. puedes arreglar el menu de mejoras para que quede: potencia, especial y puntería/recoil (dado que seria bueno mejorar el constante problema de las armas apuntado al techo con cada disparo) y evitando que para mejorar el poder del arma necesito por OBLIGACIÓN comprar una mejora que probablemente no me interesa
3.. mejorar el menu de habilidades para que queden: pasivo, activo y bonificacion, y si es posible hacer que algunas suban de nivel con el constante uso, uso mucho la bola de fuego y seria genial si el radio de daño, duracion y cantidad de daño fuera incrementando :D
4.. podrias poner miras para las armas puesto que por el momento disparar a gran distancia es un sufrimiento eterno
5.. el constante movimiento de las manos deberias de reducirlo, moderarlo o quitarlo, es bastante molesto
6.. balancear la cantidad de experiencia y dinero que dan los enemigos, algunos no dan y otros con el poder que tienen y factor de peligro que representan no parecen valer la pena lo que dejan

espero que las proximas versiones tengan unas cuantas mejoras :)
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Re: [RELEASED] Prodoomer [GZDooM]

Postby Kinsie » Wed Oct 15, 2014 9:50 am

Why is this mod over 300mb?
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Re: [RELEASED] Prodoomer [GZDooM]

Postby DOOMERO-21 » Wed Oct 15, 2014 10:14 am

Kinsie wrote:Why is this mod over 300mb?


mp3 music, lot of sprites, lots of maps and lots of scripts....
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