Ulti Doom

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Ulti Doom

Postby skornedemon » Fri Sep 12, 2014 1:53 pm

Thought I'd finally make a topic for this. This is just a massive ... Touchup? Touchup. To regular Doom1. It basically uses 3d models and pretty lights.
Believe it or not the project is dirt old,this being version 3.0 in development, 1.0 was on the doom legacy engine back in 200... 2?going with 2.

I'll throw in a video here to appease the masses. Before people rage that levels and such look and play way differently, I'm not trying to make this EXACTLY like
Doom 1 is. There's some big changes,and some minor changes,and some are just touch ups.

Enjoy!


*NEW*Tower Defense, Despair!


Current Final Boss
Last edited by skornedemon on Sun Sep 14, 2014 10:03 am, edited 2 times in total.
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Doom modding since '99.
 
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Re: Ulti Doom

Postby Sinael » Fri Sep 12, 2014 2:16 pm

Looks decent. Nothing much to enjoy untill I see the download link to the mod, whatever state it may be in. Also I don't like the lefty weapon angle, is it possible to change it?
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Re: Ulti Doom

Postby Tapwave » Fri Sep 12, 2014 2:20 pm

The plasma gun sound never stops playing. How did you even manage to break that?
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Re: Ulti Doom

Postby skornedemon » Fri Sep 12, 2014 2:24 pm

terranova wrote:The plasma gun sound never stops playing. How did you even manage to break that?

Because messing with sound channels. What's funny is that it'll stop playing on certain levels. Still being worked with :)
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Doom modding since '99.
 
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Discord: Skorne#1213

Re: Ulti Doom

Postby Endless123 » Fri Sep 12, 2014 2:47 pm

Looks fun :)

Many of the sprites we can see in the video are slightly modified versions of Doom 3 RoE right? Even the animations looks almost the same. BTW It's not a complain, on the contrary i think it's a good idea specially for the SSG that looks WAY better than the default one.

You probably already know but maybe changing the projectiles offsets to make them looks like the actually go out of the weapon instead of being shot from behind the weapon - this would add more realism to your mod. Also, all the weapons bob way to much so reducing the bobbing a bit could be a good thing.

Overall i think you have a very promising mod in your hand and i can't wait to see more and to play it of course :)
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Re: Ulti Doom

Postby skornedemon » Fri Sep 12, 2014 2:50 pm

Endless123 wrote:Looks fun :)

Many of the sprites we can see in the video are slightly modified versions of Doom 3 RoE right? Even the animations looks almost the same. BTW It's not a complain, on the contrary i think it's a good idea specially for the SSG that looks WAY better than the default one.

You probably already know but maybe changing the projectiles offsets to make them looks like the actually go out of the weapon instead of being shot from behind the weapon - this would add more realism to your mod. Also, all the weapons bob way to much so reducing the bobbing a bit could be a good thing.

Overall i think you have a very promising mod in your hand and i can't wait to see more and to play it of course :)


Thanks! Actually all the enemies and weapons are 3d models. Thus the Z attack offset is very weird as it always comes out a specific height, even if the weapon model is higher at the time. Really, the 3d weapons are a Pain, as they break a lot
of stuff Ive noticed. Don't even get me started on muzzle flashes...
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Doom modding since '99.
 
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Discord: Skorne#1213

Re: Ulti Doom

Postby Freaklore1 » Fri Sep 12, 2014 3:25 pm

My reaction : https://www.youtube.com/watch?v=1jgC1NYmbzs (go to 0:40 for reaction)

I gotta say,this mod look quite well made,with the 3d models,the presentation and that boss fight.

That boss fight felt badass,the demon just stand there in his throne as if he didnt care about you,then after awhile finaly decide to teleport to the backroom to face you,then you fight him with him having multiples phases,also the fact that he as a lots of health truly show how much he is the lord of hell.
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Re: Ulti Doom

Postby Ethril » Fri Sep 12, 2014 4:06 pm

...You think that's enough Cyberdemons? :P
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Re: Ulti Doom

Postby Freaklore1 » Fri Sep 12, 2014 4:21 pm

Its a clever way to use them as something you must avoid fighting and just run from,but dont overuse it too much.
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Re: Ulti Doom

Postby skornedemon » Fri Sep 12, 2014 8:43 pm

The cyberdemons in the beginning of the video are actually immortal. You arent supposed to fight them. The only case of that happening ever in the mod. It's supposed to be a little
bit cinematic. They have poor accuracy and are a bit slower than the normal cyberdemon(s). However they can kill you instantly by stepping on you.
skornedemon
Doom modding since '99.
 
Joined: 02 Aug 2010
Discord: Skorne#1213

Re: Ulti Doom

Postby Jaxxoon R » Fri Sep 12, 2014 10:44 pm

Wow. Hey.

Now that's something really fancy all around. You said this was running in Legacy in an earlier iteration, is it doing so here still? It's very interesting looking, like if after Quake Id Software had decided to go back to Doom. Though the final lazy demon lord final boss could use a few more sound clips for his attacks, he's a pretty cool looking fight and actually feels like a final boss you're meant to square up against as opposed to simply being a powerful enemy (Id was never too good at this).

What format are the models in, exactly? It could be clever texturing, but they somehow manage to look really detailed.
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Re: Ulti Doom

Postby skornedemon » Fri Sep 12, 2014 10:58 pm

It's running on (G)Zdoom right now. I ditched doom legacy in about 2006. He definitely needs more sound clips,as do a lot of random projectiles. The entire goal of the boss is to make it 'fair' while still making him feel deadly and powerful.
It's a common thing in doom mods Ive seen where people just make monsters with stupidly high damage outputs with little to no chance of dodging.

The model formats are a mixture of MD2 and MD3, depending.
skornedemon
Doom modding since '99.
 
Joined: 02 Aug 2010
Discord: Skorne#1213

Re: Ulti Doom

Postby Jaxxoon R » Sat Sep 13, 2014 4:29 pm

This looks fucking amazing for GZDoom. Here I thought it was taking advantage of a more advanced format (Like Doomsday). Fucking wow. It probably looks even better when you're playing it.

How much of the soundtrack like what is featured in the video? Is it all like this, or does it slip back into classic Doom's metalish-rock/military rock/horror/misc as appropriate?
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Re: Ulti Doom

Postby Freaklore1 » Sat Sep 13, 2014 6:43 pm

Just to be sure,is this supposed to be the final boss,because if it is,then i wonder how the previous levels will look ?

Also if you use something similar to what you did with the cyberdemons to create obstacles you must avoid i wonder what else you have in store for us,DAYUM.
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Re: Ulti Doom

Postby TheMightyHeracross » Sat Sep 13, 2014 7:15 pm

Sinael wrote:Looks decent. Nothing much to enjoy untill I see the download link to the mod, whatever state it may be in. Also I don't like the lefty weapon angle, is it possible to change it?


In a project thread, the project doesn't need to be completed. It needs to show something about it, which he does, so you have absolutely no right to tell him to release it "whatever state it is in".
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