Doom: The Golden Souls 2 | OUT NOW! | Current Ver: 1.4

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Re: DooM : The Golden Souls 2

Postby Combine_Kegan » Tue Jan 27, 2015 10:03 pm

Devianteist wrote:
SamVision wrote:Kind of tired of the "pistol, shotgun, machine gun, rocket launcher, etc" lineup. I liked the first version, but I think you should take some more risks with the sequel, going as far as changing up some of the combat mechanics as well.


There really aren't many other kinds of weapons one could use, are there? I mean, Batandy is throwing in a neat fireball power-up, so that's a plus.


There's all kinds of outlandish weaponry that could be used, but really I feel the pistol and shotgun are fine, and the fireballs are pretty cool too. Some kinda melee weapon alongside the fists could be fun, like a boomerang or something.
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Re: DooM : The Golden Souls 2

Postby SamVision » Wed Jan 28, 2015 1:44 am

You know every time I imagine "platformer" and "shooter", I instantly think of Ratchet and Clank, so "outlandish weaponry" is definitely a thing to consider.
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Re: DooM : The Golden Souls 2

Postby wildweasel » Wed Jan 28, 2015 2:04 am

SamVision wrote:You know every time I imagine "platformer" and "shooter", I instantly think of Ratchet and Clank, so "outlandish weaponry" is definitely a thing to consider.

And given that we're already mashing Mario and Doom together, there are many things we could experiment with here...perhaps a flamethrower that gets reloaded by having the player cram fire-flowers into the breech? Or a Snifit-nose cannon? Maybe a Hammer Bros hammer that behaves like Halo 3's Gravity Hammer, generating a huge radius blast when you whack the ground with it?
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Re: DooM : The Golden Souls 2

Postby Combine_Kegan » Wed Jan 28, 2015 3:14 am

wildweasel wrote:
SamVision wrote:You know every time I imagine "platformer" and "shooter", I instantly think of Ratchet and Clank, so "outlandish weaponry" is definitely a thing to consider.

And given that we're already mashing Mario and Doom together, there are many things we could experiment with here...perhaps a flamethrower that gets reloaded by having the player cram fire-flowers into the breech? Or a Snifit-nose cannon? Maybe a Hammer Bros hammer that behaves like Halo 3's Gravity Hammer, generating a huge radius blast when you whack the ground with it?


Aw yeh, I like the hammer idea, but we should be able to throw them too. How about a weapon that behaves like a green shell? A heavy sliding projectile that's effected by gravity and bounces off walls?
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Re: DooM : The Golden Souls 2

Postby Batandy » Wed Jan 28, 2015 9:54 am

Combine_Kegan wrote:
wildweasel wrote:
SamVision wrote:You know every time I imagine "platformer" and "shooter", I instantly think of Ratchet and Clank, so "outlandish weaponry" is definitely a thing to consider.

And given that we're already mashing Mario and Doom together, there are many things we could experiment with here...perhaps a flamethrower that gets reloaded by having the player cram fire-flowers into the breech? Or a Snifit-nose cannon? Maybe a Hammer Bros hammer that behaves like Halo 3's Gravity Hammer, generating a huge radius blast when you whack the ground with it?


Aw yeh, I like the hammer idea, but we should be able to throw them too. How about a weapon that behaves like a green shell? A heavy sliding projectile that's effected by gravity and bounces off walls?

I like this idea, but i'm afraid that it would basically be a downgraded spikegun.


The hitscan weapons are similiar to the older games, but i'll def play around with the projectile weapons.

Don't forget that i'll add more powerups, the fire sphere is just the beginning
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Re: DooM : The Golden Souls 2

Postby Skrell » Wed Jan 28, 2015 11:48 am

I never played the 1st one but this REALLY looks imrpessive! My only suggestion would be to add some "gibbing" type blood effects to the monster kills ala Brutal Doom as i like the contrast of the violence against the Mario64 aesthetic :) 
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Re: DooM : The Golden Souls 2

Postby Batandy » Wed Jan 28, 2015 12:20 pm

Skrell wrote:I never played the 1st one but this REALLY looks imrpessive! My only suggestion would be to add some "gibbing" type blood effects to the monster kills ala Brutal Doom as i like the contrast of the violence against the Mario64 aesthetic :) 

Honestly, no. This mod doesn't need that kind of violence,basic doom gore and gibs are almost cartoon-y compared to today's standards, and i want to keep it that way.

And it's also why i cringe everytime someone asks me if this mod works with Brutal Doom
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Re: DooM : The Golden Souls 2

Postby xenoxols » Wed Jan 28, 2015 12:30 pm

I think there should be no blood and monsters explode when they die.
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Re: DooM : The Golden Souls 2

Postby Devianteist » Wed Jan 28, 2015 2:28 pm

xenoxols wrote:I think there should be no blood and monsters explode when they die.


Like in Terminus' Nintendo gun mod? Man that was so fun. (Glad to see some people proved me wrong up there btw.)
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Re: DooM : The Golden Souls 2

Postby Batandy » Thu Jan 29, 2015 11:19 am

Image
Dejavu
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Re: DooM : The Golden Souls 2

Postby Princess Viscra Maelstrom » Thu Jan 29, 2015 1:50 pm

Devianteist wrote:
xenoxols wrote:I think there should be no blood and monsters explode when they die.


Like in Terminus' Nintendo gun mod? Man that was so fun. (Glad to see some people proved me wrong up there btw.)

seeing things explode from using real guns would be a bit weird, though. this is Doom we're talking about, so it's not like a little blood after killing an enemy would be something weird. now, if effort was made to make all the weapons fantastical and based on Mario and Nintendo paraphernalia, then equally fantastic kills would make more sense.
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Re: DooM : The Golden Souls 2

Postby FuzzballFox » Thu Jan 29, 2015 6:49 pm

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Re: DooM : The Golden Souls 2

Postby Devianteist » Thu Jan 29, 2015 6:56 pm

Batandy wrote:Image
Dejavu


Oooooh~
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Re: DooM : The Golden Souls 2

Postby SamVision » Thu Jan 29, 2015 8:30 pm

I just finished the first one. Excellent mod but a few things stuck out as not very good. The level design was as times very trial and error, not in an obstacle course way but for example in "Lucy in the Sky With Red Coins", I had to cheat to find one of the red coins because it was hidden completely out of sight, mandatory secret switches and prolonged backtracking notwithstanding. The secret levels were also kind of assholish, I mean if they are obstacle courses why should there be enemies? In the first one there was a cyberdemon battle! Now that was just a dick-move! Speaking of dicks, you should try and make the teleporters into green pipes, seeing how this is a Mario themed mod it would fit well. That being said some of the levels were indeed amazing, "Dark Side Of The Moon" in particular was fantastic.
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Re: DooM : The Golden Souls 2

Postby Princess Viscra Maelstrom » Fri Jan 30, 2015 1:45 am

i agree that the level-design of the original is kind of hit and miss. there's some really cool stuff like the Starry Night level, but i agree that Lucy was a pretty bad one. it's way too easy to die and unless you save-scum you're not going to make it very far. plus i'm just not very fond of the track but that's another story. hopefully there'll be more refined and fun challenges in the sequel to be had.
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