[WIP] Doom Origins: Covert Operations [Demo released]

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Guardsoul
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Guardsoul »

Captain J wrote:-Marines with guns sometimes don't drop weapons but ammo, i guess it sounds reasonable. But sometimes, they drops neither of them. Why not? Can't we just have them always drop ammo when dies?

- I never liked how stalkers behaves in this mod; They reap and flies 'above' you with zero gravity or something. It gets annoying when you meet group of them.

And okay, i've looked up for the weapons even the unused ones by cheating. But just in case!;

- I don't see the difference of the three pistols. Except Silenced pistol has silencing fire and Expert pistol has higher ammo capacity. But still the damage, reloading speed and accuracy seems all the same.

- Am i seeing the Three pistols and Combat Shotgun draws and holds so slower than other weapons?

- Tactic Shotgun? I'd name it 'Tactical' Shotgun. And about Machinegun? I'd name it Service Carbine as well.

And about Machinegun, reload sound sounds weak and outdated. But if still prefer this sound, i've got some good replacement for ya.
DSDBCLS.zip
Mixed with some sounds from Shadow Warrior and WildWeasel's Terrorists!(Source Unknown)

- Laser Rifle's projectile doesn't have decal. And since it uses different ammo, an energetic ammo that is, why not move it onto slot 6?[/i][/spoiler]That's it. It's one awesome mod! And can't wait until it's finished.
- I wanted to create the concept that you sometimes kill marines that ran out of ammo but I can make them always drop some ammo.

- I´ll adjust the leap height but it could be a "tactic" to surround an enemy :P .

- Damage of the expert pistol is slightly higher than the other 2.

And thanks for the suggestions!
skyrish10 wrote:Very impressive, you will add the female marines? one of the mods has a female marine sprite in it.

Also change the sprite of the Machinegun with the one made by Mike12, it's better
I´ve got female marines ready for the next maps, and the current machinegun is also made by Mike12, I just wanted to give some use to some of the never used sprites he has.
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Captain J
 
 
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Captain J »

Guardsoul wrote:- I wanted to create the concept that you sometimes kill marines that ran out of ammo but I can make them always drop some ammo.
Then what about the marines killed without being noticed or fired their gun once? Still doesn't make sense to me. Also i got Machinegun very late as well.
- Damage of the expert pistol is slightly higher than the other 2.
Slightly, mmm? Although it's slightly different, but still they're all the same. Perhaps do something about the accuracy.

And good luck with the updating, i'm believe in you!
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Guardsoul
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Guardsoul »

Started working on the second map, exiting the train station and proceeding to the communications facility.
Spoiler:
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PandaDoomer
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by PandaDoomer »

I'll be keeping an eye on this, it sounds fucking sweet.
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Guardsoul
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Guardsoul »

I hope you like night missions while watching Mars in the background
Spoiler:
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Tormentor667
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Tormentor667 »

I know that skybox from somewhere ;)
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Mere_Duke
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Mere_Duke »

Sorry for necroposting, but I played this mod and found it promising.
Demo walkthrough: https://www.youtube.com/watch?v=nQKHdUe ... e=youtu.be
Any news about this mod?!
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Captain J
 
 
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Captain J »

I appreciate your walktrough of this mod, but i think we should wait more. Maybe more than 2 years!
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Mere_Duke
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Mere_Duke »

I hope it will be released, at least right after Mordeth.
Just a little patience :)
shadstarn
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by shadstarn »

i am confused are we supposed to be attacked without attacking first?
if you add female marines dont remove the males please
shadstarn
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by shadstarn »

can we get weapons mod of this please and can you use smooth doom assets for teh weapons? i also would love a enemy mod with this.
thank you so much for it all
rautamiekka
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by rautamiekka »

Tested under GZDoom-g3.3pre-358-g47b276024-x64, the very latest at the time, there are lots of texture errors on boot up but I see consequences in 2 instances: missing ground texture in many places and a bunch of exclamation marks outdoors.

Screens:



And you've a typo in the end text: 'tunned' -> 'tuned'.

Solid work otherwise. Maybe the turrets and the spiderbots prove hard, but there's enough ammo if you're not shooting like an idiot.
Last edited by rautamiekka on Mon Jan 29, 2018 5:29 am, edited 1 time in total.
shadstarn
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by shadstarn »

i love to have enemy mod only and wepons mod only

personal sugestions:
the screaming of the enemies are kind of samy and annoying in the long run
is it possible to randomize or change them with someting that is easier on the ears? more closely its that they are so long
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Zen3001
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Re: [WIP] Doom Origins: Covert Operations [Demo released]

Post by Zen3001 »

I like it, feels like a more realistic doom
suggestion:
Less slopppery movement like this fits perfect for this mod(in my opinion)
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