Classic DooM III

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Re: Classic DooM III

Postby Carbine Dioxide » Thu Nov 10, 2016 7:53 pm

I've actually wanted to do a full sprite sheet of the big ol' book cover art monster and the Baron from the Doom cover art, but I don't really know how to go about with either of those. Anyway, the fiend sprite is a cool starting off point.
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Re: Classic DooM III

Postby eyesoftheworld94 » Fri Nov 11, 2016 2:17 am

Very cool idea -- Notably there is that Reincarnation of Evil pack that Ghastly was/is still working on, that you could possibly implement into this if permission is allowed/credited.

As for the Title Pic/Menu Pic, Something like this: http://pre14.deviantart.net/7d06/th/pre/f/2009/150/c/b/doom_3_by_pyrocrat_x.jpg would be cool.
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Re: Classic DooM III

Postby ThrashfanBert1994 » Fri Dec 02, 2016 10:16 pm

looks nice tho
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Re: Classic DooM III

Postby Kaal979 » Sat Dec 31, 2016 4:56 am

Im seeing what youre wanting - something like Hexen/Heretic monsters added
what is more than fantastic only since you arent a modder maybe its a neat advise
to recomend a monster replacer like "Herculines" or "Psychophobia" for you.
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Re: Classic DooM III

Postby davee0 » Sun Jan 15, 2017 3:23 pm

Pretty Interesting... :wub: :evil:
Will it have very unexpectit traps like at actual MooD III jk. :roll:
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Re: Classic DooM III

Postby XLightningStormL » Thu Jan 19, 2017 3:13 am

When the fiend's sprites are done, will they be up (spriting carnival for example) as a modder's resource?
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Re: Classic DooM III

Postby luigiman0640 » Tue Mar 21, 2017 6:24 pm

I'm open to help with DECORATE coding and mapping
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Re: Classic DooM III

Postby An_Unknown_Player » Fri Mar 24, 2017 4:45 am

I thought of this when i read the title : http://www.moddb.com/mods/classic-doom-3

You might want to change it a lil bit to avoid confusion.
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Re: Classic DooM III

Postby SirJuicyLemon » Sat Apr 06, 2019 9:17 pm

I know I'm kinda late but this is awesome!
I'm not sure in what ended up this project but, if the original poster did all those things from the very first post (the sprites, title screen and music) then he is a GOD!

I'd love to have been here to help and contribute to the project before... I wanna know what happened with it! It's like a version of Doom 3 we all deserve!
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Re: Classic DooM III

Postby Hidden Hands » Mon Apr 08, 2019 7:04 am

Did you ever finish that fiend sprite sheet? That first frame is sweet (tge enlarged one in the avatar) and I'd love to help but need a full sheet of the fiend first.
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Re: Classic DooM III

Postby Hidden Hands » Fri May 31, 2019 6:52 pm

Is this still happening? That fiend sprite needs to be made into a complete monster.
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Re: Classic DooM III

Postby wildweasel » Fri May 31, 2019 6:58 pm

Hidden Hands wrote:Is this still happening? That fiend sprite needs to be made into a complete monster.

OP's last post date is from several months ago.
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Re: Classic DooM III

Postby Clifford21 » Sat Jun 01, 2019 1:09 am

Valherran wrote:
I agree with your sentiments on Doom 3, though I believe it's merely disappointing rather than the abomination people make it out to be...


Doom 3 failed because it focused way too much on graphics and unnecessary features and also did not capture any of Doom 1 & 2's core gameplay that made it good for so many years.

Personally, Doom 3 is a failure because it is just dissatisfactory in gameplay experience:

1. Screen "flickering" when you get hit: okay, hit-scan enemies are already not everyone's favorite, now this brings the annoyance to a new high level

2. Trying hard to be a horror game: everywhere is dark, and you need to keep switching between the torch and your gun (even in the heat of fight), which is just a chore and slows down the navigation and gunplay. The original games are NOT horror games, if their stages were that hard-to-see, I wouldn't even be bothered to play them in the past.

3. Boring game flow: goes into a room, fetch a switch, all light (if any) goes out, door is closed. So, you get trapped inside a small room, with enemies spawning around you. This small scale of "invasion" is meh compared to your past epic experience in some large open areas fighting against hordes of enemies, where you will keep dodging and running around freely. Did the developers try to copy "Painkiller" formula into Doom?

4. Linear exploration: in original games, your exploration is non-linear, you can even skip some areas to end a stage. But in Doom 3, you just barely follow the plot for your fetch quests, with frequent back-tracking and "trapped-room-fight" (as mentioned in point 3) in areas you have visited before.

5. Combat experience: In the old games, you see those enemy animation in pain, blood and gore when you shoot something. In Doom 3, enemies basically act like nothing when you shoot them, and they also just disappear when killed, with no blood droplets on ground (or may be it had but just disappeared quickly....). This just looks like that we are shooting some plastic dolls instead of some living monsters.

Also, the sound of guns feel weak, and the gun animation is also slow, e.g. the boring shotgun, why it sounds so weak, dealing pathetic damage to enemies in point-blank range headshot (can't even always 1HKO a lame imp or zombie), with painfully slow reload animation (I was often counting when the Doom Guy would finish his ammo-insert task.....). Compared to some awesome gameplay mods for gzdoom nowadays, you will definitely appreciate how the mod authors make the "shotgun gun-play" a satisfactory experience. Any example? Check out JohnnyDoom, and sees how great its shotgun is.
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