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YES. This is what I've wanted for a good while! Looking fantastic so far, keep at it!
...this might be more extra work than you're willing to put in, but I'd really appreciate an alternate version without any monster or weapon replacements, so that gameplay mods can roam a new set of official corridors. I might even make such a version myself after you release, should you be cool with it.
SiFi270 wrote:Does this mean we'll be seeing Nightmare Cacodemons and Outcast's new Unmaker upgrades as well?
Yes. What I plan to do at this time is the new enemies added by the Absolution TC will be featured in the Absolution levels/Outcast levels primarily. They will not appear in the main Doom 64 levels, as they are being kept true to the original experience.
The new Unmaker upgrades will be added, but I need to figure out how they work. May need help on that front since I've read one of them makes monsters get lifted off the ground and the other can slow down time. No idea how to do the time slow downs.
Sounds very interesting indeed. I think that Kaiser's Doom64 port is excellent and it's fantastic that it plays the game directly from the original data but I simply prefer the feel of GZDoom so I'd love to be able to play something as close as possible to the original game in the GZDoom environment.
boy, i appreciate this a lot. the solution to hectic is very intelligent in my opinion. i've always hated that map. i wish the best of luck to this project!
GAA1992 wrote:boy, i appreciate this a lot. the solution to hectic is very intelligent in my opinion. i've always hated that map. i wish the best of luck to this project!
Brutal Doom 64 actually did it first, Sarge put a Megasphere behind the gates so I am following suit. It's not really copying since it really does make the most sense. You can't have it unlock a cheat menu since you can already do any cheat or command you want at any time. So instead for a legit play of the maps, it makes the most sense to replenish the player's health and armor after handling the map and I threw in some early cell ammo as an added bonus. You'd get 200/200 from the trapped items, so why not reward the player for beating the map with an actual non-trapped 200 fillup.
You advertise faithfulness to the original game as the main selling point, so I'm a bit concerned about this:
Nevander wrote:
[*]Fully revamped arsenal to include smoother firing animations from Cage
[*]Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but don't worry the maps will not deviate from the originals)
[*]Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
It seems like you're making quite a few subjective, opinion-based "improvements". I hope that these will be optional.
The map changes are removing the "hacks" in the base game (things like fake 3D floors) and re-doing them correctly since the engine can go those sorts of things without hacks. I agree that the improved weapon animations should absolutely be toggle-able, but that sort of thing is pretty easy so it shouldn't be a big deal.