[v1.3] Doom 64: Retribution

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Re: [v1.3] Doom 64: Retribution

Postby Warhawk » Thu Nov 16, 2017 7:32 pm

How's this?

Used DrDoctor's Melee zombie, someone's edit of D64 POSS palette, and for the chaingun, I used the palette in SD64 Unabsolved.

CPOS64.PNG
CPOS64.PNG (2.16 KiB) Viewed 322 times
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Re: [v1.3] Doom 64: Retribution

Postby Nevander » Fri Nov 17, 2017 11:28 pm

I actually like that sprite quite a bit. The concept for that is good, although the ammo belt should be darker and less classic Doom-y and the Chaingun itself is fine I suppose since it doesn't necessarily need to look like the one the player uses. Since Doom 64 never had Chaingunners to start, I'd probably just end up changing them to drop clips instead anyway.

I'd love a full sheet with this style with a darker ammo belt, and I will add it to Retribution if so.
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Re: [v1.3] Doom 64: Retribution

Postby JohnnyTheWolf » Sat Nov 18, 2017 2:26 pm

So how would you include the Chaingunner to Retribution? Would you introduce the enemy in Retribution or add an option to have it replace the basic Zombieman?
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Re: [v1.3] Doom 64: Retribution

Postby Nevander » Sat Nov 18, 2017 4:03 pm

It would just be a new enemy to use in new maps, and to use in the Outcast Levels where needed. I would not add it to original maps.
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Re: [v1.3] Doom 64: Retribution

Postby JohnnyTheWolf » Sat Nov 18, 2017 4:47 pm

Fair enough. If anything, I suppose I could do it myself using the 'replaceactor' line in MAPINFO.
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