Deathmatch Simulator - This Mod Has Moved. See OP For Details.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Torturephile
- Posts: 6
- Joined: Wed Apr 17, 2019 7:01 pm
- Graphics Processor: ATI/AMD (Modern GZDoom)
- Tormentor667
- Posts: 13534
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
Gave it a try and I really love it Is there a chance for more characters of more different classic games?
- Kinsie
- Posts: 7401
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
More monsters are definitely gonna happen. The next two on my platter will be a monster that keeps "lagging out" and an imitation of the awful bots from Duke3D Atomic Edition.Tormentor667 wrote:Gave it a try and I really love it Is there a chance for more characters of more different classic games?
[WIP Release] Deathmatch Simulator (6/11 - Build 01)
Pretty fast and funny!
Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
That was a great play. Looking forward to more progress on this!
I like how you did the flamethrower, it seems more like how a flamethrower would have been like in classic Doom.
I like how you did the flamethrower, it seems more like how a flamethrower would have been like in classic Doom.
- Kinsie
- Posts: 7401
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
Hello friends.
I haven't touched this since I shipped Build 01 since I rapidly oscillate between "fatally lazy" and "having a life", but after notable ALF historian and fellow ZDoomer Zero X Diamond streamed the mod today I decided to act on a bunch of feedback I've received since launch. All this stuff's in the GitHub in the OP if you wanna mess with it.
First off, the pistol has been thrown in the trash, where it belongs, and replaced with the Machinegun. A more traditional Chaingun has been added to fill the void.
Secondly, you can now adjust the starting frag limit, and the amount it's increased each map, in the DM Sim Options menu. This is great if you're playing a WAD that only has one map and you want it to last more than thirty seconds.
Thirdly, I've added a "time extension" system where your starting amount of time is increased a little bit every few maps. Again, this is configurable in the DM Sim Options menu.
Finally, a bunch of stuff now has GLDefs definitions. Woo!
Again, a massive thanks to everyone who's provided feedback! Your comments, whether positive or negative, are why I make mods.
I haven't touched this since I shipped Build 01 since I rapidly oscillate between "fatally lazy" and "having a life", but after notable ALF historian and fellow ZDoomer Zero X Diamond streamed the mod today I decided to act on a bunch of feedback I've received since launch. All this stuff's in the GitHub in the OP if you wanna mess with it.
First off, the pistol has been thrown in the trash, where it belongs, and replaced with the Machinegun. A more traditional Chaingun has been added to fill the void.
Secondly, you can now adjust the starting frag limit, and the amount it's increased each map, in the DM Sim Options menu. This is great if you're playing a WAD that only has one map and you want it to last more than thirty seconds.
Thirdly, I've added a "time extension" system where your starting amount of time is increased a little bit every few maps. Again, this is configurable in the DM Sim Options menu.
Finally, a bunch of stuff now has GLDefs definitions. Woo!
Again, a massive thanks to everyone who's provided feedback! Your comments, whether positive or negative, are why I make mods.
- Tormentor667
- Posts: 13534
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
Awesome, thanks for progressing on this
- wildweasel
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
I finally gave this a go last week, and had enough fun with the included maps that I decided to go grab Espi's Narcosis.wad to test with it as well. It handled that pretty well, frag limit aside, so I'm glad to hear that you added an option to increase that.
-
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
Based on what I've played, I'd say you're onto something. This is a really fun mod. Dare I say it's Hard?
But anywho, my score for the current build is a whopping 5/5!
But anywho, my score for the current build is a whopping 5/5!
-
- Posts: 51
- Joined: Mon Dec 11, 2017 12:28 am
Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
One Suggestion I have:
Replace the chaingun with a semi auto rifle.
Maybe add a blaster to slot 1
Replace the chaingun with a semi auto rifle.
Maybe add a blaster to slot 1
- Kinsie
- Posts: 7401
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
A new version is on the horizon, with a slight arsenal shakeup, two new monsters, one new map, some new customization options and some new tweaks and improvements. If anyone's willing to try the Github build and provide feedback, I'd be grateful!
- Tormentor667
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
I can't wait for that - really looking forward. I don't know why but it somehow gave me that old Skulltag vibes back
- Ozymandias81
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
This looks pretty interesting and since I always loved Skulltag, mainly because I didn't had any internet connection until 2014... So many battles with bots, I also had a huge file with custom skins coming from countless games (pity that Skulltag supported only 127 skins, guess we have still that limit on Zandronum too) with custom sounds and other stuff. If I get to have some free time between BoA and BlooM development, I'll surely give this a go. Meanwhile cloned on my local git folderKinsie wrote:A new version is on the horizon, with a slight arsenal shakeup, two new monsters, one new map, some new customization options and some new tweaks and improvements. If anyone's willing to try the Github build and provide feedback, I'd be grateful!
- IvanDobrovski
- Posts: 83
- Joined: Mon Aug 08, 2016 4:05 am
Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
Is this a jokewad because deathmatch isn't anything like this.
- Redead-ITA
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Re: [WIP Release] Deathmatch Simulator (6/11 - Build 01)
Would be cool to see a difficulty option in the style of a server browser and for each it basically limits the spawns of certain bots or changes how the game is played:
Spoiler: list of examples