Monster Mash ( Back from the Dead )

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR 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.

Monster Mash ( Back from the Dead )

Postby HellCattX » Fri Nov 22, 2019 3:05 pm

After bad luck and losing alot of resources, i happened across a PC with some of my old files... a shame many good ones where lost... Like Urban Pacification mod.... but from the ashes, i am making this, a tribute mod. I also play this mod with my version of "The Complete Doom", that has been modifed to run episodes E1M1 - Knee Deep in the Dead all the way to TN_Map30 or the final map in the TNT series, ending with the monster call screen, but intermissions screens are still intact.

Monster Mash :

Started off as a monster randomizer from all the community made monsters, that grew to add new weapons and classes.

all classes have 15 - 16 weapons, some less, depending on the weapon layout from the setting the character came from.
Reload - Some classes feature reloading, others do not. Reloading is based of classic duke 3d reloading system, when the gun will reload after magazine ammo is used, or if the reload button is pressed ( reload state ) and like this system better as it make use of secondary fires, and in real life, you really dont have a magazine counter available. No custom hud faces yet, in progress, but all classes have custom pain and death sounds.

Monsters dont just drop weapons, they drop ammo, with a very low chance of dropping a weapon instead, and if you see a monster with a plasma weapon, expect a energy weapon spawn to drop, or what ever weapon class the monster is using, so that way theres always a CHANCE to find a weapon, but nothing definite, and if you are playing with Ultimate Doom / Doom 1, theres a chance to find a super shotgun off a dead super shotgun zombie.

Weapons are granted by spawners and class items, and other classes can not use other classes weapons. The only guaranteed weapons are found on basic doom weapon spawn spots, so theres not a shortage of explosive weapons to take down a map 30 demon spitter, and a almost balanced ammo collection setting.
Some classes have a thrown item ( grenades ) and a device ( sentry gun / missile pod, ect ) for attack inventory items others give weapons. There is an Anti venom item to cure poisoning, and all health and armor bonuses have been replaced by barrels and boxes that contain items ( like Half life ). This mod is made with 98% NO ACS, just Zdoom Decorate ( some left over recycled old vehicle code exists for the flyable Attack helicopter on a custom map ), and all classes have custom armor pick ups, they work the same, just more tailored to specific classes. Also the same goes for Light amp items, where some classes get light amp, others night vision, and others torch power up, to keep to the theme of the class, as a mage or corvus from heretic did not have light amp googles.

Ammo is set by :
Clip - pistol / low calibur ammo,
Ammo Box - rifle / high calibur ammo,
Shells - shells of all kinds
shell box - shell boxes / bolts and arrows
rocket ammo - rocket ammo
rocket box - rocket box / grenade ammo
cells - cells / energy / cryo
Cell Bulk - Bulk cell, other

Weapons that use similar ammo type or bullet types like the marines 9mm pistol and 9mm smg, use a 9mm bullet projectile doing that exact same damage, but once the smg is found, making use of the pistol ammo type as a pistol alternative, if the magnum that has piercing ammo hasnt been found yet, while allowing ammox box placement to be used as rifle ammo spawners so the rifle and sniper rifles can use the same pool, but the combat rifles lower cailbur three round burst give a diferent advantage to the sniper rifles higher caliber slower fire rate, but long range scope with light amp bonus for distance shots so theres always a style suitable to your game play that isnt just a copy and paste weapon using a_firebullets. I chose to use projectiles for most thing versus hitscan because of the time freeze power up that can be found, it seem unfair that it didnt stop bullets too.

Classes are in progress and are being tweeked, refined and re polished as development continues.

Class : Videos feature weapons and items in my custom made test level. the monsters are dummies and respawn after you kill them, and machines replicate the items inside by pressing the buttons, to quickly test out items and weapons, without overloading the system. HAS LIMITED Heretic Compatiblitity. Not all classes are coded in and some dont have armor and weapon pickups in the heretic world yet. a few are fully incorporated and fully functional, just not added the monster random spawner yet, as this is a hobby mod, and i dont spend every day working on it, just id bits here and there.

Marine Classes -
Spoiler:



Heretic / Hexen Syles
Spoiler:


Other Styles / Games
Spoiler:


Misc Videos
Spoiler:



There are more classes, these ones are close to playable ( not finished ) and ones not featured are still missing items / weapons / or sprites, so are just using place holder sprites for now. Again, This is a Tribute / Compilation mod, there are some sprites made by me, and code, but there is some made by others, i'm not denying that, just all packaged into one lil mod... its a project that I plan to add more to over time.

This was meant to be a private mod for personal enjoyment, but has grown much more than that, not sure if i'm going to make it a public release as of yet... but am thinking about it, after a full credit list is compiled and maps / characters refined a bit more. If there is something seen like code or sprites, just ask and ill be more than happy to share working codes or sprite packages.
Last edited by HellCattX on Wed Nov 11, 2020 5:29 pm, edited 5 times in total.
User avatar
HellCattX
 
Joined: 26 Feb 2009

Re: Monster Mash ( Back from the Dead )

Postby jablon1000 » Fri Nov 22, 2019 5:06 pm

Looks promising.

Project brutality have missile launcher with guided mode. I thunk you should start from PB github https://github.com/pa1nki113r/Project_Brutality
jablon1000
 
Joined: 06 Jul 2017

Re: Monster Mash ( Back from the Dead )

Postby MrRumbleRoses » Sat Nov 23, 2019 3:17 am

hm. i'll be trying to keep an eye on this mod
User avatar
MrRumbleRoses
 
Joined: 25 Feb 2016

Re: Monster Mash ( Back from the Dead )

Postby HellCattX » Thu Jan 02, 2020 11:57 am

Updated Main post, New videos and classes. This is still Just a hobby, work and life comes first, but any feed back is welcomed. things that didnt get a video update : akimbo pistols - If found, some pistols can give a secondary pistol if found, mostly light handguns that dont require two hands. If anyone is looking for any sprites i use, feel free to ask for a request, and ill post a sprite sheet in the spriting carnevil.... heh
User avatar
HellCattX
 
Joined: 26 Feb 2009

Re: Monster Mash ( Back from the Dead )

Postby HellCattX » Fri Nov 06, 2020 4:12 pm

Still not dead yet, just busy with life, work, kids, ect, but there is progress.
The Basic Marine Video has been updated.
The Barbarian Video Has been Updated
WTF weapons has been added.
Cleric Class under the Hexen / Heretic category has been added
Updated from Zdoom 2.81 to GZdoom.... And started to add colored muzzle flashes and lights.
Destructible items like Tech lamps and torches, most light sources can be destroyed, just to make combat more interesting.
fixed menu spacing in my Doom Complete file compiled by wad smoosh.

Anyone wanting Codes, Sprites, Ideas or what not... feel free to ask, i'm not hoarding and am willing to give back to the community upon request for assets before any possibly plausible release, just make all requests through private messaging and what style you would like, as just a code file, a sprite sheet, a complete drop and drag wad, ect.
User avatar
HellCattX
 
Joined: 26 Feb 2009

Re: Monster Mash ( Back from the Dead )

Postby HellCattX » Fri Nov 06, 2020 11:18 pm

- just a quick note -
Working on a slaughter style map with my 11 year old son and he wanted to show off its progress, its included in my monster mash wad, but not the doom complete pk3.
My copy of doom complete includes, Doom 1 - All 4 episodes, Sigil, Doom2, Plutonia, TNT, No Rest for the living, The Master levels, Massacre on callisto, Killing fields of IO, Hells gate - The red Spot, and Remnants of earth.
Monster Mash Includes : arena, Dethbowl, Painlabs, Deathmatch startup level, Nazi Bunker ( re worked wolf 3d E1M1 ), and the "testing room" used in my videos.

The map he wants to show off today is the Dethbowl aka Heart of Evil map, found under misc videos section. Features scalable difficulty, respawns after death and end boss style object to kill to win and stop the onslaught of demons and undead. Still working on the base, as its poly object based, and we're working together to learn it in our free time, so its still rather buggy. the map has a custom end game cast list, but its incomplete at this time.
User avatar
HellCattX
 
Joined: 26 Feb 2009

Re: Monster Mash ( Back from the Dead )

Postby undeadmonk354 » Sat Nov 07, 2020 1:47 pm

That's nice to hear on the updates, I'm looking forward to it.
User avatar
undeadmonk354
 
Joined: 01 Feb 2016
Location: England
Discord: Crazyboy88#3491

Re: Monster Mash ( Back from the Dead )

Postby HellCattX » Sat Nov 07, 2020 4:48 pm

technically its always being updated, I just have a couple weeks vacation time and have the time to upload and update progresses.

As such, added updated mage video to Heretic / Hexen section.

Still having issues figuring out the tag system, i have it working for inventory items, when you scroll through using [ and ] buttons, but i cant figure out how to get it to work with weapons when scrolling through with the mouse wheel, as i was under the impression thats all it took to make it work....
User avatar
HellCattX
 
Joined: 26 Feb 2009

Re: Monster Mash ( Back from the Dead )

Postby HellCattX » Wed Nov 11, 2020 5:35 pm

Updated Gordon Freeman class video from half Life on first post under other characters.
Sprites are large scale texture lumps
uses Half life HD models as source
crossbow still missing reload frames
still tweeking positions of textures for more fluid animations + not getting cut off by screen bounderies
* knows about random cyan pixels and animations speeds.
Still no tongue for barnacle as i dont used md3's / mdls for compatibility issues and for the fact I hate how the open gl renderer renders sprites, i stick to true renderer that doesnt not show models.
No idle / Deep Idle animations as of yet, as they will take a fair bit of time as well.
Still can't get missile to follow laser dot via decorate or thing hate...
User avatar
HellCattX
 
Joined: 26 Feb 2009


Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: IDDQD_1337, X-ZoneWarrior and 14 guests