The Legend of DOOM TC

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Re: The Legend of DOOM TC

Postby Captain J » Wed Oct 13, 2021 1:12 pm


Super congrats, detwelve. Your TC is featured in the latest video by Vinny of Vinesauce.

He gave you the feedback as well and i say, the potential is getting larger and this is a good sign. Thanks again for the neat work :D
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Re: The Legend of DOOM TC

Postby Eltee » Wed Oct 13, 2021 11:50 pm

Hello, old #zdoom irc lurker here (on a new account since my reactivation email dates back to 2010). That's not relevant.

I'm extremely happy you made this! A bit disappointed in myself on seeing it though... why? Well. Back in 2009, I made.. I guess you could say a small prototype for something that could have basically been this. But I'm made entirely of scrapped projects.. but it brings me much joy to see something like this happens! Thank you for making this TC.

If anyone cares, here is old footage of said prototype.. as you can tell it was rough ;)


Between finding out Combined Arms has a sweet Link class now, and this TC blowing my mind.. it's like a decade old dream come true.

I was compelled to share, but this is your show. Back to obscurity. See y'all next decade.
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Re: The Legend of DOOM TC

Postby HolyHeadcrab » Thu Oct 14, 2021 11:41 pm

I'm very interested in this!
I do have a question though: Are the enemy drops fixed like they are in the NES version? The whole reason for the old man tip "10th enemy has the bomb" was because you could predictably get bombs from the 10th enemy if you killed them without taking damage AFAIK.
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Re: The Legend of DOOM TC

Postby StroggVorbis » Fri Oct 15, 2021 12:05 am

HolyHeadcrab wrote:I'm very interested in this!
I do have a question though: Are the enemy drops fixed like they are in the NES version? The whole reason for the old man tip "10th enemy has the bomb" was because you could predictably get bombs from the 10th enemy if you killed them without taking damage AFAIK.


Had a peek inside the mod, indeed they are.
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Re: The Legend of DOOM TC

Postby detwelve » Fri Oct 15, 2021 9:25 pm

Captain J wrote:Super congrats, detwelve. Your TC is featured in the latest video by Vinny of Vinesauce.


Wow, very cool! After about half way through I was already into the source adding things to a 1.0.3 release (I could swear Darknut shot swords, but I think Vinny is right and they don't). Man, it was hard watching him encounter those bugs in level 3. It's crazy watching someone else play something you made and have played so much in a particular way. Anyway, it's super motivating and I'm glad he stuck it out a bit even though he got hit with some unfun bugs. Seeing this kind of direct feedback is cool, valuable, and scary.

Eltee wrote:I'm extremely happy you made this! A bit disappointed in myself on seeing it though... why? Well. Back in 2009, I made.. I guess you could say a small prototype for something that could have basically been this. But I'm made entirely of scrapped projects.. but it brings me much joy to see something like this happens! Thank you for making this TC.


Thank you! This looks great and like something you can be proud of. I honestly see things in each of the other Zelda projects that I think were done better. Your walls, for example. And the sword sprites and animation look way better than when I tried to do some. It would have also been more difficult to do the whole game at the time because ZScript hadn't yet been introduced to the engine.

HolyHeadcrab wrote:I do have a question though: Are the enemy drops fixed like they are in the NES version? The whole reason for the old man tip "10th enemy has the bomb" was because you could predictably get bombs from the 10th enemy if you killed them without taking damage AFAIK.


The drop rates adhere to the same logic as the original. But now that I look back at all of the rules, you are indeed correct. There is a bit of logic missing that should guarantee a drop after a 10 monster killing spree and if that 11th monster is killed by a bomb the drop should be a bomb.

By killing 10 enemies without themselves being hit (this includes encounters which don’t damage Link), the runner can force the 11th enemy to drop an item. If this enemy is killed by a bomb explosion, the item drop will be a bomb. If the enemy is killed by anything else, the drop will be 5 rupees.
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Re: The Legend of DOOM TC

Postby StroggVorbis » Fri Oct 15, 2021 11:06 pm

I know this isn't accurate to the original game, but may I request an addon? I'd like to have spawners have a 100% chance and enemies to only spawn once/never respawn once killed and also to not disappear on map change or based on distance. While games like Zelda or Metroid are designed in such a way that resources are never going to run out, they have one thing in common with typical JRPGs. Once you hit max level or in this case, acquire all the equipment and upgrades, you lose any motivation to defeat regular enemies and try to avoid them whenever possible, as at that point they only exist to drain your health, ammo and time. I'm a completionist and for me a task can be as mundane as it wants, if it has a definite end, I'll go for it. Unless it's smth like the remaining 459 Korok seeds in BotW which only net you golden poop.

Hexen kept me from playing it until I found out there's a mod that disables the infinitely respawning ettins, aka script 255 lol
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Re: The Legend of DOOM TC

Postby Captain J » Sat Oct 16, 2021 4:35 am

Speaking of addon, would be cool to see Zelda 2 version of this. Certainly not a request but sending some good idea here!
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Re: The Legend of DOOM TC

Postby detwelve » Sat Oct 16, 2021 9:30 am

StroggVorbis wrote:I know this isn't accurate to the original game, but may I request an addon? I'd like to have spawners have a 100% chance and enemies to only spawn once/never respawn once killed and also to not disappear on map change or based on distance.


I'm going to do a bugfix release a v1.0.3 this weekend that has some fixes like clock damage and a few stray spawners that trigger too soon. I can't promise that it'll be in that one but I think that should be pretty doable. It would also put in place some infrastructure enabling overworld memory for bomb walls like exists in the dungeons. At one point I had actually experimented with a cvar/Nightmare setting that lets you do the opposite so that the spawners always respawn as soon as their spawns were dead. It's just non stop monsters spawning on top of you. I didn't include it in the final version because it's pretty impossible.


Captain J wrote:Speaking of addon, would be cool to see Zelda 2 version of this. Certainly not a request but sending some good idea here!


Yeah that'd be cool! It'd be a lot more difficult to adapt as a 1:1 remake in 3D, but I've been thinking about ways to make at least a decent homage. My current thought is that you could do the overworld as a top down camera with voxel models and then when you hit the enemies take the player to a randomly generated 1st person arena. The cave/travel areas in between would be another challenge, but it's probably doable to come up with some decent 1st person caves. Dungeons would be tough too. Maybe some kind of Crash Bandicoot style linear 3D world would work. I know folks have done side scrollers with GZDoom, but I don't know if I'd be interested in a true 1:1 remake vs something that adds a 3D or Doom like element.
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Re: The Legend of DOOM TC

Postby Willytor » Mon Oct 18, 2021 11:56 am

Is compatibility for combined arms' past linked class possible? i like this tc but i'm not the biggest fan of how the weapons actually feel
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