Doom: Operational Support

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Doom: Operational Support

Postby wildweasel » Thu Jul 17, 2003 1:41 pm

Well, since I've got a development log of this on pretty much every other forum I go to these days (not counting the ones that have nothing to do with games), I may as well start one here too. (Randy, if you so wish, you might want to start a forum dedicated to devlogs so everybody can show off here. Just a suggestion.)

Anyhow, here's my Current List O Features...

* In the style of Immoral Conduct, this WAD is compatible with anything that ZDoom runs (aside from WADs that already have weapons and such changed - behavior is rather unpredictable).
* High-res sprites for nearly anything I can get.
* Brand new weapons with interesting concepts - from the Dual Railgun, to the Plasma Cannon (a combination Rocket Launcher/Shotgun), to the Massdriver and Freezer Rifle. (I put that in WELL before I first played Massmouth 2.)
* New enemies, including Kamikaze Lost Souls (no longer have the ability to charge, but move slightly faster and will explode on contact with anything) and Tchernobog Cultists (armed with gauss rifles). Also hacked existing enemies, such as giving the Arachnotrons a new Flamethrower.
* New status bar, made by hand (based from a texture in The Darkening 2)
* Sounds made from scratch, and a few taken from games nobody would have thought about ripping sounds from (Kirby Super Star, Dimahoo, 1944 The Loop Master come to mind).
* Uses splash effects from SPLASH3.WAD, with new sounds.
* Weapon graphics taken from Scubasteve's Weapons Emporium, and modified a lot. Man, I love that place.

Before I go, here's a screenshot!
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Postby Mighty Duck X-treme » Thu Jul 17, 2003 2:05 pm

wildweasel wrote:... and a few taken from games nobody would have thought about ripping sounds from (Kirby Super Star...)


You stole that idea from me. >:-(

I tried that before, and it worked.
Last edited by Mighty Duck X-treme on Sat Jul 19, 2003 7:59 am, edited 1 time in total.
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Postby wildweasel » Thu Jul 17, 2003 3:36 pm

Heh...amazing coincidence. But has anybody ever ripped resources from the Marathon games on the Mac?
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Postby Mighty Duck X-treme » Thu Jul 17, 2003 4:09 pm

wildweasel wrote:Heh...amazing coincidence. But has anybody ever ripped resources from the Marathon games on the Mac?


Guess not, heh.

Oh well.
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Doom: Operational Support

Postby Randy110887 » Thu Jul 17, 2003 4:25 pm

Hey, I like Marathon! I might just do that.
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Postby Mannequin » Thu Jul 17, 2003 5:56 pm

I never could get in to Marathon. It sucked too bad compared to Doom, of course...
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Postby wildweasel » Fri Jul 18, 2003 9:44 am

Well, yeah, it's not as fast or action-oriented, but it had some great ambience and an actual plot. Not to mention some great resources to play with.

And note, I'm not even using a Mac. Most of my sounds came from the Unreal Tournament mod "Marathon: Ressurection".

Anyhow, I guess it's time I posted another screenshot to get you guys all excited and such.
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Postby Hirogen2 » Sat Jul 19, 2003 6:39 am

Double railgun? How odd.
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Postby Mighty Duck X-treme » Sat Jul 19, 2003 7:59 am

But yet... astonishing. :)
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Postby Xaser » Sat Jul 19, 2003 9:31 pm

Nice job on editing Scuba Steve's Mancubus Arm Weapon graphics. :)
The choice of sprites is very good, as Scuba Steve's weapons kick ass!!! When is this project going to be finished, anyway?
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Postby bimshwel » Sun Jul 20, 2003 11:30 am

Hey, I made a (admittedly pointless) wad that was all sounds stolen from NES games, around three years ago. I did it with wintex, and had no idea it wasn't freeing up space following deleted items until some whore called "Unknown Doomer" reuploaded a smaller version, whining about "44khz" sounds, of which there were none, without saying a thing to me. RAGE.
. . . . . . . . . . . .
I promise I'll never mention this here again.
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Postby wildweasel » Sun Jul 20, 2003 11:40 am

I actually played your original wad, EM. I kinda liked it. It inspired me to create a successor, using sounds taken from FM chips (like on the Genesis, Turbo-Grafx 16, Adlib Gold, etc).

Doom:OS should be released sometime this year, not sure when that'll be because I'm still looking for some new BFG graphics and replacement monster sprites for the Chaingunner.
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Postby Isabella Cushsone » Sun Jul 20, 2003 12:30 pm

Hirogen2 wrote:Double railgun? How odd.


http://deadnail.tk has had a double-railgun for quite some time
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Postby bimshwel » Sun Jul 20, 2003 12:35 pm

Why is that called a railgun, anyway? Is it primarily used for sabotaging train tracks? Not that Amtrak needs the help, but that's the best I could come up with.
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Postby Mighty Duck X-treme » Sun Jul 20, 2003 1:19 pm

Hirogen2 wrote:*no* has had a double-railgun for quite some time


Illegal. These "Double Railguns" are the Devistators from Duke Nukem 3D, and should not have ever been made with these sprites.
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