JamOfDoom V0.5 (DEAD PROJECT)

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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

JamOfDoom V0.5 (DEAD PROJECT)

Post by Ahpiox »

JAM OF DOOM
Doom, but kind of better
(This mod will be no longer updated, because this was my very first Doom II mod, and i taked too much work for myself. And there is a lesson: don't be such ambitious when creating you mod/whatever)
(If someone is actually want to keep this mod alive and make it great as it should be, let me know)
What mod adds? New weapons, some new monsters and effects.
Spoiler: CHANGELOG:
Spoiler: CREDITS:
V0.5 (Gibbing-Land):
-Inventory item: Portable AmmoKit
-Separate Grenade and Rocket Launcher
-Dune Warriors no more launches rockets
-Small sprite fixes (Sniper rifle flash, Gloves and Minigun flash)
-Blur Powerup was replaced with Flying Powerup
-New SMG sprites
-Delete some trash code
-Laser Minigun and Sniper Rifle was removed
-Now you can gib enemies with your SSG and Gloves!
-Cyberdemon's BFG shot deals less damage
-Balance improvements
-Non-transparent blood decals
-Breakable trees
-Possessed people now more agressive
-Bullet tracers
-New attack for Cyberdemon
-New enemies: Zombie Tank and Abominal Imp
-New weapons: Phoenix Rod and Desozidatel
-Some another misc. stuff

You have some ideas, wanna help, or detected a bug? - Post it in comments



DOWNLOAD THIS SHIT HERE!!!!:
https://drive.google.com/open?id=15NZW6 ... 55x8D6P4W2
Last edited by Ahpiox on Mon Nov 05, 2018 7:32 am, edited 16 times in total.
Gideon020
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Joined: Mon Sep 28, 2015 3:23 am

Re: JamOfDoom - yet another bad mod

Post by Gideon020 »

While some of the monsters have potential (I liked the rocket imp), the differing art-styles of the weapons detract from it. Not bad overall, gameplay is serviceable, but there is room for improvement.
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Ahpiox
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Re: JamOfDoom - yet another bad mod

Post by Ahpiox »

Gideon020 wrote:While some of the monsters have potential (I liked the rocket imp), the differing art-styles of the weapons detract from it
Thats why i dont like my own creation. Originally i created small weapon pack with strange OP weapons, but then all this started. And result not as good as planned, maybe because i taked too much work for myself. Will try make something better next time
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Dude27th
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Re: JamOfDoom - yet another mod

Post by Dude27th »

I think this mod has potential but yes, more work in the sprites would be nice. Personally I think that the heretic's gauntlets don't fit with the rest of Doom styled weapons. Maybe if you could see Doomguy's arms in the sprites ...
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: JamOfDoom - yet another mod

Post by Ahpiox »

As i can see, my mod not bad at all. I will upload 0.2 version next day or next-next day. I thinking about replace gauntlets with one from Darken217's SciFi Weapons for GMod. Also, i add spark particles and make recoil 'smooth'.
Thanks you all
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: JamOfDoom V0.5 - Gibbing Land!

Post by Ahpiox »

UPDATE: 0.5
Added credits, actually!
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wildweasel
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Re: JamOfDoom V0.5 - Gibbing Land!

Post by wildweasel »

I don't mean to hassle you, but I'd like to leave a reminder that crediting Realm667 alone for things downloaded from that website is not good enough. Every single thing on Realm667 has its own credit listing, and it is polite to copy those credit lists into your own whenever an R667 asset is used. Crediting the website is the lazy way out.
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Ahpiox
Posts: 98
Joined: Fri Dec 22, 2017 1:52 am

Re: JamOfDoom V0.5 - Gibbing Land!

Post by Ahpiox »

wildweasel wrote:I don't mean to hassle you, but I'd like to leave a reminder that crediting Realm667 alone for things downloaded from that website is not good enough. Every single thing on Realm667 has its own credit listing, and it is polite to copy those credit lists into your own whenever an R667 asset is used. Crediting the website is the lazy way out.
Added. But what about a mod?
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