MetaDoom v4.1 "Fred" (p81)

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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sun Apr 16, 2017 4:51 am

I've officially broke ground on the new version.

Image

I'm still working on little tweaks and touches here and there, and trying to get the damage right. It's surprisingly difficult to get a middle ground between "barely scratches you" and "kills you stone dead"...

The Cyber-Manc is currently still a big question mark sprites wise, but an impressive amount of work has been done in reverse-engineering the Doom 2016 model, texture and animation formats very recently, so who knows? This may well change in the near future. I hope so, anyway. I ain't looking forward to doing that stuff myself!

whatup876 wrote:The new D4T teaser just reminded me that D4 had another new power up which was regeneration, not sure if Kinsie has any plans for this (since Syphon Grenades may make it useless), but IF he does, i was wondering if it could be a variant for the soulsphere.

Edit: also, apparently, both Quad and Regen. are balls with skulls in them, so one could have a different design for variety.

April/14/17 Edit: If Regen ever gets added, i thought of its design to be the classic/original soulsphere but with a lighter shade of blue, to resemble the original power up, while still looking distinct from Quad, since that one would be a skull inside the sphere.

Yet another edit: Regen also brings armor as well, maybe it could be a bit closer to the megasphere.
Quad will probably be in the next version, Regen probably won't.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby whatup876 » Sun Apr 16, 2017 6:06 am

Alright.
That new Manc looks cool, by the way.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Captain J » Sun Apr 16, 2017 7:36 am

That is some fancy flame effects too. Unlike Firebot's.
Last edited by Captain J on Sun Apr 16, 2017 7:53 am, edited 1 time in total.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sun Apr 16, 2017 7:51 am

Captain J wrote:Heh, it's amazing that reelism is not dead yet! Also that is some fancy flame effects too. Unlike Firebot's.
...pay attention to what thread you're posting in instead of just mashing the Postcount++ button.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Captain J » Sun Apr 16, 2017 7:53 am

My mistake there, sorry.

EDIT: For real. What the hell did i even mistaken this thread as... Reelism? Maybe because Reelism is related to the same creator, you? Freaking Dyslexia. So excuse me.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby whatup876 » Sun Apr 16, 2017 2:03 pm

Is the Grenade Launcher combined with any other weapon?

Because i just noticed it was different than the original one in Doom 4.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Fri Apr 21, 2017 6:49 am

Spoders.

Image
Image

And a Quad Damage, but mostly Spoders.

Image
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Captain J » Fri Apr 21, 2017 7:52 am

Good to see those D3 ticks again. But are those for imp replacement?
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Fri Apr 21, 2017 7:59 am

Captain J wrote:Good to see those D3 ticks again. But are those for imp replacement?
Spectres in a dark room can be replaced by a Terrible Trio of Trites. Alliteration.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby JohnnyTheWolf » Fri Apr 21, 2017 8:05 am



Out of curiosity, do you plan to bring less-remembered Doom 3 monsters to MetaDoom, like the Cherub and the Maggot.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Fri Apr 21, 2017 8:23 am

JohnnyTheWolf wrote:Out of curiosity, do you plan to bring less-remembered Doom 3 monsters to MetaDoom, like the Cherub and the Maggot.
If I can find interesting things for them to do and a good place for them. Most of the new Doom 3 monsters are basically just melee monsters.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby JohnnyTheWolf » Fri Apr 21, 2017 10:04 am

That is fair, I suppose. I am not that big of a fan of the Maggot myself, but I do think the Cherub is an underused and underappreciated monster.

It is just a shame that Doom 3 had so many overlapping enemies.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby DoomKrakken » Fri Apr 21, 2017 4:56 pm

Spoders... XD

Holy cow, that Quad Damage looks cool! Did you use a Revenant's face in there?
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby whatup876 » Sat Apr 22, 2017 10:07 am

I noticed that Quad is gone with the Traditional Berserk option.
This makes sense if the player doesn't have content locust on because that option is meant to drop all balance and the smart placement system to show off everything, so in some way, content locust doesn't technically show "everything".

Maybe i'm just misundertanding this a bit.
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Re: MetaDoom v3.666 "Samuel" (p72)

Postby Kinsie » Sat Apr 22, 2017 10:23 am

Traditional Berserk reverts several changes to the Berserk gameplay (like the time limit) to avoid too much damage on the intended gameplay of maps that rely on using the Berserk's super-punch to Tyson your way through a map designed around limited resources. Enabling Quad, which makes a lot more changes and keeps the timer, under such circumstances doesn't make a lot of sense.

I might make Content Locust override this. I might not. I might make it so enabling Content Locust and Traditional Berserk at the same time replaces Berserks with the nuclear barrels from DRLA. We'll have to see what happens!
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