[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.
Locked
JohnnyTheWolf
Posts: 1165
Joined: Mon Oct 05, 2015 8:37 am

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by JohnnyTheWolf »

DrPyspy wrote:
Cool! I remember you talking about bringing this monster to life some years ago. Nice to see you are about to make good on your threat. :twisted:
SLON
Posts: 141
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by SLON »

DrPyspy wrote: I do speculate that the base concept of the flying imp eventually evolved into the Lost Soul, with the spikes and fire eventually being axed in favor of the charge attack. However, I thought it'd be fun to interpret the Doom Bible text into a new enemy, as there isn't really a lightweight flying enemy in the game currently (unless you count the Lost Soul in Doom Delta, who is super squishy!)
Also, according to the Bible, the demons were supposed to subsequently have some kind of long-range attack (obviously, like the one that archvile ended up with, only with probably less damage), and imps in the early stages could only attack melee (which they also refused, probably because they turned into cannon fodder because of this).
SLON
Posts: 141
Joined: Fri Feb 10, 2017 2:09 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by SLON »

In addition, I also think that it would be logical to make an option that replaces on 31-32 maps, the rest of the enemies and decorations with the original ones from Wolf 3D (the latter really do not look like Doom-similar replacements, but very rough placeholders, so I'm sure that it was originally planned to transfer all the details of Wolfenstein as much as possible, but since Doom 2, as you know, was developed in a big hurry, this was never implemented, and only the chaingunners (see alpha of Doom 2) were replaced with SS).
User avatar
Ltmajordude
Posts: 27
Joined: Mon Sep 23, 2019 12:29 pm
Graphics Processor: Intel (Modern GZDoom)
Contact:

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by Ltmajordude »

Nice mod! Played this with Jenesis and had a blast~

Though it may be just me but tags 666 and 667 didn't register in Map 07, the kind where you kill the fatso's to open one part of the map and then kill the mini spider masterminds to open the end of the map?
Meaning I had to noclip to part of the map and then noclip to kill more monsters. Yikes.
I ran with other mods but checked later on that it was Doom Delta that had just this issue.
Not just on Jenesis, Doom 2's Dead Simple was a dead end (sorry for the pun).

Besides that, still enjoyed this mod!
Hunterj1234
Posts: 22
Joined: Mon Aug 30, 2021 3:24 pm

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by Hunterj1234 »

ORIGIONAL POST
you r screenshot has POstage stamp resolution, i can barely seee it
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by wildweasel »

Hunterj1234 wrote:
ORIGIONAL POST
you r screenshot has POstage stamp resolution, i can barely seee it
Have you tried clicking on it?
Hunterj1234
Posts: 22
Joined: Mon Aug 30, 2021 3:24 pm

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by Hunterj1234 »

wildweasel wrote:
Hunterj1234 wrote:
ORIGIONAL POST
you r screenshot has POstage stamp resolution, i can barely seee it
Have you tried clicking on it?
Ok your welcome. It works now :)
ThrashfanBert1994
Posts: 533
Joined: Fri Sep 11, 2015 5:26 am

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by ThrashfanBert1994 »

JohnnyTheWolf wrote:
DrPyspy wrote:
Cool! I remember you talking about bringing this monster to life some years ago. Nice to see you are about to make good on your threat. :twisted:
i love how this is coming out
MasterZeroFlash
Posts: 7
Joined: Thu Jan 06, 2022 10:14 am
Graphics Processor: nVidia with Vulkan support

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by MasterZeroFlash »

My goodness, I just gave this a try and first of all: Wow, it really feels like Press Release and Doom Bible Doom, like the idea of a live minimap and the tech-y sort of helmet HUD has been a thing Ive longed for ever since I first saw that footage, and secondly: Score system? ;w; Finally! I love this! Treasures and score for kills and whatnot, nothing more, nothing less! The few mods that do exist that implement a scoring system either make a bunch of other changes too, or they make like a score multiplier and nothing else (afaik), but this is exactly what Ive been looking for! <3
ThrashfanBert1994
Posts: 533
Joined: Fri Sep 11, 2015 5:26 am

Re: [I LIVE! AGAIN!] Doom Delta v2.3!

Post by ThrashfanBert1994 »

MasterZeroFlash wrote:My goodness, I just gave this a try and first of all: Wow, it really feels like Press Release and Doom Bible Doom, like the idea of a live minimap and the tech-y sort of helmet HUD has been a thing Ive longed for ever since I first saw that footage, and secondly: Score system? ;w; Finally! I love this! Treasures and score for kills and whatnot, nothing more, nothing less! The few mods that do exist that implement a scoring system either make a bunch of other changes too, or they make like a score multiplier and nothing else (afaik), but this is exactly what Ive been looking for! <3

i seen the updates and wips, i been looking forward on new version with smooth animations
User avatar
DrPyspy
Posts: 278
Joined: Sat Feb 21, 2015 7:35 pm
Operating System Version (Optional): Windows XP Gangster Edition
Location: Utah, USA

Re: [1/28/2022] Doom Delta v2.4.0b!

Post by DrPyspy »



Doom Delta v2.4.0b is out! Some highlights include:
  • New smooth animations!
  • The GARGOYLE!!!
  • HUD updates!
  • Various graphical cleanups!
  • Rebalancing!
Take a look at the web zone for a download, and take a peek at the changelog for more info! As always, let me know what you think! If something seems funky or broken, don't be afraid to let me know!
JohnnyTheWolf
Posts: 1165
Joined: Mon Oct 05, 2015 8:37 am

Re: [1/28/2022] Doom Delta v2.4.0b!

Post by JohnnyTheWolf »

Sweet! I love this gameplay mod and I am happy to see it is still being worked on. I cannot wait to see the Gargoyle in action!

Anyway, first sort-of bug:
Description too long.jpg
Also, picking the Berserk does not seem to make the Bayonet more powerful. Am I missing something here?

Finally, a suggestion: could you add an option to 'Customize Enemies' that makes the Gargoyle replace all Cacodemons?
User avatar
Sgt. Ham
Posts: 60
Joined: Wed May 16, 2018 5:53 pm
Operating System Version (Optional): Windows 10
Location: Somewhere else.

Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Sgt. Ham »

DrPyspy wrote:Update
Congrats on shipping this update out, man! Currently romping through Skulltiverse as Dimitri and I knew he was a tank in terms of defense, but I never expected him to be one on offense, either! Two-tapping Arch-Viles with the super shotgun is fraggin' cathartic as hell. :lol: I have noticed a few, very minor issues of my own, however.

In the mod's help menu, the first person sprite for the dark claw is used instead of the pickup sprite, which humorously blocks part of the description of itself and the Plasma Rifle. The sprite is also messed up in the credits section, too. Also, I feel the Bayonet with Berserk does way too little damage to be useful, going from 5 stabs to kill an imp to only 3.

And a cute little idea I just thought of regarding the Lost Souls: what if the Alpha Lost Soul sprite was a separate enemy from the Retail one? From there, you can choose the attack pattern of the Alpha soul to be either the classic hitscan or Delta's projectile as well as the spawning preferences: whether both Souls can spawn in the open; one Soul type can only be spawned from Pain Elementals or Blobs; or if only one Soul can spawn at all while the other goes unused.

Looking forward to see what else this mod has to offer in the future! Keep it up, dude! B-)
Spoiler:
User avatar
kalensar
Posts: 491
Joined: Sun Mar 21, 2021 9:40 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): linux mint 21
Graphics Processor: ATI/AMD (Modern GZDoom)

Re: [1/28/2022] Doom Delta v2.4.0b!

Post by kalensar »

Exciting Stuff! Thanks for an update.
User avatar
Redead-ITA
Posts: 439
Joined: Sun Dec 20, 2015 8:06 am
Location: At the Pizza Tower
Contact:

Re: [1/28/2022] Doom Delta v2.4.0b!

Post by Redead-ITA »

Going to download this and check it out, one question i have though is that will we have the probjectile weapon in too, i don't expect it to give data or anything but it would be nice.
Edit: the F1 menu of the game has the devil hand sprite be it's firing sprites and not it's pickup sprites.
Locked

Return to “Gameplay Mods”