[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

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.
User avatar
MagSigmaX
Posts: 163
Joined: Tue Sep 22, 2009 8:52 pm
Location: Panamá

[WIP] Project MSX - Beta 2 (v0.2a) July 22, 2013 Update!

Post by MagSigmaX »

Image


A weapons and gameplay mod for GZDoom


Project MSX is a weapons and gameplay mod that brings some elements of modern FPS into your 16 year old Doom, and with this attempting to merge both new-school and old-school styles of FPS gameplay.

In this mod you will have rechargeable shields, they work like the ones in Halo. They fully protect you from any damage until they deplete, when your shields are out you have to take cover or dodge attacks until they recharge and you will be good to fight again. However health doesn't regenerate, so you have to rely on portable medkits to heal yourself.

Players can throw grenades or launch a powerful melee attack at anytime without having to switch weapons, in addition, players will now have the ability to sprint (by holding down the run key and the forward movement key), evade (tapping both the run key and a movement key) and powering up their fists, all these abilities consumes the aux power of your combat suit. (Remember to bind new keys!)

To help the player with these new features, this mod incorporates a custom HUD built completely in ACS.

BETA 2 TRAILER


CLICK HERE TO DOWNLOAD BETA 2 (v0.2a)
You will need GZDoom 1.8.0


WEAPONS
Spoiler:
SUIT POWERS
Spoiler:
There is more yet to come!! :wink:


Spoiler: Changelog
Spoiler: OLD GAMEPLAY VIDEOS
Last edited by MagSigmaX on Mon Sep 23, 2013 7:45 pm, edited 23 times in total.
User avatar
chronoteeth
Posts: 2653
Joined: Wed Sep 08, 2004 1:29 pm

Re: [WIP] Project MSX [Gameplay Mod]

Post by chronoteeth »

Everything is just jaw droppingly impressive. Honestly, the only negative thing I could say is that the goldeneye style of reloading feels out of place. Other than that, this is fucking badass.
Estopolis
Posts: 89
Joined: Wed Apr 15, 2009 11:45 pm

Re: [WIP] Project MSX [Gameplay Mod]

Post by Estopolis »

The weapon selection looks good so far according to the video.
The hud may be a bit distracting but I'm not too sure.

The only thing I don't like is the spiders. I hate Arachnophobia. :cry:

Either way I'm looking forward to this one. Looks great.
User avatar
David Ferstat
Posts: 1113
Joined: Wed Jul 16, 2003 8:53 am
Location: Perth, Western Australia

Re: [WIP] Project MSX [Gameplay Mod]

Post by David Ferstat »

Wow.

I mean, wow!

That's very impressive. The gameplay seems nice and fast, and enthusiastically brutal. The weapons, at least in the small screen of a YouTube video, look good, though I will admit to a degree of "huh?" when I saw a Star Wars Stormtrooper rifle going bang bang bang. :)

I like the grenade throwing action, and that HUD is really impressive.

Keep up the good work, as the cliche goes.
User avatar
ZDG
Posts: 918
Joined: Sat Jan 02, 2010 12:01 pm
Location: in SlumpEd

Re: [WIP] Project MSX [Gameplay Mod]

Post by ZDG »

HOLY SHITE THE HUD IS SO AWESOME.
Seriously.
User avatar
lizardcommando
Posts: 1486
Joined: Thu Sep 07, 2006 12:24 pm
Location: Boringland, California

Re: [WIP] Project MSX [Gameplay Mod]

Post by lizardcommando »

Oooh... very impressive! The HUD does seem a bit distracting, but I'm sure I'd get used to it once I play the mod for a while. Keep up the great work.
User avatar
Xaser
 
 
Posts: 10771
Joined: Sun Jul 20, 2003 12:15 pm

Re: [WIP] Project MSX [Gameplay Mod]

Post by Xaser »

*Xaser approves* :thumb:
User avatar
XutaWoo
Posts: 4005
Joined: Sat Dec 30, 2006 4:25 pm
Location: beautiful hills of those who are friends

Re: [WIP] Project MSX [Gameplay Mod]

Post by XutaWoo »

Looking great as it did before. The only problem is that the name makes me thing of an arcade-y mod with La-Mulana-styled graphics.
User avatar
wildweasel
Moderator Team Lead
Posts: 21384
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Project MSX [Gameplay Mod]

Post by wildweasel »

Yeah, finally this thing's got some presence on the forum! Eagerly awaiting a release.
User avatar
SamVision
Posts: 2424
Joined: Tue Apr 13, 2010 4:47 pm
Location: Behind You

Re: [WIP] Project MSX [Gameplay Mod]

Post by SamVision »

This could use some slick maps and and it would be a game by itself.
User avatar
qwerqsar
Posts: 236
Joined: Sat Jun 02, 2007 10:06 am
Location: The beautiful Anahuac (A mexican kind of Midgard)

Re: [WIP] Project MSX [Gameplay Mod]

Post by qwerqsar »

That looked so pretty awesome!
I am not a halo fan myself, but the interface was just so cool. Plus, I loved the overheat and, finally, the death!
I love it already!
User avatar
MagSigmaX
Posts: 163
Joined: Tue Sep 22, 2009 8:52 pm
Location: Panamá

Re: [WIP] Project MSX [Gameplay Mod]

Post by MagSigmaX »

@New HUD comments:
Glad you guys like the HUD! I spent months making that thing.
Honestly, the only negative thing I could say is that the goldeneye style of reloading feels out of place. Other than that, this is fraking badass.
The current version of the mod has reloading animations. :D
Looking great as it did before. The only problem is that the name makes me thing of an arcade-y mod with La-Mulana-styled graphics.
lol! The name of the mod is temporal, since I can't think a good name for the mod, the only names that I have come up so far are cliched and cheesy. :(
User avatar
Sonnyboy
Posts: 1156
Joined: Sun May 03, 2009 5:40 pm
Location: A pinch here, a dab there

Re: [WIP] Project MSX [Gameplay Mod]

Post by Sonnyboy »

It's funny how worried you are about a cliched, cheesy name when you're modding for a game called DooM.
:P
User avatar
amv2k9
Posts: 2178
Joined: Sun Jan 10, 2010 4:05 pm
Location: Southern California

Re: [WIP] Project MSX [Gameplay Mod]

Post by amv2k9 »

HUD is damn slick looking. And done totally in ACS?

My only real caveat is the helmet obstructing as much of the screen as it does. That could be a real killer in a lot of levels :/
User avatar
DoomRater
Posts: 8265
Joined: Wed Jul 28, 2004 8:21 am
Discord: DoomRater#6308
Location: WATR HQ

Re: [WIP] Project MSX [Gameplay Mod]

Post by DoomRater »

OMFG CHECKING THE FORUMS EVERY 7 SECONDS FOR THIS MOD

Return to “Gameplay Mods”