[WIP] DoomField v.0.1 (1 gun)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

[WIP] DoomField v.0.1 (1 gun)

Postby revo794 » Fri May 10, 2013 6:29 am

Image
Original pic by revo794, "DoomField" sign by Alatar

Feel like you could help somehow? Check out the Vacations list below!

Features (current and upcoming):
- The Projectiles system instead of regular hitscan. Thus, bullets have their own speed, you can see them and they make whizzing sound when flying nearby. Also they look nice.
- Some weapons from Battlefield 3, the amount of which will constantly grow
- Credits system for buying new guns right on the map

DoomField v.0.1

Spoiler: Screens


Archive:
Spoiler:

Changelog
Spoiler:


Vacations
Spoiler:
Last edited by revo794 on Sat May 24, 2014 12:13 pm, edited 15 times in total.
User avatar
revo794
You talkin' to me?
 
Joined: 30 Dec 2012

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby DoomNukem » Fri May 10, 2013 9:05 am

ahh my favourite gun from bf3, you have fine taste, and the sprite was imported pretty well man its nice and clean, its abit weird how he tilts the gun when ads'ing it should feel a little more natural.
now for a few criticisms, I understand its not a singleplayer mod so the gibbing of monsters is fine and I guess its early days. shooting felt weird, hitting stuff was a bit of a chore unless I ads'd but Im guessing that's what you were going for.
I'm not sure if there's any issues related to importing stuff from other games, I remember seeing a thread with sgt.mark releasing a spas12 that got canned.

as it is theres not much to say about it, as I said early days, but I'm personally not really a fan of bringing bf3 to zdoom, it seems pointless and you may even get a few extremists decrying you.
User avatar
DoomNukem
That messed up noise when you run over a cat, like stepping on a juice box.
 
Joined: 10 Feb 2013
Location: 2km south of Копачи Village - Pripyat, Chernobyl.

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Hellser » Fri May 10, 2013 10:48 am

Quick FYI, revo. All project threads needs a screenshot. Even if you do provide a wad/pk3. :)
User avatar
Hellser
Remember Citadel
Global Moderator
 
Joined: 25 Jun 2006
Location: Citadel Station
Discord: Hellser#8156
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD with Vulkan Support

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby revo794 » Sun May 12, 2013 7:48 am

Added some screens and M249 SAW.
Well, what I'm gonna do now is to port as many weapons as I can and to try some mapping. I can see it as a nice project, so it will take some more time.
User avatar
revo794
You talkin' to me?
 
Joined: 30 Dec 2012

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Sgt. Shivers » Sun May 12, 2013 10:22 pm

Those are some surprisingly nice model rips. I will take a look at this some time!
User avatar
Sgt. Shivers
 
Joined: 22 Jun 2012
Discord: Sgt. Shivers #4769

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Ribo Zurai » Sun May 12, 2013 11:32 pm

Despite this idea seems to be a little overdone, the idea of making the mod look like Battlefield sounds promising. The sprites look great too. Let's see how this goes, I have good expectations.
User avatar
Ribo Zurai
 
Joined: 03 Jul 2009

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Matt » Mon May 13, 2013 12:21 am

1.4 megs for 640x512 screenshot

that is unacceptable

I'd say your mod is crap for that reason alone
User avatar
Matt
Putting the XD into *xdeath since 2007
 
Joined: 04 Jan 2004
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Failure » Mon May 13, 2013 9:33 am

I wish it could have the same features as RGH <3
Failure
Banned User
 
Joined: 17 Sep 2012

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby revo794 » Mon May 13, 2013 10:07 am

That's why I would need some helpers soon :D What I'll definitely do is porting sprites, sound code and weapon code. Let's see later.
User avatar
revo794
You talkin' to me?
 
Joined: 30 Dec 2012

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby wolf00 » Mon May 13, 2013 11:10 am

this is create for detmatch only ?
User avatar
wolf00
 
Joined: 15 Apr 2006
Location: kladno czech republic

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Mav3rick » Mon May 13, 2013 12:38 pm

well i think it look a lot like real gun hardcore, maybe will be diferent in some way
User avatar
Mav3rick
Need some light??
 
Joined: 14 Jan 2013
Location: Hell

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby revo794 » Wed May 15, 2013 3:47 am

wolf00, deathmatch only, because ripping monsters with two bullets would feel unfair to monsters.
Guys, G3A3 in hi-q is almost ready for you! Also the bullets are gonna "whizz" when they fly nearby.
User avatar
revo794
You talkin' to me?
 
Joined: 30 Dec 2012

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby Ethril » Wed May 15, 2013 3:50 am

Mav3rick wrote:well i think it look a lot like real gun hardcore, maybe will be diferent in some way

They're based off of two different game series.
You'd never be able to tell just by looking, though, because all modern shooters look exactly the same.

It's kind of funny and kind of sad at the same time.
User avatar
Ethril
F1
 
Joined: 16 Nov 2008
Location: Guidance Gate

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby leileilol » Wed May 15, 2013 12:07 pm

If you can't surf on planes, then it's not "battlefield gameplay" (which is a bold claim and next to impossible to live up to in the limited confines of Zdoom).

it's more like duty calls gameplay at this point
User avatar
leileilol
ダークエルフ!!!!!!!!!!
 
Joined: 30 May 2004
Location: GNU/Hell

Re: [WIP] BattleDoom - Battlefield's gameplay + ZDoom engine

Postby ibm5155 » Wed May 15, 2013 12:48 pm

Will this project have some bf3 like maps?
User avatar
ibm5155
Just Spooky
 
Joined: 20 Jul 2011

Next

Return to Gameplay Mods

Who is online

Users browsing this forum: _bryan, CanisLaticanis, Gorman Frebmane, LossForWords, OfficialYeen, Ravazaak, Simple Pie [RSS], Yandex [Bot] and 27 guests