Metroid: Dreadnought v1 - The Galaxy is Doomed

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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby RockstarRaccoon » Mon Dec 25, 2017 1:17 am

Ayyy, I'm finally in a setup where I can work on this stuff again! Hopefully I'll be able to get back down to it and build something releasable in the next few months...

R4L wrote:For anyone still wanting to work on this, I've decided to share some things I've done in lieu that someone will pick this up and want to continue with it.

I love the models and will be contacting you about helping me implement some of them.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby R4L » Wed Dec 27, 2017 2:49 pm

Glad to see your back. :)
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby Espeon » Wed Jan 03, 2018 5:43 pm

Hi there, did someone make a monster pack for Dreadnought by any chance?

Been doing a mappack with some extra items, based on this mod, but I'm still lacking some monsters for it :shock:
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby RockstarRaccoon » Wed Jan 31, 2018 9:16 am

Espeon wrote:Hi there, did someone make a monster pack for Dreadnought by any chance?

Been doing a mappack with some extra items, based on this mod, but I'm still lacking some monsters for it :shock:

There is a space-pirate included in Dreadnought.

I was working on a Metroid, but wasn't super happy with it and was thinking of using a model. I can send that to you if I remember next time I'm at my computer...

I also made a new monster called a "Gremlin" that's a little green thing that jumps at you. My boss-battle to get the Wave Beam is a swarm of these coming out of the walls. That lacks full rotations and is more of a generalized Doom monster though.

I'd also like to implement Zoomers and Rippers at some point, and those would probably work best as models.

Other than that, the guy who is doing the 8-bit Metroid mod has a few basic Metroid enemies in his, but I question their quality.


Very interested in this map pack.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby TerminusEst13 » Wed Jan 31, 2018 8:53 pm

Espeon wrote:Hi there, did someone make a monster pack for Dreadnought by any chance?
Been doing a mappack with some extra items, based on this mod, but I'm still lacking some monsters for it :shock:


Nope, no monsters.
It's certainly one of the more requested features, but the problem with that is coming up with the sprites for it...
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby RockstarRaccoon » Thu Feb 01, 2018 9:31 pm

Oh! Oh! I can't believe I forgot this!

I made Zombie GF guards too.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby Sgt. Shivers » Fri Feb 02, 2018 1:26 am

Hi RockstarRacoon, I would really prefer it if you kept discussion of your mod to a seperate thread. it is a bit frustrating to see updates to this thread that aren't updates to this mod. I think your discussion about add on mods is fine, but I don't think posts like your last one are appropriate. Besides, you don't want information on your cool mod to be buried in this thread.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby RockstarRaccoon » Fri Feb 02, 2018 8:12 am

Sgt. Shivers wrote:it is a bit frustrating to see updates to this thread that aren't updates to this mod. I think your discussion about add on mods is fine, but I don't think posts like your last one are appropriate.

1) Terminus has stated that he will not be updating any longer, so if that's what you're looking for, then you will always be disappointed.

2) his question was has anyone else made monsters that work well in this, the answer was yes.

3) I just had to hash things out with the 3rd person so far about a new feature they'd spent time making that I'd already made and posted somewhere. (This time it was hatch doors and another morph-ball tweak) I don't want to have to do that a 4th time when this guy makes GF Guards or Metroids or Zoomers or Rippers, or fixes the bug with the missiles and beams or something else that we already spent the time working on, because with about maybe 2 people at a time willing to work on this, I'd rather bother you with mentions of things in other projects than see the work divided to redo the same thing over and over again and going nowhere. I want to see a full Metroid/Doom crossover type setup, and it will never happen if people make the same things over and over.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby Shadelight » Fri Feb 02, 2018 8:50 am

I agree with Sgt. Shivers. While you have a point that terminus isn't updating this mod, it can be confusing to others that don't know that. You may as well just make your own thread for your mod instead of keeping this one alive when there is no point to.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby RockstarRaccoon » Fri Feb 02, 2018 9:24 am

Shadelight wrote:I agree with Sgt. Shivers. While you have a point that terminus isn't updating this mod, it can be confusing to others that don't know that. You may as well just make your own thread for your mod instead of keeping this one alive when there is no point to.

I'm actually not meaning to talk about my project here, as I already talk about it elsewhere. I'm just trying to answer when someone asks "has this been done / is someone doing this?" because the answer is YES. It is always YES because I have been poking at it as a side-project for the past year. I made 3 threads to tell people about my fork, but they were all closed for me not being able to post enough new content fast enough.

I actually totally agree with what you're saying, and would love if this thread was only used to talk about the Dreatnought stuff and not request/post features I've already worked on, but it's just been unfeasible to fix that. I will make a new thread the next time I get the chance to sit down and type one out and not be pulled away when someone tells me there's a problem, because I've been adding things to this relatively consistently for the past year (minus a few months from the hurricane and the move), and the last few things I made in the GZDB should be enough to constitute a semi-complete project.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby TerminusEst13 » Fri Feb 02, 2018 5:09 pm

RockstarRaccoon wrote:I made 3 threads to tell people about my fork, but they were all closed for me not being able to post enough new content fast enough.

This is a straight-up lie, they were closed because you didn't post any content aside from ideas.
I appreciate your enthusiasm, but if you've been working on things consistently for the past year then surely you have something to show. Please make your own topic.

RockstarRaccoon wrote:3) I just had to hash things out with the 3rd person so far about a new feature they'd spent time making that I'd already made and posted somewhere. (This time it was hatch doors and another morph-ball tweak) I don't want to have to do that a 4th time when this guy makes GF Guards or Metroids or Zoomers or Rippers, or fixes the bug with the missiles and beams or something else that we already spent the time working on, because with about maybe 2 people at a time willing to work on this, I'd rather bother you with mentions of things in other projects than see the work divided to redo the same thing over and over again and going nowhere. I want to see a full Metroid/Doom crossover type setup, and it will never happen if people make the same things over and over.

Are you serious? You're actually dissuading people from working on features just because you've already done the same in your add-on? I don't even have words for this.
This is the second time you have brought this up, and this is the second time I'm telling you it's not up to you.
If someone decides to do their own work, they're free to do their own work with absolutely no obligation to check in with you or to merge their work with yours.

You don't control Dreadnought, nor do you have any right to try and tell people to stop making things for it.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby RockstarRaccoon » Sat Feb 03, 2018 9:22 am

TerminusEst13 wrote:You're actually dissuading people from working on features just because you've already done the same in your add-on?

No, I'm telling them that things they want to add already exist, and that they shouldn't be taking the time to retread old ground unless they really want to make them again.

Example: Espeon was making hatch doors, so I sent him the hatch code I wrote last year before he took the hours to untangle all the little issues that I had to.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby silentw » Sat Feb 03, 2018 6:02 pm

RockstarRaccoon wrote:
TerminusEst13 wrote:You're actually dissuading people from working on features just because you've already done the same in your add-on?

No, I'm telling them that things they want to add already exist, and that they shouldn't be taking the time to retread old ground unless they really want to make them again.


That's literally exactly what Term said. Stop trying to control what other people do. Make your own thread. Stop necrobumping this one.
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Re: Metroid: Dreadnought v1 - The Galaxy is Doomed

Postby Captain J » Sat Feb 03, 2018 10:57 pm

Well finally term and others are speaking my language. No matter what you do, bumping this thread is just meaningless but making new one. And i also hope you stop being defensive and forced-dissuading as well.
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